Wars Across the World cover
Wars Across the World screenshot
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Genre: Strategy, Indie

Wars Across the World

Content Update

Today we updated some content on a few scenarios, mostly languages additions or fixes, or game balance in some scenarios. Most important are:

* German language added in Estonia 1918 scenario
* Expanded scenarios: most game balance aspects reworked. In the expanded scenarios from now, the VP trigger deadline will be 30 or 40 VP, not 20
* Some cards effects fixed.
* Air AI fix for some scenarios
* Overall improvement of AI "plans" in expanded scenarios.

A more detailed announcement will be made on Wednesday, including the next game released this month.

Release of Estonia 1918

Today, we are visiting the shores of the Baltic Sea in the end of 1918.

The Balts are trying to gain independence, while the Soviet try to regain their hold on those former Russian lands and, at the Germans are preying on those lands to settle colonists and a vassal government. British and Finns will also join the frey, as well as White Russian forces...

This is a 3-sides very dynamic conflict, and there can be only one winner in the end.

Have fun

Changes, Fixes and Improvements list

*** IMPROVEMENTS ***

- (Return to Base Air Movement) Summary window is no longer displayed when computer is playing.
- (Air Defense movement) Air units can only defend on Regions that contain allied units or an allied structure. This prevents potential exploit strategies where planes are used just to prevent the opponent from moving forward.
- (Air defense movement) It is no longer possible to place air units in defense in regions that do not contain allied land or naval units.
- (Air movement) Aerial units located into aircraft carriers can now automatically get out of the ships to intercept enemy air units (CAP).
- (Air movement) Anti-aircraft units now only inflict panics to moving units (except in land or naval battles where they act normally).
- (Air movement) If an air stack enters a region containing enemy air interceptors and enemy AA units, both quick battles take place, starting with AA units shooting at the incoming stack.
- (Air movement) When an air stack enters a region that contains land anti-air units + air interceptors, now two battles actually happen : first the AA units shoot at the moving stack (and can only inflict panics). Then, a quick dogfight opposes moving units and the enemy air interceptors.

- (Battle) During a Land or Naval battle, aerial units that have potential targets but are inside a structure/aircraft carrier now automatically participate in the battle.
- (Battle) In Land and Sea Battles, Air Units are now only affected by combat factor modifiers that make sense for them (terrain and entrenchment of the enemy, cards, but not leaders).
- (Battle) Removed confusing battle messages about Leader Loss.
- (Battle) Units retreating in battle will now choose to retreat in an adjacent region prior to retreating in a fortress (unless scenario states otherwise).

- (Breakthrough) Air units can now be allowed to accompany breakthrough.

- (Cards) Accelerated dice rolls triggered by some cards (e.g. « Focus operation » in the Six Days scenario).
- (Cards) AI now plays its cards in a smarter and less predictable way, especially during pursuits.
- (Cards) Improved cards behaviour when they are played by the AI.
- (Cards) Increased snap distance between the card moved by the user and the card play zone.
- (Cards) Some scenarios now allow to keep all cards puchased in hand, even if there are more cards than the limit set in the scenario (usually 5). In this case, discard is only done at the end of the Draw Cards game phase.

- (Gameplay) Added support for submarine and hidden units in Sea domain.
- (Gameplay) Units with the corresponding property can now attack while keeping their camouflage.
- (Hidden units) Hidden units are no more anonymous when they enter a region with no enemy units but with an enemy structure.

- (Hidden units) Hidden units are now using a half-transparent counter and image.
- (Hidden units) Modified unit discovery rules : now each land stack and each air/sea unit can only perform a single discovery test for each region during a movement phase.
- (Hidden units)It is now possible to perform a discovery test just by moving a stack inside its region. Previously, getting out of the region then coming back was required to do the test.

- (Movement) For units that are not allowed to move because of a card effect, movement points are displayed as a red ‘’-‘’ character instead of a red ‘’0’’, to avoid confusion with units that are allowed to move but have no move points left. 
- (Movements) Dropping a parachute unit on a region will cost it all its movement points allocation.
- (Movements) Parachute units can join an allied unit in battle (even without leader), reciprocally an allied unit/stack can join a parachute unit in battle.
- (Movements) Parachute units can now embark air transport units and be dropped on a land region (enemy or friendly).

