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Genre: Strategy, Indie

Wars Across the World

Release of Byzantium 1116

Byzantium 1116, our new release for July depicts the reconquest of Anatolia by Byzantine Emperor Alexius Comene, against the Seljuk Turks.

The Turks, recently weakened by the passage of the First Crusade, are attempting to capture the last Byzantine strongholds (and loot them) before the latter can return in force and counter attack.

This original medieval thematic will be available today 9:00 PST

July Scenario Update

Before release of our next scenario (Byzantium 1116 - see on our website), we have processed some previous scenario improvements.

Most important fix was Hasting 1066, with a new start setup. Other minor corrections on Waterloo 1815 (name errors), Normandy 1944 (setup) and austerliz 1805 were also added.

July game update

*** IMPROVEMENTS ***

  • (Units) Added support for units with more than 2 life steps.
  • (UI) Money icons displayed during economic phases now use the graphics included in the scenario instead of the default graphics.
  • (Movement Phases) The button allowing to cycle through stacks that have not moved yet now also zooms on the stacks to help locate them.
  • (Leaders) Leader that dies of starvation or that is killed when his/her fortress is taken by the enemy can now be replaced, either immediately if the stack still exists or on next turn with a reinforcement arriving in the capital of its nation.
  • (Main Menu) The store button has been activated.
  • (Victory Conditions) Specific conditions defined in the scenario (e.g. control of a specified structure, elimination of a specified structure) are now prioritised over general conditions concerning victory points. If two players simultaneously.
    fulfil specific victory conditions, the one with the highest VP count wins.
  • (End Game) Clarified the window that displays the victory conditions at the end of the game.


*** FIXES ***

  • (Aerial Movement) Fixed bug that allowed defeated or panicked planes to start a second mission during the same movement phase.
  • (Movement) Fixed bug that allowed to drop a unit into a structure it is not allowed to enter
  • (Movement) Fixed false battle detection in the case where a stack from side A was moved into a region belonging to side B without a stack, with the region containing a non-fortified structure and a stack belonging to A.
  • (Movement) Fixed bug where a land Stack was not allowed to attack a region if (i) the region was already attacked by an allied plane and (ii) the region contained a structure with allied land units
  • (Movement) Fixed bug where conquering a region with a friendly structure would kill the units in the structure.
  • (Movement) Fixed bugs that happened when splitting a stack and trying to move the split units to enemy structure or besieged friendly structures
  • (Movement) Fixed bug that left "phantom" stacks in regions after manual fusion of friendly stacks. This bug could cause battles where there was apparently only stacks from a single player.

  • (Sound Manager) Fixed bug that caused an infinite loop in the case where the music playlist contained no playable file
  • (Sound Manager) Fixed bug that prevented the engine from playing scenario's custom music

  • (Battle) Fixed bug where a stack automatically taken out of its structure to fight an incoming enemy stack would not include its leader.
  • (Battle) Fixed computation of Victory Points gained/lost at the end of a battle : the result was sometimes too high because eliminated Support Units and Leaders were taken into account in the step loss count, while only Combat Units have to be considered.
  • (Battle) Connexions taken by air units to reach a battlefield are no longer taken into account to calculate battle modifiers.
  • (Battle) Fixed bug where a battle was continually started in the same region even though no opposing forces was present.
  • (Battle) Fixed a bug where a battle was detected but never started, that happened when defending units were locked inside a structure by a card effect.
  • (Battle) Fixed a bug where a battle losses were not properly counted on both sides, often resulting in the defeat of the real winner.

  • (Saves) Fixed bug where double-clicking on a save to load it would load the save twice, resulting in a broken setup of the map.
  • (Auto-saving) Fixed bug where quitting a scenario just after a battle and then launching the last save could result in an incorrect position of the units that were engaged in the battle.


Enjoy !

Website Updated

Hi All,

Along with the recent code update that you probably noticed yesterday, we have also changed and redesigned the WAW website completely.

Feel free to visit it and comment at https://waw-games.com

Thanks for your support ːsteamhappyː

Scenarios Update

Just in anticipation of the upcoming Sales, we have updated all of our (recent and older) scenarios. Main changes are mostly texts fixes in various languages, plus some reported bugs for a few scenarios (mostly card play).

June DLC and Progress

We have released on June 1st the Koenigsberg 1945 DLC, an expanded scenario covering the Soviet offensive in early 1945 against East Prussia. It's an unusual scenario where the goal of the German defender is to evacuate as many refugees as possible and his Soviet opponent wins by preventing this...amidst the usual chaos of military operations.

In the meanwhile we keep on progressing on improving the game engine and its past and present content. Within 10 days a few updates will take place on existing scenarios and some minor bugs will also be fixed.

Stay tune

May Update - Start Testing PBEM in Beta

This month, while moving forward on the mobile version, we also brought a few fixes, in particular to the Beta version of the PBEM system.

It is operational, but the 'Summary' phase is still in the works, so you won't have report of your opponent's previous turn for now. Feel free to contact us by mail for more information or the PBEM short instruction's guideline.

