Posted November 25, 2015
high rated
Changelog for Patch 1.6 (25 November 20115):
GAMEPLAY & OTHER
- Stronger charge. It should be more powerful now so that the cost vs benefit of a charge is balanced especially against artillery defensive positions.
- Stronger melee.
- Canister damage reduced slightly. It will help brigades to take down artillery batteries more easily and discourage players to bring cannons too much in front.
- Increased damage of some large artillery battalions (It was too low).
- Fine tuned morale so that units retreat not so often as before.
- Units retreat less far behind.
- Balanced Calef (It was an overpowered unit).
- Balanced CSA Artillery to be a little more effective overall.
- Fixes in targeting and LOS. Units now should make auto-lines, spot and target nearest threat without excessive micromanagement.
- Better visual appearance of brigades as soldiers scale and bend formations on the terrain.
In both Multiplayer and Single player mode, units will shutter out of the map after more losses (previously maximum losses were 66% now are 80%).
SCENARIOS
- Fixed artillery units positions that were too in front in some scenarios.
- VP balances in "Conquer the Map" so that the Confederates can win by acquiring more locations excluding Cemetery Hill and Culp's Hill.
- In "Union attacks Benner's Hill" scenario CSA got one extra battalion of artillery and Smith starts closer to Wolf's Hill. Additionally Benner's Hill is valued more so that the Union is forced to take it in order to win.
- Balances of reinforcement arrival times in the multiplayer scenario "The Battle of Devil's Den". Now the CSA get early their units so that if Union overstretches too much is in danger to be flanked and crashed early on.
- "Pickett's Charge" Scenario has more duration so that the Confederates have enough time to efficiently bombard the Union.
- Reinforcement time tweaks for the first battle.
- CSA reinforcements may arrive sooner so that forces fight with each other with a way closer to history but also without large pauses of action.
AI
- AI improvements so that it is better overall. Especially when it attacks it should concentrate forces more and be more decisive.
- AI units should leave better distance from player and make effective fire lines that player will have difficulty to withstand.
- AI should desire to flank and execute pressure on weak points more successfully.
- AI will play more cautiously and engage its forces only at weak points of player's formations so that it has enough army throughout the whole battle campaign.
GAMEPLAY & OTHER
- Stronger charge. It should be more powerful now so that the cost vs benefit of a charge is balanced especially against artillery defensive positions.
- Stronger melee.
- Canister damage reduced slightly. It will help brigades to take down artillery batteries more easily and discourage players to bring cannons too much in front.
- Increased damage of some large artillery battalions (It was too low).
- Fine tuned morale so that units retreat not so often as before.
- Units retreat less far behind.
- Balanced Calef (It was an overpowered unit).
- Balanced CSA Artillery to be a little more effective overall.
- Fixes in targeting and LOS. Units now should make auto-lines, spot and target nearest threat without excessive micromanagement.
- Better visual appearance of brigades as soldiers scale and bend formations on the terrain.
In both Multiplayer and Single player mode, units will shutter out of the map after more losses (previously maximum losses were 66% now are 80%).
SCENARIOS
- Fixed artillery units positions that were too in front in some scenarios.
- VP balances in "Conquer the Map" so that the Confederates can win by acquiring more locations excluding Cemetery Hill and Culp's Hill.
- In "Union attacks Benner's Hill" scenario CSA got one extra battalion of artillery and Smith starts closer to Wolf's Hill. Additionally Benner's Hill is valued more so that the Union is forced to take it in order to win.
- Balances of reinforcement arrival times in the multiplayer scenario "The Battle of Devil's Den". Now the CSA get early their units so that if Union overstretches too much is in danger to be flanked and crashed early on.
- "Pickett's Charge" Scenario has more duration so that the Confederates have enough time to efficiently bombard the Union.
- Reinforcement time tweaks for the first battle.
- CSA reinforcements may arrive sooner so that forces fight with each other with a way closer to history but also without large pauses of action.
AI
- AI improvements so that it is better overall. Especially when it attacks it should concentrate forces more and be more decisive.
- AI units should leave better distance from player and make effective fire lines that player will have difficulty to withstand.
- AI should desire to flank and execute pressure on weak points more successfully.
- AI will play more cautiously and engage its forces only at weak points of player's formations so that it has enough army throughout the whole battle campaign.