CWB Update
Hi All,
In our latest blog post we are shifting gears to the Civil War Battles series.
This series has seen some huge improvements over the last few years, and with that (the required adjustments "under the hood" so to speak) some unintended consequences can sometimes occur. A couple of those things for this engine are involving LOS and Fatigue Recovery.
For the LOS issue, changes were made to prevent a player from seeing what the line of sight was from an unoccupied hex. I.E. they had to have one of their units present on a hex to be able to have this info displayed...and this feature was with the Extreme Fog-of-War (EFOW) optional rule being selected. Well, we're human, and those of us on the testing team doing the testing use EFOW as our preferred method of play, so we failed to thoroughly check this using just regular FOW, and a problem did exist. This has lead us to take further steps to enhance our testing routines to hopefully prevent issues like this being released in the future.
Another item was fatigue recovery. This situation was brought to the fore as we addressed a legacy bug that when the Night Movement Fatigue optional rule was selected the "first" side in any given scenario would have 50 fatigue points assigned to their troops that moved in the dawn turn, even though night was done. A change was made to the code (and is still in effect) that now assigns fatigue to units immediately upon an action triggering it (ex. moving during a night turn, etc.) as opposed to queuing all of these up and applying them at the beginning of the following turn. This change also impacted when fatigue was recovered, which happened at the beginning of the next turn. While noticed, we did not get the documentation updated to reflect this new behavior. We have since revisited the situation and made further adjustments, being, fatigue is still applied immediately upon the action taking place, but we are reverting back to the original behavior that in order to be eligible to recover from fatigue a unit must not conduct any movements or be fired upon for one complete turn before the check is made - which then get's us back in alignment with the documentation, and also the desired method in which we want the game to operate.
Both of these issues have been resolved and we are now testing the fixes. Once we are satisfied that we do in fact have things nailed we will put out a round of updates for the series to get these fixes in play for everyone. There's been some other reports of adjustments needed for Forgotten Campaigns which will be included, as well as some PDT adjustments and other tweaks...so we'll be tackling all of that with the 4.01 round. However, we won't be pushing it out until we are confident we have these things nailed, so your patience would be greatly appreciated. :-)
And a little sneak peek of a new feature to be rolled out with the 4.01 updates as well - dynamic tool bars. Now you can use the "Filter" buttons to control which batch of buttons are displayed at any given time (or all at once). Focusing on Unit Commands, Map features, Highlighting, etc.
We have plans for the continued enhancement of the series as well, which we think you will be pleased with. We also have new content in development for this time period and hope to have that see the light of day in the not so distant future.
Game on!
I think I’ll really like the filter buttons for sure. Thanks for the update.
Love the toolbar improvement. Would like to see it applied in all series.
Love the new looking dynamic tool bar reminds of the the one Campaign Series Legion’s have on their new game, would be grand if your 3D graphics were as good as their’s too. I enjoy battling 3D while looking at the bigger picture in 2D. Shame you seem to be set on getting rid of your 3D graphics, please don’t but they do need a update and a new zoom level too.
Thank you very much for continuing to update and improve this series of Civil War games, in my opinion, the best Civil war series there is…… since you are looking into the Series just a simple questions…..
1 – Have you ever considered making the rule where a unit in skirmish formation moves with a +1 Movement Penalty to be Optional? I am always tinkering with the PDT tables and as a solitaire player I feel the scale, game system and AI works better with 10 minute turns… Movement Points of Infantry/Artillery 12 / Cavalry 20 / Supply Wagon 10…… sometimes with the additional MP penalties for weather and/or facing change …. the additional +1 MP for Skirmish Order slows down the units considerably… As skirmishers were almost always deployed tactically… making this additional Movement Point an Optional rule, since when it was introduced way back when there was no weather table in the games, would help us folks who play with skirmishers.. in addition, the current skirmish parameter is for MPs for an enemy unit to enter a skirmish zone of control not the movement cost to deploy skirmishers…
As stated before, it is awesome to know that this time honored series is still getting some attention…. looking forward to the changes
Thanks and take care ..
So with the LOS will it go back to NOT having to be on a hex to see LOS. nd is there any consideration to including the maximum reachable hex feature?
Thanks for your time and effort
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