** FIXES **

- (Movement) Fixed bug that allowed to send units to regions they are not allowed to enter using drag and drop from the Stack Viewer

- (Breakthrough) Fixed bug that allowed to send units to regions they are not allowed to enter

- (Battle) Fixed bug where double click on a unit to assign hits would cause the battle to be stuck in death phase. It is now impossible to assign a hit while the unit in performing its « wounded » animation.

- (PBEM) Fixed a bug that made it impossible to open a match save sent by the opponent
- (PBEM) Fixed a bug that allowed to play in the opponent's place during battles
- (PBEM) Fixed a bug at the "End Turn" phase, that allowed to play the opponent's turn instead of sending the current state of the match to him/her.

Scenario Update - April 2018

Thanks to players' reports, some scenario errors and unbalanced were fixed recently. Also some language fixes have been added.

Carrhae53: IA update
BullRun61 : cards errors fix
Malaya1941: German language fix
Berlin1945: setup errors fix
Mali2012: IA update

Enjoyːsteamhappyː

Tigers of Malaya

This month's release takes you end of 1941 in Malaya. You will be able to re-live the epic campaign in the Malay peninsula, which saw Japanese forces led by general Yamashita (the Tiger of Malaya) smash the Allied defenses and in a swift and short campaign conquer the British stronghold of Singapore, the 'Gibraltar of the East'.

As the Japanese you must take the base or fail...and as the Commonwealth CinC you must play a succesful delaying campaign with British, Malay, Australian, Indian and Dutch forces, and prevent the fall of the crown of the British Empire...and may be change the course of history

Have fun ːsteamhappyː

Engine and Content Update - March 2018

With this month's release (Malaya 1941) we also added a few engine improvements, as follows:

*** IMPROVEMENTS ***
- (Battle) At the end of a Land or Sea Battle, the defender always loses if its only non-panicked units remaining on board are Air units while the attacker still has Land or Sea units.
- (Board) Added visual effect for situations where a unit stack is destroyed by a card.
- (Board) Unit stack now always have the color of the unit that it is displayed on top of it
- (Dogfight) FIxed message displayed at the end of a dogfight when no unit was hit, the previous one was confusing
- (Entrenchment) The entrenchment level of a stack is now indicated on the stack by repeating the entrechment icon (3 icons for High level, 2 for Medium and 1 for Low)
- (Helicopters) Helicopter units now stay in their current region, unless they are ordered to go back to their base or previous region after their current mission. This order is done using a new button that appears in the Stack Viewer when helicopters are selected. However, helicopters cannot stay in ennemy or sea regions.
- (Leaders) A leader that replaces another one killed in battle now arrives in the structure contained in the capital region, if it exists. Otherwise, it arrives in the region itself.
- (Reinforcements) Reinforcements triggered by cards can no longer be delayed by another card.

*** FIXES ***
- (Aerial back movement) Fixed bug where the game would be stuck in this phase due to helicopters not being able to get back to their base.
- (Aerial Defense Movement) Fixed bug that allowed to drop units in regions were they were not allowed to go during this phase.
- (Battle) Fixed bug where the game was stuck in the battle in some cases where panics had to be inflicted but no opponent could panic.
- (Cards) Fixed bug where a unit destroyed by a card effect would not actually be killed and stay on board (e.g. "Surface to Air Defense" in Mali 2012)
- (Cards) Fixed bug where cards designed to teleport units could not teleport units belonging to opponents of the card's owner
- (Cards) Fixed bug where cards designed to ignore the effect of the terrain on battle's stats had no effect
- (Entrenchment) Fixed bug where entrenchment level was not correctly read from scenario data
- (Movement) Moving into a region that contains enemy units located into a not-fortified structure no longer destroys these units. Instead, they automatically move out of the structure to fight if they can.
- (Movement) Fixed bug where units located in a structure and unable to move could be automatically added to battles.
- (Movement - Battle) Fixed bug where hidden units stayed hidden during battle while they don't have this capacity
- (Options) Fixed AI level option in main Menu and in-game menu : pressing the « Cancel » button would not cancel a modification of this level
- (Siege) Fixed bug where hidden units could besiege a structure (this is not allowed by the game rules)
- (Siege) Fixed terrain effect on sieges surrender value, defender's morale in battle and combat factor during pursuits
- (Six Days) Fixed bug where Arab planes destroyed by « Focus Operation » card would still be considered destroyed in subsequent Purchase phases.
- (Stack Viewer) Fixed some tooltips for action buttons.

*** SCENARIOS ***
- (Changes) Changed some entrenchment levels to work with new Entrenchment code in Berlin1945, Bulge1944, Normandy1944, Estonia1918, Finland1918, Tannenberg1914, Saratoga1777
- (AI): Allied/UN AI improved in Normandy1944, Korea1950
- (Game Balance): changed VP threshold for score victory in Expanded Scenarios.

Thanks for your continued support, and enjoy ːsteamhappyː