A new Kickstarter campaign by Avalon Digital is launched today, offering this classic game that you all enjoy so much on Steam to be played as a boardgame (which was how it was designed originally) You can now play face-to-face with a friend on the most popular scenarios, and als
A new Kickstarter campaign by Avalon Digital is launched today, offering this classic game that you all enjoy so much on Steam to be played as a boardgame (which was how it was designed originally)
You can now play face-to-face with a friend on the most popular scenarios, and also in the campaign discover the other DLC's we have created for the game
An occasional and unfrequent bug leading to the disappearance of air units after battle, during the return to base phase, has been found and fixed. Planes shall no longer vanish if they can find an eligible airfield within range. They will still disappear when none is rachable, e
An occasional and unfrequent bug leading to the disappearance of air units after battle, during the return to base phase, has been found and fixed. Planes shall no longer vanish if they can find an eligible airfield within range.
They will still disappear when none is rachable, either because the said arifield(s) is/are full or is/are out of range of the plane(s).
Coral Sea 1942 covers the May 1942 Japanese invasion attempt of Port Moresby, New Guinea, and the air and naval campaigns around it. The Japanese forces must capture Port Moresby and establish bases in the Solomon islands, but their offensive could be well stopped by the Allies n
Coral Sea 1942 covers the May 1942 Japanese invasion attempt of Port Moresby, New Guinea, and the air and naval campaigns around it. The Japanese forces must capture Port Moresby and establish bases in the Solomon islands, but their offensive could be well stopped by the Allies naval and air forces. The American and Australian have to prevent the Japanese from achieving their objectives, without losing too much of their meagre resources.
Find out about it in a WAW DLC scheduled to release on May 21st.
And for those Pacific War enthusiasts who love deeper and more detail simulation, please check the Store page below with our sister company Avalon Digital's new game, Carrier Battles and wishlist it if you like it.
In anticipation to this month's release (Caesar 58, coming on April 30th) *** IMPROVEMENTS *** (Retreat) When several regions are possible, the game now selects the one that would cause the minimum amount of unit destructions (because of units that cannot follow the others or of
In anticipation to this month's release (Caesar 58, coming on April 30th)
*** IMPROVEMENTS ***
(Retreat) When several regions are possible, the game now selects the one that would cause the minimum amount of unit destructions (because of units that cannot follow the others or of overstacking in difficult regions).
(Retreat) Attacking Sea stacks can now retreat to a port if they just get out of
(Retreat) Units that cannot retreat using the locomotion type between battle region and chosen retreat region are now destroyed
(Fortress Assaults) Assaulting a weakly defended fortress no longer wrongly gives combat factor bonus to the attacker and malus to the defender. It's set to zero on both sides.
(Replacements) Improved realism : replacements are no longer possible for air and sea units that are not inside a structure or a transporter. It is now possible to assign replacements to units that are currently inside transport units.
*** FIXES ***
(Reinforcement) Fixed bug where cards supposed to rebuild destroyed units had not effects
A is for Alphabetised wargame and sim news. Every four weeks or so I hang up a streamer of industrial strength fly paper in The Flare Path water closet and see what wargame and simulation news items stick to it. Below is this month’s bag – 25 stories involving virtual vehicles an
A is for Alphabetised wargame and sim news. Every four weeks or so I hang up a streamer of industrial strength fly paper in The Flare Path water closet and see what wargame and simulation news items stick to it. Below is this month’s bag – 25 stories involving virtual vehicles and surrogate slaughter. If you’ve visited a transport museum or heritage railway in the past twelve months, or can put these battles – Bunker Hill, Bataan, Borodino – in chronological order, you probably won’t regret clicking where it says…
Unwilling to stray far, thematically speaking, from my current plaything of choice, Strategic Command: World War I , my time away from hexagons this week has been spent sampling potentially complementary Great War fare. In search of the cranberry sauce for SCWWI’s Ottoman Empire,
Unwilling to stray far, thematically speaking, from my current plaything of choice, Strategic Command: World War I, my time away from hexagons this week has been spent sampling potentially complementary Great War fare. In search of the cranberry sauce for SCWWI’s Ottoman Empire, the mustard for its BEF, I’ve consumed a new flight sim with major deficiencies, two dirt cheap wargame DLCs that ultimately disappointed, and a mechanical puzzle game that could, had it taken a different path, have proved quite the time machine. (more…)
Nordwind 1945 accounts the last German offensive in the west. The Germans have entered Alsace from the north and are trying to reach the center of the Vosges mountains at Saverne, pushing back American and French forces. Final goal is Strasbourg. Can you reclaim the region for th
Nordwind 1945 accounts the last German offensive in the west. The Germans have entered Alsace from the north and are trying to reach the center of the Vosges mountains at Saverne, pushing back American and French forces. Final goal is Strasbourg.
