News From The Front

Greetings,

It's time once again for an update on what is happening within the Wargame Design Studio fold. Today we bring you several items:

1) Napoleonic Battles Updates

2) Status report on Panzer Campaigns

3) New Game Preview from the Musket & Pike series

So let's jump right in... (images can be clicked for full size) 

It was our intent to be done with the Napoleonic series for a while after the release of the 4.03 updates in September. As luck would have it though, a significant problem slipped past our testing processes, namely Skirmishers were not receiving the reduction in losses (1/5 normal) they should have in a melee. This calculation exists to reflect the doctrine of skirmisher use - i.e. they fall back in the face for a formed opponent unless in obstructed terrain. Giving ground and snipping off casualties rather than standing their ground and holding out. We felt this was important to address right away. We did however leave the full casualty rate in effect if meleed by cavalry (not in charge mode).

But, as is our norm here at WDS, if we are going to release an update we want to give it a good bit of meat, not a single bug fix...so we have included several things that didn't make the 4.03 cut...and also uncovered a few other things that needed fixing along the way. Some details on that:

A new Toolbar has been implemented bringing in Buttons to control the speed of both A/I Play and Replay speed, but also activation for roaming mode. The speed controls coincide with the F5 - F8 functionality within the game.

Roaming Mode is a feature that has been in the game engine for many years, but is often over looked. When activated it allows you to use your mouse to skim around the battlefield, viewing the contents of various hexes without having to click on each one. The unit information is also updated in the Hex Info Area as you move around.

We are also introducing a new set of documentation. In version 4.01 the "General Help" document was appended to the end of the Users Manual, so all that info is now contained in one place. With 4.04 we begin the process of creating a more concise set of information and quick reference sheets to help make game play a bit easier. The image below is a page from the new document. If you click on it the complete new file will be opened in a new window.

Another game play enhancing change that was made was to the "Highlight" function. To make it easier to determine what units are highlighted the bases are "lightened" considerably, not just outlined with yellow.

And in 3D you will see a difference between the highlighted organization, and the specific unit that is selected.

All of these items are series wide and included in the 4.04 updates released today. Additionally, these updates can be applied to games in progress without causing any problems. Please see the Changelog.pdf file located in the \Manuals folder or linked on our website for a complete list of changes included in this round of updates.

All game updates can be accessed from our website under each product page or on the master Napoleonic Battles Updates Page. The full installer for each game has also been updated and is accessible from your Store account if you prefer that method.

 

As mentioned in our recent blog post, work is nearing completion for not only a new round of updates for the Panzer Campaigns series, but also a new game - Rumyantsev '43. Final programming work and testing is happening now and we have every confidence that Rumyantsev '43 will be out in November followed shortly by updates for the whole series. You'll see new features like the updated toolbar mentioned above, updated documentation as well as new features for the engine. We'll save the details there for the product release post though.

And that brings us to our new game preview from the Musket & Pike series:

The next title planned for release in the Musket & Pike series is Great Northern War covering the 21-year conflict between Charles XII of Sweden and Czar Peter I (the Great) of Russia...and many other nations over the course of the conflict. As of this writing we have 75 stand alone scenarios plus 5 campaigns included for many, many hours of gaming enjoyment.

Not only will this title bring new content to the M&P series, but programming work is also in progress to bring it up to the level of the Napoleonic Battles series with features, updated rules, new toolbars, file folder reorganization and graphical enhancements. Additionally, we plan to update the existing games in the series to the same level shortly after release.

Here are a few screen shots from the work in progress. Nothing is finalized at this point, but wanted the give you a taste of what's in the works.

And while we don't want to give specifics, we have several other projects actively under development in this series - so if there's a conflict you hope to see covered, there's a good chance we'll be doing it.

As of this writing we anticipate having Great Northern War out in the first half of 2023. 

And that brings us to a close for todays news. Care to discuss it with others? Head on over to the official forums

Enjoy!

 


32 comments


  • Robert Ingoglia

    You folks are always the greatest (both in terms of quality and communication). I would love to see a Panzer Campaigns game on the Hurtgen Forest and a WWI game on the Battle of Caporetto. Thank you again for your continuing excellence.


  • Tom Moore

    I would like to see cavalry skirmishers in the Napoleonic Series like the Civil War Series. I hate walking into unobserved units when scouting. Also I think the 20 hex spotting limit like in the Waterloo campaign was a good idea.

    Thanks, Thomas Moore

  • Robert Russett

    Squad battles: Mexican Revolution, American Indian Wars


  • Lars Hansen

    Well, updates are always good. But……
    Any plans for the AI?
    The AI (or rather, lack of same) is IMO the biggest hit against the JTS/WDS series, no matter if you’re a panzer guy, or a smooth-bore musket guy.
    At some point in the past, a decision was made to go with a scripted AI, and presumably WDS is stuck with that engine for the foreseeable future. But, quite frankly, it sucks.
    It’s only slightly bad in PzC/MC/FWWC games within smaller scenarios (say, 10 turns or less).
    It’s ridiculously bad when it comes to the black powder period where formations matter.
    And in any JTS/WDS game, the campaign games are unplayable against the AI.
    You cannot script an AI when you have to predict what the situation is like five weeks from now. No amount of tarot-cards, diving rods, or crystal-balls can give you that kind of power.
    So are there any plans to evolve the game-engine beyond the very basic TacAI that is currently the norm?


  • Wolfgang Kräher

    How about the Byzantine/Ottoman era as a theme for the future?
    Many thanks and best regards.


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