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Strategic Command: World War INewsVersion 1.02.00 now live
Game update

Version 1.02.00 now live

Strategic Command: World War I · published 12 Aug 2020, 14:32 UTC

All newsPlayers around this dateRead on Steam

Version 1.02.00 is now live and it brings the usual wide range of changes and improvements.

GAME ENGINE CHANGES

  • Fixed an end of turn MPP summary error that did not correctly list all summary items such as convoy and decision event additions/deductions (Sparky0565).
  • Fixed a Transport error that did not allow you to unload if in a friendly port but without any remaining action points (Dalwin).
  • Fixed a combat morale recalculation error that in some cases incorrectly increased a defenders morale (pjg100, HamburgerMeat).
  • Fixed a transport unload error that would sometimes freeze the rest of the in game interface.
  • Fixed a unit operation error that did not allow units to transport past Sicily or Istanbul where there was a Land + Sea connection.
  • Fixed an AI Amphibious Transport land and unload error that led to an infinite loop and CTD (coloradoviejo).
  • Fixed an incorrect PBEM++ send message screen heading text error (Aussiematto).
  • Fixed an issue where trenches were not shown in the lower right panel of the UI over top of clear hexes with no terrain (Jace11).
  • Fixed a soft build error that allowed the AI to purchase Tank Corps beyond their limit as they should still be restricted by the Tank Warfare research category (Kalkstein).
  • Fixed a surprise enemy contact error that did not reduce remaining action points by the distance the unit had moved (El_Condoro, crispy131313)
  • Fixed a PBEM++ winning side error when a player has not resigned and the game has reached its victory script conclusion.
  • Fixed a weather error that was incorrectly preventing Carriers from attacking some targets despite the Carrier otherwise seeming to have clear weather from its attacking hex (MBB).
  • Added new functionality for POPUP script #DATE fields and #CONDITION_POSITION fields. See Templates\Events POPUP.txt for more details in the NOTES section of the header.
  • Added new functionality for any EVENT script that uses the #CONDITION_POSITION field. See Templates\Events for more details in the NOTES section of the header of the applicable files.
  • Added a new 'Hide/Show Map Information' button to the Operational Management area of the in game interface.
  • Added mouse hover information for map convoys.
  • Added mouse hover 'Undersupplied' air unit information text.
  • Added mouse hover text and symbol sprite drawing capability for POPUP and SUPPLY events. Refer to the event note headers for more details.
  • Added mouse hover Fortification completion date for Engineers that are preparing a fortification as well as in the unit information panel (splashell).
  • Naval retreats will now consider and look for empty friendly ports to retreat to if applicable, except for those ports with enemy land units already adjacent to them (scott).
  • Map will now re-center during animated replays of last turn moves if any action would otherwise occur over the bottom interface area (scott).

All Europe wide Campaigns

  • US AI will now try and transport troops to the UK if France surrenders.
  • UK and US AI will now try to amphibiously land along the French coast if France surrenders.

All Main Campaigns

  • Maritime Bombers’ base Naval and Sub attack values reduced from 3 to 1 (MVP7).
  • If Verdun falls to the Central Powers and is then liberated by the Entente, then France’s National Morale will rise by 4,000 points via dummy DE 657.
  • If Belfort falls to the Central Powers and is then liberated by the Entente, then France’s National Morale will rise by 1,000 points via dummy DE 658.
  • If Lille falls to the Central Powers and is then liberated by the Entente, then France’s National Morale will rise by 1,000 points via dummy DE 659.
  • If Nancy falls to the Central Powers and is then liberated by the Entente, then France’s National Morale will rise by 1,000 points via dummy DE 660.
  • Information on the National Morale effect on the UK of unrestricted naval warfare, and the effect on Germany of the Entente’s naval blockades added to the Strategy Guides (mdsmall).
  • If Germany doesn’t sign the Brest-Litovsk Treaty then Russian National Morale will be boosted by 15,000 rather than 6,000 points (MVP7).
  • Russia will now only withdraw from the war when its National Morale falls below 1% if Lenin is not sent to Russia (i.e. DE 619 = NO). Otherwise it can leave the war via the Treaty of Brest-Litovsk, or if its capitals are captured (MVP7).
  • All Partisan locations in Russia can now spawn Partisan units.

Both 1914 Campaigns

  • Highlight added to show in red when there are less than 6 German units within 5 hexes of Warsaw after the Treaty of Brest-Litovsk has been signed.
  • Amended the Mobilization_ 3 scripts for the Ottomans triggered by DE 108 so they are now triggered by DE 110, as this will ensure they only fire if the Ottomans had previously entered the war (ack105).
  • Increased the National Morale penalties for Austria-Hungary losing Lemberg and Przemysl from 1,000 points to 2,500 points (eightroomofelixir).
  • The Indian unit triggered by DE 108 now has an alternative arrival location in Kuwait in case Basra is occupied by an Ottoman unit when it is due to arrive there (ice_strength).
  • French AI will only invade the Netherlands, after Belgium 25% of the time if the Central Powers have not invaded Belgium beforehand.

1914 Triple Alliance

  • Libya now starts occupied by Italy and the Italian National Morale script relating to the fall of Tripoli has been corrected (mdsmall).

1917 Fate of Nations

  • Added half strength Szent István Dreadnought to the 1917 campaign at Durazzo (hottegetthoff).

1918 Ludendorff Offensive

  • Corrected the Unit Costs and Combat Target Statistics for US infantry and Cavalry divisions, and for Portuguese, Italian and Austro-Hungarian infantry divisions. Portuguese divisions will still be inferior to all others (Xsillione).
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