- (Naval battle) Air units and submarines can now pursue routed units.
- (Naval battle) Anti-aircraft values of naval units do not benefit from battle modifiers when targeting air units.
- (Naval battle) If one of the opponents only have air units, the short range battle is automatically chosen.
- (Naval battle) Maneuver test dices are now hidden to accelerate the pace of naval battles.
- (Naval battle) Planes loaded in attacked aircraft carriers now automatically participate to the battle.

- (Performances) Improved memory management when user goes back to main menu.

- (Purchase) The game now prevents the player from buying more cards or replacements than available.
- (Purchase) The purchase toolbar now displays the number of cards and replacements that can be bought.

- (Saves) The state of the game is now auto-saved when the user returns to the main menu or quits the app.

- (UI) Added a small explosion when an air stack is destroyed during an aerial battle.
- (UI) Aerial battle details are now more understandable, with an indication of the type of battle (dogfight or agains anti-air units). Battles with no hits or panics are not displayed as a victory for the defender anymore, since the attacker is able to continue its mission in this situation.
- (UI) The Information Window now indicates that a unit is able to follow a breakthrough.


*** FIXES ***

- (Return to Base Air Movement) Fixed bug where all units of an air stack would return to the same base, even if they came from different locations.
- (Return to Base Air Movement) Fixed movement of air units returning to an aircraft carrier in the case the carrier is not in its origin region.
- (Return to Base Air Movement) Game was sometimes stucked when air units had nowhere to come back (attached structure conquered by enemy for example). They will now try to find another airport within move range or die if no suitable airport has been found.

- (Air movement) Ensured that air units that have panicked cannot move again during the same move phase.
- (Air movement) Fixed multiple cases where the game could hand during air movements.
- (Air Movement) Fixed air units in panic not returning to their base after an interception.
- (Air movement) Fixed air AI not able to fly from moving aircraft carrier.
- (Air movement) Fixed bug where moving air units would always be intercepted by opposing air units : the interception dice test was not called properly.
- (Air movement) Fixed movement of stacks returning to their base after a panic or loss during a battle.
- (Air movement) Fixed rules that determine if a Land/Sea battle should be started after an air stack reaches its final destination.
- (Defensive air movement) Fixed a bug that allowed to send an air stack to a region containing enemy AA units.

- (Air battle) Fixed bug where an air stack with all combat units in panic was not automatically routed.

- (Audio) Fixed missing sound for units doing railroad movements.

- (Battle) Fixed bug where the losing stack could not retreat because the retreat region was difficult and the stack had too much units. Now, extra units are eliminated, starting with units with lowest morale.

- (Cards) Current nations that belong to each player are now saved and correctly initialized when loading a save.
- (Cards) Fixed a bug that cause cause the freeze after playing a card with the effect to reveal hidden enemy units.
- (Cards) Fixed bug caused by cards trying to teleport bunker units (such as "Rokossovski Advance" in Berlin 1945). Now those bunkers are destroyed instead.
- (Cards) Fixed bug that deactivated the zoom on active cards just after loading a saved game.
- (Cards) Fixed bug were a card could heal a wounded leader, although this is not allowed by the game rules.
- (Cards) Fixed crash caused by some cards that have an effect on sieges (such as "Hannibal Rhodos" in Hamilkar 264). The effect of those cards on a structure is now canceled if the side of the structure changes.

- (Cards/Saves) Fixed issue that allowed to play cards after loading a saved game, although the save had been made after playing cards. E.g. this bug allowed to play cards anytime during a movement phase, which is somewhat cheating.

- (Conquest) Fixed crash that could occur when a structure containing units was conquered by an enemy.

- (Disband) Fixed bug where disbanding units located in a structure or a transporter would create "zombie" units.

- (Disband) Fixed bug where re-opening the stack viewer just after disbanding would still show the units that had been disbanded. Now the stack viewer is not closed by disbanding, and the disbanded units are correctly removed from it.

- (Hidden units) : Fixed a recon test error where revealing a unit automatically created a battle, even if units engaged in battle were unable to hit themselves
- (Hidden units) Fixed bug where a hidden stack could automatically take a region after loading a save.
- (Hidden units) Fixed bug where hidden units discovered by an enemy stack were still hidden after reloading the game from a save.
- (Hidden units) Fixed bug where un-hiding a stack in an empty region would not capture it. Now It is not possible to hide the stack again just after capturing it.

