Public Beta v1.08.08 now available

Full long list : Click Here

Hello Everyone,We have a new update ready for Public Beta. If you have registered your copy of War in the East, you can download the latest beta update from our Members Club.If you have the Steam version you can select the Beta under the games Properties.1. Removed the requirement for air groups to have flown 0% miles to participate in airfield bombing, unit bombing and city bombing missions. These missions will now be limited to 3 per hex, with the exception of airfield bombing missions during German June 22nd, 1941 turn. There is still a requirement of having flown 0% miles for air group transfer or move to National Reserve, for air group using non-transport aircraft to participate in a transport mission (as transports, not escorts), and for any air group to participate in a transport mission at night.2. Made sure that when attaching support units using the ASSIGN function, units from higher level HQ are chosen before units from lower level HQ.3. Reworked aircraft support need, so that fighter and transport types have higher support need (as it is now based on maximum of two values: max load and sortie ammo), but other types have lower support need, as multiplier used to calculate need was reduced from 10 to 4.4. Updated weather tables, see Appendix A. The rule preventing more than one Snow in December will not apply to Europe weather zone. There will be no mud in July 1941.5. Increased the impact of experience during combat, so that units with low experience may fire less.6. Final odds will no longer affect losses in battle, or chance to rout.7. Retreat losses will be affected by units vehicle shortage, rather than units support squad shortage. The number of support squads in units, and their ratio to other elements, is decided by the TOE and player has no way to affect this, whereas with vehicles there is some measure of control.8. It will be now possible for the attacker to lose trucks during post-battle attrition, as well as for the defender to capture some equipment from the attacker.9. Victorious side in battle will also suffer post-battle attrition, where some additional elements can be captured, damaged or destroyed, but it will be very light.10. It will be now possible for the defender to make a counterattack (when battle was won) or a fighting withdrawal (when battle was lost). In order to execute these maneuvers, average experience of defending units must be higher than average experience of attacking units. The chance to execute a counterattack is then 50 + defenders average experience - attackers average experience, and the chance to execute a fighting withdrawal is 75 + defenders average experience - attackers average experience. If a counterattack is successful, it means attacking forces will suffer losses comparable to normal retreat losses (of course without the impact of rivers, retreating extra hexes, or retreating through ZOC). If a fighting withdrawal is successful, it means defending forces will suffer losses comparable to normal attacker losses (in case of a failed attack, without a counterattack). If such event happens it will be displayed next to Forces Defending text, where (C) stands for counterattack, and (W) for fighting withdrawal.11. Elements damaged in battle will be presented separately in battle reports instead of half of the number of damaged elements being added to the number of lost elements. The only exception is list of battles in Commanders Report, where the number of damaged elements will be added to the number of lost elements.12. It will be now impossible to disband Army Group/Front HQs, non-Soviet Army HQs, and rail repair unit (FBD/NKPS). Only Soviet SAD and SAB air bases will be disbandable.13. Minimum TOE% for HQ units (including air bases and rail repair units) is 50% instead of 20%.14. Improved ground element conversion/upgrade/swap procedure to optimize huge armaments drain and general slowness of converting/upgrading/swapping obsolete elements to new elements that are built on-demand (especially those of class infantry and mechanized infantry), causing drop in armys overall strength. Previously, the procedure attempted to add missing elements as well (up to TOE requirements), which had to be built using armaments and paired with free manpower. This reduced the chance for that operation to happen in case of resource shortages. This was done to make meaningful conversions/upgrades/swaps, that wouldnt be reversed soon because of low element count. However, it was not feasible to, for example, convert all rifle squads in German army in July 1943 this way. The army should be already understrength at this point, and there would be not enough free manpower to refill all units to the maximum of their TOE requirements with rifle squads. Only those squads that are currently present in units should be converted, with minimum armaments and manpower expenditure. So the improved procedure does just that - if current element is out of production, it will only try to convert/upgrade/swap ready elements (with increased chance to happen, most in case of conversions, least in case of swaps).15. Automated air group aircraft swaps will not switch Soviet transport and recon groups to U-2 variants.16. Building of elements that are expected to be needed will be blocked when there will be more than 100 or more than four weeks worth of production in the active pool.17. Improved German and Finnish repair of damaged elements in units by 5%.18. It will be now possible to set air groups to Only upgrade aircraft change mode, where swaps will be disabled, but automatic upgrades will be allowed.19. Super heavy and naval guns will not suffer retreat/withdrawal attrition, and will be repaired with 99% efficiency.20. Scenario check utility will report possible errors where non-support units have: a) both delay and frozen larger than 0; b) delay larger than 0 and map location set; c) frozen larger than 0 and no map location set.21. Upon loading a saved game for the first time using this version, the game will attempt to clear frozen status of certain units, so they would be useable as intended. One such example is Italian 8th Army and its subordinate units.22. Air groups performing transport missions will not lose morale from planes that require maintenance, only from those that perform a crash landing. Such planes will count as reserve now, not damaged.23. Air groups will now have a chance to increase their morale by actions other than downing enemy planes. Destroying ground elements, planes on the ground (both with 50% chance), damaging factories, delivering cargo without damaging the plane, and performing