Strategic Command WWII: World At War is your chance to re-fight the 20th century’s greatest conflict, from Poland to China, Normandy to the Pacific, on a map encompassing the globe.
A new patch is now available for Strategic Command WWII: World at War.
Check out the full changelog:
[b]v1.14.00 Changes[/b]
GAME ENGINE
- Fixed an issue where PBEM++ Tournament scores were not preserved when saving progress mid turn. Scores would then only re-appear after ending the turn (Ajunta Pall).
- Fixed a UNIT production queue placement issue for the AI that would sometimes place an HQ adjacent to enemy units when better alternative positions were available (Josef Steppan)
- Fixed a controlled movement error where the unit would not move the full range of hexes in some cases (Laurenz)
- Fixed a controlled movement error where the unit would move its full range of hexes but not record any action point cost (Laurenz)
- Fixed another retreat error that did not have units retreat as optimally away from enemy units as they should (havoc1371)
- Fixed a rare (usually a first turn issue but only if the script exists) combat error where any AI units that moved into place via GUARD scripts did not record that they had 'moved', providing a blitz attack bonus for these units (Illbeard)
- Fixed a combat NM calcuation error for when a defending unit is attacked in port, the attacker no longer loses NM when the attacker does not suffer a strength point loss (Checksumchecks)
- Fixed a Production Lost error for when a country surrenders and moves its Government to a new country
- Fixed a Research log error that did not properly display the research advancements and progression of your side under Fog of War
- Fixed a 'shattered' from combat calculation error that did not update HQ experience, National Morale and MPPs graphs values (Checksumchecks)
- AI Medium Bombers will now attack in a sequence prior to AI Tactical Bombers (SittingDuck).
EDITOR
- Fixed an issue where Minor nations could not be set for DECISION event COUNTRY_ID values as it would throw an incorrect script compilation error (SittingDuck).
- Fixed an error when reorganizing Major Country IDs that did not properly update any applicably affected transport units (The Land)
- Fixed an error when reorganizing Major Country IDs that resulted in a CTD when shifting a major to the minor list (The Land)
All Campaigns
- Fixed the sea hexes 267,97, 267,98, 266,98, 266,97, 265,99, 264,100 & 265,100 in the Pacific that were incorrectly assigned to France (Jon Greenwood).
- Mention of Granada changed to Murcia relating to DE 316 in the Strategy Guides (KlasE).
1939 Campaigns
- Corrected the condition position for the Axis AI unit scripts for the Afrika Korps (sschnar1).
- Fortification added at 191,62 immediately NE of Changsha (Chernobyl; Marcinos1985; Old Crow Balthazor).
- The presence of an Axis unit within 2 hexes of Kweichow can now increase US and Indian mobiliation (Marcinos1985; hansondavid44).
- Communist China entering the war on the Allied side will now boost China's National Morale by 1,500 points in the expectation that they will assist in the fight against Japan.
- The USA joining the Allies will now increase China's National Morale by 3,000 points.
- Japan now receives the Mogami Heavy Cruiser in its Production Queue on the 1st December 1940 (Chernobyl).
- Increased the chance of the Chinese AI researching Infantry Warfare (Jackmck).
- Declarations of war by the Allies will now move the USA by 3-5% towards the Axis. This is in addition to any penalty for declaring war on a specific country (ralaric).
- Changes imported from WWII: War in Europe to increase France's starting strength while reducing her early war income slightly (redrum68; Marcinos1985). Details are as follows:
- France's starting MPPs increased from 75 to 90.
- French 3rd Army at Metz and 9th Army at 92,41 increased in strength from 5 to 8, 1st Army at 90,40 increased in strength from 5 to 6, and Reserve Corps at Paris increased in strength from 5 to 7. This is the equivalent of 100 MPPs worth of reinforcements.
- Resource scripts added for Algiers; Rabat; Fez, Tunis, Bordeaux, Marseille, Brest and Perpignan so that they start the war at zero strength, increasing by 1 per Allied turn.
- Strategy Guides now include a table showing the % chance of units fighting on from exile, just search for Free Units (AceRimmer).