Happy New Year 2017
It's been quite for a while and much less progress has been made during the last couple of months as I wished for. Anyway, I'm still working on the 3D map and almost all terrain types have been implemented already. What is still missing are all actual units and weapons. But in the first version they will simply be depicted as counters like in the 2D map. BUT they will appear at their correct position (horizontal, vertical) inside the 3D world so you can actually see whether a unit resides in the 2nd story of a building or on ground level. What else are my plans for 2017? Hopefully I'm able to implement a first version of AI - a computer opponent. This has often been demanded and I'm finally convinced that it is doable. Thank you for all the support so far. I wish you a Happy New Year…
WW2T has been greenlit on Steam
I'm happy to announce that WW2T has been allowed to be published on Steam as a result of the Greenlight community process. I will do my best to bring the game onto the Steam platform as quickly as possible in order to present it to a bigger audience and to attract new players. The feedback from the Steam community has been good so far. I will continue to focus on usability issues and artwork and hope that the new 3D map will provide an improved game experience.
3D map in the making
I've spent quite some time weighing the pros and cons of a 3D map against each other. I'm convinced now that there is no alternative to it, considering the immense number of rules "hidden" in the maps. Advanced Squad Leader is played on a fully fledged three dimensional map that is on the one hand a simplification of naturally occuring terrain and on the other a precise simulation of it. I see no better way of explaining all these concepts (multiple building levels, depressions, sewer movement, line of sight etc.) than a 3D map that also lets you explore the line of sight from the perspective of an individual unit. So this is why I came up with a first version of such a thing - still under development but I'm making rapid progress. Eventually this will lead to the replacement of the existing 2D map and its artwork because…
Version 0.2.05 improves usability
The new version is a maintenance release that features a bunch of usability improvements and minor bug fixes. Log file replay is now more comfortable with a small windows that allows you to set the replay speed as well as to stop or pause the replay. Also all interaction with the game is prevented during log file replay. You will be notified of newly arrived chat messages visually and via ring tone in case the chat window is minimized. A small plus sign in the corner of a counter stack in the map view informs you about the fact that a stack consists of more than one counter. This avoids unnecessary mouse overs in order to check the content of stack. Some new buttons have been added to the Map View toolbar. You can now hide all counters except the moving stack which makes following the actions of the moving…
Version 0.2.01a has finally arrived – bring out the big guns!
Finally I've moved on to version featuring ordnance and lots of new concepts and rules. Just to mention a few of them: In terms of rules, these are the most important additions/improvements to the game play: Ordnance (To Hit process, ammunition types, target acquisition, crews), hidden units, Close combat (now broken and concealed units are correctly handled), Weather conditions and changes, Wall Advantage, Crest status, Rout phase is now event based and fail safe, Unit substitution/ELR, Ammunition shortage, New terrain types (walls, hedges, rowhouses, rubble, gully, bridges, trenches, foxholes). The fire attack tooltip now displays a chance to impose any damage on your target (or the To Hit chance in case of ordnance) . Some actions are now animated in the map (explosions, small arms fire attacks, smoke; no sounds yet). Movement Factors are displayed in a better and more accurate way during movement. The user interface has changed in…
Upcoming version 0.2 with Map Editor and Ordnance
You haven't heard from me for a while now but this doesn't mean I'm not busy with preparing the upcoming version It will be the next major step for WW2T on its way to a fully fledged tactical wargame of the Second World War. We finally move on to a totally new combat system covering ordnance. The first scenario on offer will feature a Russian infantry howitzer that can fire high explosives as well as smoke. Believe it or not - smoke will also be animated and no longer be presented by a plain counter in the map! Together with smoke a basic weather simulation makes its appearance (wind, rain). All building artwork has been overhauled. New terrain types will be featured in a completely new map (thanks to Jacksboro who is currently setting up the map!): walls, hedges, bridges, row houses, rubble. The UI will be much less cluttered…
Last infantry-only version out
Version 0 1 64 of WW2T will be the last version that only covers infantry combat related rules. It comes with 4 fun-to-play scenarios and features many advanced rules (like Concealment, Fire Groups, Fire Lanes (new!) etc.). A new "Report" button has been added to the upper right hand corner of each counter stack in the map. Clicking on it will present you with all details regarding events affecting each unit or weapon (like Morale Checks etc.). The web service has been overhauled. You can now search for certain matches (either you know the match ID or the host player's name or you can filter for specific scenarios). Also all traffic to it is now SSL enciphered. There is a password reminder button in case you've lost your password. Most importantly: from now on every rated match will count for your Elo score! Each player starts with 1000 points. You…
Version 0.1.61 with many bugfixes
I spent the last 2 weeks almost exclusively with testing and bugfixing. Therefore there is not many new features to talk about. The previous version was unfortunately not very stable and several conditions could lead to the game aborting. Since I will soon move on to ordnance related game mechanics I thought it to be very important that we have a game that allows us to actually play those infantry scenarios. As a way to help testing I have worked primarily on the log file system. You can now start, stop and read log files without issuing console commands through the new Game Tool Bar. A log file allows you to record and replay a complete match. Please be aware that the End Phase button has moved to the bottom Scenario Tool Bar. Another important change affects the way to First Fire at bypass targets. You must from now on…
Another Hotfix
Another hotfix (0 1 58) was required because the Reveal Unit event that is so important on many occasions (whenever a Unit performs a concealment loss action and all enemy Units are concealed themselves) did not hand back action to the player that had the initiative before under all circumstances. As a goodie you will get a new and probably for some players easier way to navigate the map as an alternative to using the keyboard. Right-click with your mouse on it and drag it into any direction. Zoom with your mouse wheel. This version is backwards compatible with 0 1 57 (in terms of scenarios/matches). From now on I will mention this explicitely in the announcement post for a new release.
Hotfix 0.1.57 brings new features
A hotfix was required to fix some issues with the previous version. I've added some new features nonetheless. First, leaders will possibly be created due to Self Rally or Close Combat results. Medium and Heavy Machine Guns can from now on be disassembled and reassembled to make carrying them easier. A new move - Street Dash - allows you to run cross a street in a city more safely with your troops. Finally I've added completely new artwork for all personnel units and snipers. Also German machine guns already got their new artwork, other nations are still missing. Enjoy!