successful recon missions (all three with 20% chance) may result in morale increase, though smaller than in case of destroying a plane in the air. Please note, if morale is higher than experience, the chance for growth this way is small.24. Aircraft destroyed on the ground will count as ground kills now, not air kills.25. Temporarily motorized or entrained units will not be eligible for air transport. Motorized (also temporarily) para units will not be eligible for para drop. Clarification: motorized units were already not eligible for air transport, and loaded para units were not eligible for para drop.26. Fort units will be able to resupply up to 100% of their needs, even if outside their HQs supply range.27. Unit details window will now display second instead of third (in command chain) HQ next to the OHQ: label. It will be impossible to reassign unit by clicking that name (which wasnt highlighted by proper link color, but was clickable). OHQ will not be displayed for high command-level HQs, and for units assigned to them (only HHQ, that is HQ they are attached directly to).28. Reworked unit and leader reassignment rules, removing possible exploits, and made sure automatic reassignment will follow the same rules as manual reassignment. It will be now impossible to assign corps sized units (combat and rail repair) to corps-level HQs, as well as to reassign army group-level HQs. It will be now possible to reassign units when having 0 AP, provided that reassignment is free (for example down the chain of command), as well as to assign air HQs to high command-level HQs. It will be now impossible to assign units to, or change leaders of frozen or immobile HQs, with the exception of high command, army group, and air army-level HQs. It will be now impossible to reassign support units attached to frozen or immobile units, with the exception of those attached to fort units, as well as high command, army group and air army-level HQs. It will be now impossible to attach more than 8 air bases to German corps-level air HQs, and more than 16 air bases to German army-level air HQs (also, no more than 8 air bases may be assigned to German army-level air HQ directly). Automatic reassignment will now prefer HQs of the same nationality much more than before, and will try to choose HQs with lowest CP load in case multiple HQs of the same level will be in the same range.29. Information about air group withdrawal or disbandment will be displayed in hex tooltip, in the same way as for units. To conserve space, information about unit and air group withdrawal or disbandment will be shown only for units and air groups withdrawing or disbanding during the next 30 turns. To compensate, that information will albo be displayed in their respective details windows.30. Air base aviation support need (AV) will be displayed in Commanders Report, in the SupL column. It will be now easier to find overloaded air bases.31. Units will now be able to upgrade TOE when more than 30 MP from railhead. Units will get a 5% bonus to the basic 20% chance to upgrade TOE for every full month after TOE start date (assuming 6/41 as minimum possible).32. When assigning AA unit to Axis-controlled cities, made sure that proper national high command-level HQ unit will be chosen to pull AA units from. For Yougoslavian cities it will be Italian HQ; for Polish, Czech, Bulgarian and Soviet cities it will be German HQ, with the exception of cities that Finland and Rumania can draw manpower from (Karelian and Bessarabian cities).33. Impassable hex sides will remain impassable even when ice level will reach 8.34. Added several new checks to the editor: SAD/SAB airbases either existing or reinforcing after 2/42; units where majority of support elements is damaged; units having either supply, fuel, ammo or vehicles below 50% of need (75% in case of delayed units). The last two checks apply only to units having more than 5% of TOE.35. Added optional ability to the editors Clean Up function, so that on-map units can be resupplied to 50% of needs (supply/ammo/fuel/vehicles), in the same way as delayed units are resupplied to 75% of needs.36. Updated national morale tables, see Appendix B.37. Reduced factory evacuation costs by 20% (rounding up). It will be now possible to evacuate factories from cities in enemy ZOC, but the cost to evacuate will be doubled.38. Added new ground element type, Heavy Armored Car, with parameters similar to normal Armored Car, but recon value reduced from 4 to 3, CV increased from 4 to 5, and HE as default ammo type.39. Leader initiative will be increased by 1 for rolls on behalf of Soviet on-map artillery units that have expended no more than 6 MP this turn. Bear in mind that MP are substracted at start of battle, so the net effect should be that the first attack of an umoved artillery unit will benefit from this bonus. Therefore the chance to pass initiative roll shown in supply details window will include this bonus only for units that have not yet expended a single MP.40. Soviet on-map units destroyed after 10/41 (as well as units other than Rifle, Motorized and Tank Divisions destroyed before 11/41) will return as nearly empty reinforcements in 2 to 4 turns. Such units will keep their name, TOE, corps affiliation (in case of divisions), and component division names (in case of corps). Their morale, experience, and win/loss counters will be reset to default values. This process will cost AP (though lack of points will not prevent units from returning): 15 for Corps, 5 for Divisions and Brigades being part of a Corps, 3 for other Brigades and 1 for other units. Forts, Partisans, Airborne, Mountain, Naval, NKVD Border Regiments, as well as Soviet Rumanian, Polish, and Czech units will not be eligible to return.41. Destroyed units of Axis allies, as well as all Axis support units will return as German on-map units do. On-map units will be frozen on refit for 3 turns with MAX TOE set to 50. Usually they will be placed in westernmost city having the same nationality. Support units will arrive at their national HQ with MAX TOE set to 50. There will be a message in the logistics log for every such unit.42. MAX TOE setting will now be visible for frozen or withdrawing units in unit details window.43. Added new ground element type, Medium Flak/AT, with parameters similar to normal Medium Flak, but not treated as rear area gun (which reduces losses, but also the ability to fire on enemy elements), and AP as default ammo type.44. It will be now possible to use light armored cars in place of armored cars (and vice versa).45. No side will call reserve units to join combat if the expected final odds are outside 1:5 to 5:1 range.