To remember the war start on November 30th, 1939, we have chosen to publish today the first post-release update to the game. Below is the list of changes and additions.
*** IMPROVEMENTS ***
(Air battle) Implemented Air Supremacy: side parameter + associated effect to enable/disable for the specified side
(Quick battle) Fixed pursuit phase
(Air movement) Added scenario parameter to disable strategic bombing movement for scenarios that don't need it (no economy)
(Battle Summary) Added tooltip indicating how units were damaged
(Localization) Updated Italian localization and added Portuguese localization
*** FIXES ***
(UI) Fixed mini map overlapping with phase windows.
(UI) Fixed issue where opening Structure info window would block the rest of the UI without allowing to close this windows.
(Aerial interception) Fixed issue that resulted in a very low probability of aerial interception/discovery test success.
(Aerial interception) Fixed issue where an interception stack was incorrectly supposed to have radars.
(Retreat) Fixed bug where land and air units could be merged in a single stack, causing the destruction of air units because they cannot retreat with the others.
(Battle) Fixed freeze while units are shooting happening with Elite units.
(Auto Move Mode) Fixed bug that missed a part of Regions accessible to the selected stack.
(Auto Move Mode) Fixed bug that allowed to perform auto-move while still playing cards in the movement phase.
(Cards) Fixed bug where the move range of a stack was not immediately updated after playing a card that changes it.
(Retreat) Defender cannot retreat through enemy lines anymore (e.g. retreat in or behind a region from which attackers came).
(Battle) Fixed bug affecting all SGS Games where the first battle dice was always 0
(Camouflage) Fixed bug where structure units where not taken into account when deciding what happens if a an enemy unit removes its camouflage and no allied stack is in the region itself.
*** SCENARIOS *** The main focus in scenario content was brought to the Grand Campaign, although all the above new code and database also apply in all (other) scenarios.
<*> Finns now have an improved chance of gaining the upper hand in air combat (but still very few planes, so place them in defense carefully). <*> Swedish volunteers arrive more frequently. <*> Allied Intervention progresses regularly by 1 every second turn almost from T3 onwards. <*> Russian rifles (infantry) divisions have now a rate of fire of 3 (instead of 2), although their combat values are still low. <*> Finn junior commanders are penalized if they lead more than 5 units (by -1 to their values in all domains, cumulative each excess 5), to avoid the creation of doom stacks with mere captains in command (the most junior officers have been removed, as they are included now in the combat values of units). <*> Mannerheim command (draw extra cards) frequency has been upped. <*> Soviets can no longer use the railroad they have conquered inside Finland. <*> Stavka orders on T1 are strict: no transfer of Soviet armies beyond the sector of the front they have been allocated to initially (more freedom from T2 onwards). <*> Very bad weather may occur more frequently in the far north. <*> The Finns now have 5 decoys to lure the Soviet even more. Those units can’t fight and will be destroyed if caught, but from the opponent’s point of view they look like enemy stacks.
This update shall be on line around 18:00 PM today (9:00 PST).
Beware that scenarios or PBEM games started in the older version might not be compatible with this update.
Facebook SGS
https://www.facebook.com/strategygamestudio
And stay tuned for the next update on November 30th.
Winter War upcoming update 11/30
Following the just released SGS Afrika Korps game,
we have started to port into Winter War the improvements that were made to the engine during the last 3 months and which gave interesting results inside the second game of the series. Among a few of those:
Improved retreat algorythm
More cards effects
Air units AI management
A major update will be made for this game on November 30, which is the anniversary date of the start of this war. Most of the changes will be visible in the grand campaign scenario when related to events or cards, but obviously the engine fixes will be applicable to all. In non-code changes, the changes will bear on the following
Expanded OOB
More Soviet restrictions, but also added units and cards
Many changes to the Grand Campaign scenario
Stay tuned to get the improvements and changes list ːsteamhappyː
Don't hesitate to wishlist it to be kept informed about release.
Official Release
The game is now ready. It comes with complete manual, individual scenario sheets, gameplay fixes and improvements as discussed during early access, and a bonus scenario (hypothetical Allied intervention in the Far North against the Soviets).
Final Release Soon
We shall publish a list of all the improvements that were made possible thanks to all our players who have returned comments and remarks to our team.
As Winter War is the first title with the new engine, the game(s) will bring more features and improvements that have not been possible this time.
Thanks to all of you
PS: a bonus "What-If" scenario will be included in the final release (all Early Access backers will get it too). This covers a hypothetical Allied intervention in the far north in 1940.
June update
IMPROVEMENTS
Movement: Improved UX of click-to-move mode. It is now possible to exit click-to-move mode by right clicking again on the stack. Added automove mouse cursors for fusion and entering structure/transport. The current region is no longer presented as a possible destination for this mode (impossible to move inside a region because pathfinding returns no result for this)
Movement: Improved UX of click-to-move mode. Now right-click on stack to enter mode and left-click on destination. Right-click again on region/structure to exit mode. Stack set to click-to-move mode is colored in yellow. It not possible anymore to set click-to-move to a stack whose all units have 0 move points.
Localization: Fixed many localization issues, particularly in English. The manual's localization is still under way.
Card play): The play zone is now colored with the same color as the halo of the hovered card (green for normal playable cards and purple for playable cards that must be played immediately) FIXES - (UI) Fixed issue with message box sometimes auto-closing
Main Menu: Clicking on the 'Contact' button now opens the Contact page on Avalon Digital's website
FIXES
Aerial Defense: Fixed bug that allowed AI to move air units on enemy regions during this phase
May Update
This first week of May we worked on the first return on bugs, errors and desired changes from some of you who have been playing thoroughly the game.
FIXES * Reinforcement cards now fixed (before the units announced has entering were not always present) * Some events in small scenarios were locking the game (as they expected action outside of playable aereas).
CHANGES * Added new terrains in the north and south of Finland to better represent the development level of the regions, especially on military operations: in short, stacking and supply will be much limited in the north (above Lake Ladoga and northeast generally), while slightly improved in the south and on the Karelian isthmus. * Supply range from depots and cities is shortened from 4 to 3 regions. * Most Finnish ski troops and Jaegers can now ambush * Breakthrough and Pursuit now occurs in forested and marshy terrains, to the benefit of Finnish small units. This will give the Finns a superior mobility and better options for encirclement operations (i.e. Motti) * Automatic reinforcement of mines and obstacles simplified: you now don't need to select the units (the game does it for you), you just select the location. * Finns get +1 extra replacement each turn, as they have more numerous troops (but smaller and weaker) and the engine did not allow them to cope with losses due to this.
Minor post release fix
Following the first reports, we just made a few minor fixes on some events in the small scenarios, as well as a change in one Finnish unit starting position in main scenario. Also small boost to Soviet AI on first 3 turns.