Can you reclaim the region for the Reich? Or, as the Allies, can you contain and then repulse the last onslaught in the West?
** IMPROVEMENTS ** - (Graphics) Added options setting to enable VSync - (Graphics) If VSync is disabled, the target frame rate for the game is set to 60. Previously, the game would run at maximum allowed FPS, which would be unnecessary on powerful configurations. NB: activating V
** IMPROVEMENTS ** - (Graphics) Added options setting to enable VSync - (Graphics) If VSync is disabled, the target frame rate for the game is set to 60. Previously, the game would run at maximum allowed FPS, which would be unnecessary on powerful configurations.
NB: activating Vsync reduces visual artifacts (screen tearing) but may slightly reduce game reactivity. This could be problematic on older machines or those with little RAM.
DECEMBER 2019 UPDATE This important update was made essentially to fix a few known issues but also to allow for gameplay improvement for new features that will be progressively used in the upcoming 2020 title, or, when updated, retrofitted inside the existing ones. *** IMPROVEMEN
DECEMBER 2019 UPDATE This important update was made essentially to fix a few known issues but also to allow for gameplay improvement for new features that will be progressively used in the upcoming 2020 title, or, when updated, retrofitted inside the existing ones.
*** IMPROVEMENTS ***
(Regions) Added support for new feature : possibility to define nations as default owners of regions
(Map) Implemented new Information Anchors (e.g. useful to display extra critical information as a graphic icon)
(Movement phase) The confirmation dialog displayed when going to next phase without any movement can now be dismissed permanently.
(Replacements) Implemented a system allowing to schedule replacements through the Reinforcement system without need to use cards.
It is no longer possible to assign replacements to stacks that are not currently in a supplied region
(Structures) Added per-structure option to limit the number of units that can enter a structure (leaders excluded from the count)
Added optional system that allow fortresses to reclaim control of their region if no enemy force occupies it, or if there are only enemy leaders/support units present in the said region.
(Reinforcements) Added scenario option to hide AI's reinforcements
(Summary) Casualties tab now displays Leaders killed or wounded in battle.
(Battle) Implemented new rule allowing to start a fortress assault (resolved by a battle with specific combat factor modifiers) instead of besieging the structure. Assaulted fortresses have a default garrison to defend them, added to the regular units that maybe already be in fortress.
(Battle/Siege) Implemented unit capture system (e.g. will be useful to capture supply wagons or other units)
(Battle) Implemented optional rule to ignore the Differential of Leader Morales when computing battle modifiers
(Battle) Implemented optional rule to ignore the Differential of Leader Combat Factors when computing battle modifiers
(Battle) Implemented optional rule to ignore the regular loss differences Victory Points awarded by battles (only VP awarded by regions and structures capture and/or cards are kept)
*** FIXES ***
(FOW) Fixed bug where the tooltip for units made invisible BY FOW was still displayed
(Cards) Fixed bug where launching a game from a save reset the max number of cards in hand to the engines default value instead of the value specified in the scenario
(Movement) Fixed a bug that made it difficult to move a stack into a structure already containing units.
(Battle) Fixed localization erros in the retreat message
(Siege) Fixed a bug where a fortified structure taken by siege would incorrectly keep its blockaded status.
(Options) Fixed a bug that prevented from changing the AI level in In-Game options
(Initialization) Players are now created in an order that corresponds to the play order of Sides. Fixes potential bugs and fixes known bug where the second player would get a wrong match identifier if the sides definition and play order do not match with those specified in the editor.
In September we released Uganda 1979, and last month we moved to Burma in 1942. The team continues to add new DLC on known and less-known conflicts. Two more are coming this year, also interesting thematics. Our plan is also to make some game update before New Year, adding some f
In September we released Uganda 1979, and last month we moved to Burma in 1942. The team continues to add new DLC on known and less-known conflicts. Two more are coming this year, also interesting thematics.
Our plan is also to make some game update before New Year, adding some fixes and extra features (e.g. possibility to assault forts, or to capture some enemy units).
Many thanks for your continued suport. Stay tune for more new later this month