- (Localization) Added missing translation for movements that start a blockade.
- (Localization) Added some missing translation for some Unit Action buttons (Camouflage, Entrenchement).

- (Maintenance) Fixed a bug where game would not allow to continue in maintenance phase, in the case were no money was available to pay for air or sea units.

- (Mouvement) Fixed an issue where a defending stack immobilized by a Card could not retreat, resulting in the attacker and defender stacks staying in the region after the battle.
- (Movement) Fixed bug where landed paratroopers could only move by one region on each turn, regardless of their actual Move Points.
- (Movement) Fixed message when a hidden stack makes an internal move in a region. Previously, the movement message incorrectly stated that the stack was going to conquer the region.
- (Movement) Fixed position of some messages displayed when planning unit moves.
- (Movements) No battle were created when the recon test was valid on a region with hidden units.
- (Movements) Unit stacks from computer no longer finishes their move on / under player unit stack.
- (Land Movement) Units going out from structure on a region with difficult terrain were not able to move, even if the unit count was below the limit.
- (Naval Movement) Battle was not possible on a Sea region with income when the region was from the side of the player.

- (Naval battle) Fixed a bug where a naval battle was not started after an air battle, whereas the moving air units were able to attack a sea stack.
- (Land Battle) Fixed bug where an air stack alone could conquer a region by defeating a land stack.

- (Recon test) Fixed bug where hidden units made recon test when moving into another region (recon test can only be made by units without camouflage).

- (Reinforcements) Fixed bug where reinforcement units were not delivered if they were supposed to replace a target unit located inside a unit transporter.

- (Replacements) Fixed bug that allowed to purchase a replacement for wounded leaders.

- (Retreat) Fixed bug with retreat of defending air stacks.

- (Stack Viewer) Fixed bug where the "Entrench" button was not correctly displayed when the stack was already entrenched.
- (Stack Viewer) Fixed bug where units unloaded from a transport unit could still be displayed as beeing loaded.

- (UI) Fixed bug that hid part of aerial battles from the battles summary window.
- (UI) Long unit names were sometimes not fully displayed.
- (Unit delivery) Fixed issue where loading a save made after unit purchase and before delivery would cause the units not to be delivered.
- (Unit loading) Fixed bug that allowed to load units in any transport air unit anywhere on the map. Now only helicopters are able to load units outside of airports.

- (Unit loading) Fixed bug where units were not loaded correcty in their transport units in the case where several transporters were available.

- (Units) Fixed bug where Units initially entrenched at the start of a scenario would always be entrenched right after loading this scenario from a save.

Quite a good list already... and we're still improving the game ːsteamhappyː

Update February 2018

Quite a few fixes have been made recently. Most of them related to AI issues and other remarks kindly reported to us by the community.

Hope you will enjoy them ːsteamhappyː

Release of Persia 1856

The first release of this year will take you tomorrow on the shores of the Persian Gulf….back in 1856.

Tensions have been running high between Persia and Britain following the dispute over the town of Herat, which both sides see as in their sphere of influence. To press their claim, troops of the British East India Company are sent campaigning in the Gulf to impose a military solution. The Persians aim is to make the conflict drag as long as possible to ensure diplomatic pressure from Europe will help them sustain their position.

The game shows this race against time, where the British must capture key objectives and force the Persians to sign peace, whereas the latter must hold and fight till their diplomatic efforts pay off.

Troops are varied but most of them weak and maintaining them in the field will be a challenge. Time will play a key role for both sides.

ːsteamhappyː

Happy New Year 2018

We would like to present our best wishes for the new year 2018 to all our gentle users and friends.

We shall give you more WAW games this year again, with a good dozen of new titles added to the collection, in all time periods and with unusual conflicts or long expected ones: among the list, Caesar campaigns in Gaul, British Empire wars, the Gulf War, a few 1918 conflicts (centenary celebration), Byzantium, WW2, warfare in Asia, and much more....

We'll have a completely new website up in a few weeks, and with more community work presented there.

