The Great War: Western Front is the definitive WW1 strategy game. Play a deciding role in history with this real-time tactical experience as you take charge in the iconic Western Front from 1914 to 1919. Pick your faction and lead your forces to victory.
Reporting in, Commanders!
We are delighted to deliver this intel containing the details of our second Mod Support update. 2.1.0 includes multiple new features to enhance the modding experience, allowing you to create unique battlefields and Historic Battles.
Please be aware that given the scope of the changes in this update, users will require new save files for these to take effect. Steam users will be able to use the platform’s Beta system to roll back to a prior version and finish any ongoing campaigns. To do this, right-click The Great War: Western Front in your library, navigate to Properties and select the Betas tab. Then opt into “2.0.1 Rollback Version” in the Beta Participation drop-down menu. To return back to the latest version, select None in the same drop-down menu.
If you would like to test your strategy against your fellow commanders in Multiplayer, make sure you are using the latest version.
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[h2]Additional Content[/h2]
Added new trench emplacements:
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[*] Ammo Cache – reduces artillery ability costs by 50%.
[*] Anti-Air Cannon – automatically targets enemy aircraft within range.
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Three new maps added in Campaign, Skirmish and Multiplayer:
[list]
[*] Town and Country
[*] Secluded Copse
[*] Fort Overlook
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[list]
[*] Added more Fort Map locations to the Campaign map, to represent the pre-war French and German border fortifications system. These will be found at Nancy, Metz, Thionville, Épinal, and Strasbourg
[*]Added a new Historical Battle presented as a Mod – Battle of Vimy Ridge.
[*] Added Campaign War Stats Screen.
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Added modding tools and documentation:
[list]
[*] Map Editor
[*] User Interface Editor
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[h3]Display[/h3]
[list]
[*]Fixed shadows that rendered too dark when on Low graphics settings.
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[h3]Tutorial [/h3]
[list]
[*] Fixed multiple soft locks.
[*] Updated text to account for added content
[*] Fixed an issue where the end game score screen was not reflecting player progress.
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[h3]Settings[/h3]
Reset your Settings to Default to enable the following changes:
[list]
[*] “Play Audio When Not in Focus” is now off by default.
[*] Fixed an issue where the scroll bar in the Custom Difficulty menu did not work correctly.
[*] Added option to allow loading of saved games with mismatched mods.
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[h3]Miscellaneous[/h3]
[list]
[*] Fixed multiple crashes.
[*] Tech tree updated to accommodate added content.
[*] Text throughout the game updated to accurately reflect changes that have been made since launch.
[*] Optimization of large historical image files.
[*] Added more photos to the “did you know?” loading screens.
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[h2]Gameplay [/h2]
[h3]Theatre Commander[/h3]
Removed the supply chain status effect from the following strategic regions:
[list]
[*] Ypres
[*] Hasselt
[*] Maaseik
[*] Buxelles
[*] Leuven
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Added more Fort Map locations to the Campaign map.
[h3]Field Commander[/h3]
Improvements to persistence:
[list]
[*] Destroyed Tanks will now persist.
[*] Some dead bodies will now persist (all bodies still subject to Body Accumulation Setting).
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[list]
[*] Early, middle, and late maps now show sequentially after the first battle.
[*] Added information to the supply tooltip to indicate when you are spending supply from the global bank.
[*] Changed when campaign maps transition from early, to middle to late war. This is now based on the number of battles fought on each specific battlefield.
[*] Added a confirmation when selecting Begin Battle to prevent accidentally starting a battle.
[*] Fixed an issue with one of the flower ground textures on map Pastoral Farmland (Summer)
[*] Fixed an issue with tree textures on map Rural Woodland (Winter).
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[h3]Infantry[/h3]
[list]
[*] Fixed an issue where Infantry units would abruptly disappear once retreated.
[*] Fixed an issue where company banners for troops in trenches would not highlight when selected.
[*] Fixed an issue where company banners could become separated from the unit.
[*] Fixed an issue where infantry moving in opposite directions in a Communications Trench could get stuck.
[*] Fixed another instance where infantry could get stuck in prone.
[*] Increased damage of anti-tank rifle from sniper effect from 15 to 30.
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[h3]Tanks & Aircraft [/h3]
[list]
[*] Fixed an issue where some Tanks could sometimes get stuck on trenches when moving around the map.
[*] Fixed an issue where Tanks could get stuck on each other when moving around the map.
[*] Fixed an issue where Tanks would sometimes not auto engage infantry and trench emplacements.
[*] Fixed an issue where Tank MG would keep firing after the Tank was destroyed.
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[h3]Structure & Artillery[/h3]
[list]
[*] Fixed an issue where infantry in command and blockhouse trenches could take damage from artillery.
[*] Fixed an issue where Heavy Artillery would sometimes not be useable after finishing cooldown.
[*] Fixed an issue where Barbed Wire and Razor Wire could cross into trenches when placed on a connector.
[*] Fixed an issue where Historical Battle Rolling Barrage decals could sometimes face the wrong way.
[*] Fixed an issue where Siege Artillery could hit companies inside the Command trench.
[*] Fixed an issue where Fort Turrets where invisible in fog of war.
[*] Fixed an issue where MG crews would be all white when in snow.
[*] Increased damage caused by undermine explosion to correctly destroy all objects inside radius.
[*] Airburst shells no longer damage barbed or razor wire.
[*] Heavy artillery heavy barrage cost reduced from 9 to 8.
[*] Light artillery Rolling Barrage cost reduced from 15 to 14.
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[h2]AI[/h2]
[h3]Theatre AI[/h3]
[list]
[*] Fixed an issue that was causing a mismatch between a region's flag nationality and pawn model nationality.
[*] Attacks ratio evaluations are continually reduced if no combat has occurred for several turns, to force an attack despite poor ratios.
[*] Added additional safety catches for minimum corps in a region.
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[h3]Field AI[/h3]
[list]
[*] Fixed an issue that would mean AI infantry that lost in trench melee would retreat instead of surrender.
[*] Fixed an issue where AI infantry could move through undermine craters.
[*] Tanks now desire to remain closer to infantry despite having a combat target.
[*] Distant artillery usage re-enabled. Artillery counterbattery fire re-enabled.
[*] Artillery usage moderately increased.
[*] Reduced the number of comm trenches constructed by game difficulty, ensuring 0 on hardest.
[*] Lowered attack sizes and increased rally speed.
[*] Adjusted assault wave frequency
[*] Improved frequency of elite company purchases.
[*] Improved rally frequency.
[*] Improved reaction to companies in forest when charging nearby trenches.
[*] Increased stealth desire for scouting companies.
[*] Improved tank following infantry.
[*] Adjusted evaluation of available reinforcements vs. currency to induce less cease fire requests.
[*] Adjusted distances for trench entry evaluations. Attempting to increase trench manoeuvring during offensive assaults.
[*] Spaced-out spawns when all spawn locations are contested, to reduce congestion.
[*] Reduced morale check for melee engagements.
[*] Companies will not withdraw while in the In Combat state.
[*] Infantries are now less fearful of tanks and may attempt to circumvent the tank position instead of retreating in the opposite direction when they become afraid.
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Thank you as always for your continued feedback and support. Let us know what you think of the above changes and continue sharing your experiences from the front!
[i]The Great War: Western Front Team[/i]