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Strategic Command: World War I›Events›Strategic Command: World War I - v1.10.00
Game update

Strategic Command: World War I - v1.10.00

Strategic Command: World War I · published 3 years ago

All eventsPlayers around this dateRead on Steam

A new update is available for Strategic Command: World War I.

Here is the full changelog:

GAME ENGINE
- Fixed an issue with HQ attachments and the associated HQ ratings and experiences that could be lost under rare circumstances (Chernobyl).
- Fixed a FREE UNIT error that led to unattackable units if they formed on surrendered and occupied territory and assigned to a Major that was not yet fully mobilized and belligerent (klschult).
- Fixed an error that did not have AI controlled Minors properly upgrade when they could (Elessar2).
- Fixed an issue where subs that dove after an air unit attack did not always remain hidden (Mithrilotter).
- Fixed a National Morale bars drawing error when new Majors are created via a SURRENDER event (Lothos).
- Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after a swap (Soulcollector).
- Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after an attack (Spitfireca).
- Fixed a rare PBEM++ crash error (DethMorgaw).
- Fixed a Research Costs Refund error for games that have RESEARCH disabled (Beriand).
- Fixed a controlled movement error that would lead to a CTD when attempting to move over top of a sub that is hidden under a fully visible sea hex (Mithrilotter).
- Fixed an AI sub raiding error that had subs navigate towards active enemy convoy lines where they are not yet belligerent with the recipient nation (Lothos).
- Fixed an error that would incorrectly reveal silent subs during any type of replay under FoW if they have not yet been spotted (OldCrowBalthazor).
- Fixed an error where disabled resource upgrades were still able to upgrade (Lothos).
- Fixed an automatic preparation for war error that would lead to a CTD under rare circumstances (Yvan1326).
- Fixed a Special Forces amphibious embarkation issue that now has SF focus on available ports and adjacent hexes next to ports before other available embarkation hexes (kjgokc2007, petedalby).
- Fixed a CTD that may occur when using either the sleep, upgrade or reinforce tool and then clicking the prev/next unit buttons (Surt).
- Fixed an AI Transport error that would have AI transports at less than 50% strength possibly embark and then immediately return to port (Lothos).
- Fixed a rare pathfinding error that led to an in game freeze (Von Hugo).
- Fixed an AI turn sub diving error that did not properly hide player control subs from the AI after a dive (Mithrilotter).
- Fixed an issue where towns would sometimes change control, despite not entering or formally gaining control of the town, after being attacked by a unit that moved first before attacking (Chernobyl).
- Rebasing an air unit lowers its spotting range in half, and rebased air units can no longer swap with an adjacent unit (Elessar2, Duedman).
- Air units in fog/rain, snow or sandstorm weather will now have their spotting range reduced to 1 hex (Lothos).
- Air units that attack a unit in fog/rain, snow or sandstorm weather will no longer de-entrench.
- Pathfinding routine optimized with a 3X improvement for some of the worst long distance A to B pathfinding cases.
- Coastal Guns will now fire back at attacking naval units (archmache).
- Defender units that are destroyed before they can retreat will now output a 'Shattered' message to better indicate halved losses for the attacker (Taxman66).
- AI subs will now lock in to Hunt mode if the Fleet script is set to 'Naval Cruise' (Lothos).
- AI OFFENSIVE 'build up plans' will not automatically trigger versus a minor nation that is mobilized, unless the country owner of the OFFENSIVE plan is already at war with the parent of the minor target (Lothos).
- AI subs will no longer try and target land based convoys (Chernobyl).
- The automatic unit morale increase/decrease mechanism for friendly and enemy units upon a country surrender is now halved when more than 15% of the campaign has been played, e.g. the default impact will typically remain within the first year of the campaign.

EDITOR
- Placing a < symbol at the end of the #MAP_POSITION in STRENGTH scripts will allow for targeted units to be destroyed.
- Units set to a default of zero action points in the Editor can no longer transport.
- Enemy ZoC movement penalty values can now be separately set for land and naval units in the Movement Costs screen.

1914 Call to Arms; 1914 Triple Alliance
- The start date for the UK and Russian AI’s potentially using diplomacy aimed at Albania has been put back from August to November 1914 (mdsmall).

1914 Call to Arms; 1914 Triple Alliance; 1917 Fate of Nations
- Pop Ups advising the Central Powers to keep 4 German units near Warsaw corrected so the text will now appear correctly (Tanaka).
- Supply scripts corrected so that German vessels can also affect Italian shipping (Tanaka; Xwormwood).
- Corrected the Ottoman, Serbian and Montenegrin unit facings (Hydra).
- Corrected the UK’s Preparedness Movement Decisions, DE 140 & 141 so they will trigger either when Russia pulls out of the war, or when it surrenders (Hiryu).
- If the AI develops level 2 in Armored Warfare then it will now be far more likely to purchase a Tank Corps (Mithrilotter).

1917 Fate of Nations
- The impact of the French Army mutinies on French units has been increased (Mithrilotter).
- France no longer starts with a chit invested in Gas/Shell Production (Mithrilotter).
- The UK and France now start with level 1 in Armored Warfare (was 2) and 2 chits in Armored Warfare (was 1) (Mithrilotter).
- Germany now starts with 1 chit in Trench Warfare (Mithrilotter).

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All events
Release14 Jul 2026SC: World War I - Battles for Ypres is out nowYou can watch the Gameplay Trailer here below: Strategic Command: World War I - Battles for Ypres is now available for $14,99 . The DLC contains six fast-paced campaigns covering all the major Battles of Ypres. Face historically inspired scenarios with a progressive introduction of WWI technologies and tactics, including artillery, gas, tanks and aircraft. Designed for both accessibility and de…Community10 Jul 2026Preview Stream and Release Date RevealedToday at 8PM CEST, we will be hosting a special event on our Matrix Games Twitch Channel . DasTactic will play the Battles for Ypres DLC while speaking with Robert Carver, one of the developers and the scenario designer behind the DLC. Robert brings a wealth of insight, having served in the US Marine Corps for 44 years. During the stream, they will discuss the making of the DLC, its historical…Community17 Jun 2026Battles for Ypres - Dev Diary #2Welcome to our second Dev Diary for our forthcoming WWI DLC Battles for Ypres by Robert Carver In our first dev diary we covered the first and second battles for Ypres in 1914 and 1915, as well as the Allied spring offensive at Messines Ridge in 1917. In part two we delve into the massive battles fought around Ypres from the summer of 1917 until the end of the war in 1918, where both US and Por…