We also plan to revise the whole offer and pricing in the coming weeks, where the initial package will be bigger and options to get season packs implemented, within the limits of what is possible here on Steam. Of course our initial supporters and users will receive some gifts and compensation from us as a reward for their initial support.

We shall intrdoduce also extra features very soon, including the Play-by-Email functionality and a vastly improved IA.

The collection will also go mobile in the first quarter of 2018.

Thanks again for your support and enthousiasm, and we wish you ALL a wonderful new year 2018 !ːsteamhappyː

Release of Morat 1476

In November, WAW revisits the Wars of Burgundy in the late 15th century with Morat 1476, the famous epic battle between the army of Charles the Bold and the Swiss’ pikemen phalanxes.

You will command the modern and balanced, although smaller, Burgundian army, as well as the troops from its ally Savoy, to take control of the Duchy of Lorraine and then, possibly, of Switzerland.

But the Helvetian cantons and their allies from the Holy Roman Empire won’t let you do that quietly and will mobilize their infantry-heavy forces to halt your expansion.

In this scenario, the cards will show even more influence than usual (as you will have the funds to buy more than your usual allotment), in particular in the typical diplomatic intrigues and backstabbing of the era (among which the attitude of the devious French king Louis XI).

Available tonight. Enjoy ːsteamhappyː

Release of Kavkaz 1804

This month's scenario release takes you to the Caucasus (Kavkaz in Russian), at the start of the Napoleonic Wars (1804).

You will the troops sent by the Czar of Russia to occupy the various principalities (Khanates) in this mountaineous region and fight the regular and irregular forces of Persia under Shah Mirza (and his Ottoman allies), the overlord of the local tribes.

Cards will show the influence of diplomacy (and the ongoing Franco-Russian war elsewhere) and also the frequently shifting alliances and loyalties in the region.

Available tonight. Enjoy ːsteamhappyː

Beta Required

We are developping and adding new features to the game and improving versioning, we are now interested in getting more beta testers.

If you are interested, write to support@waw-games.com and we shall let you know the program. ːsteamhappyː

Engine Update - September

VERSION: WAW 1.170915a
DATE: 15/09/2017



*** FIXES ***
- Naval AI: Naval maneuver test dialog box is now hidden when the AI wins the test and has to choose Long/Short range
- Aerial Movement : Fixed an error that froze the game when crossing a region with an enemy AA inside a structure (Thanks Paul)
- Land Movement : Fixed an error preventing units from boarding on a naval transport
- Land Movement : Units going out from structure on a region with difficult terrain were not able to move, even if the unit count was below the limit
- Naval Movement : Battle was not possible on a Sea region with income when the region was of the same side as the player
- Movements All : Unit stacks handled by computer (AI) no longer finish their moves on / under player's unit stack in same region.
- Unit delivery : Fixed issue where loading a save made after unit(s) purchase and before unit delivery would cause the unit(s) not to be delivered
- Reinforcements : Fixed issue that could cause reinforcement units to be duplicated when they replaced another unit located in a structure
- Cards : Fixed bug where virtual artillery units added by cards were active during all subsequent battles

*** IMPROVEMENTS ***
- Battle : Removed confusing battle messages about Leader Loss
- Battle : In Land and Sea Battles, Air Units are now only affected by combat factor modifiers that make sense for them (terrain and entrenchment of the enemy)
- Battle retreat : Units retreating in battle will now choose to retreat in an adjacent region prior to retreating in a fortress (this can be customzied by scenario/era)
- Cards : Improved cards behaviour when they are played by the AI
- Cards : Increased snap distance between the card moved by the user and the card play zone
- Cards : Some scenarios now allow to keep all cards puchased in hand, even if there are more cards than the limit set in the scenario (usually 5). In this case, discard is only done at the end of the Draw Cards game phase
- Aerial Return to Base Movement : Summary window is no longer displayed when computer is playing
- Aerial Movment : Fixed the case where panicked air units would not return immediately to their base after an interception
- Performances : Improved memory management when user goes back to main menu
- Localization : Updated German localization
- UI : When we need to select a stack that is inside a structure, we now only get out of structures units that are in the inside stack, and not all of them
- UI : Stack Selection with restricted domains now filters out units that do no have the good domain. This is useful for mixed stacks that can be found in ports or airports

ːsteamfacepalmː