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Name

 Ultimate General: Gettysburg 

 

Developer

 Game-Labs 

 

Publisher

 Game-Labs 

 

Tags

 Strategy 

 

Simulation 

 

Singleplayer 

 

Multiplayer 

Release

 2014-10-16 

 

Steam

 3,74€ 2,74£ 3,74$ / 75 % 

 

News

 33 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 8 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/306660 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 200,000 .. 500,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 266  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 314 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Ultimate General: Gettysburg Linux [1.18 G] 




LINUX STREAMERS (0)




Get up to 20% off Ultimate Admiral: Age of Sail Loyalty Discount

Hello, fellow generals!

Ultimate Admiral: Age of Sail is released, so we have something special for you.

You can save 10% on Ultimate Admiral: Age of Sail thanks to our loyalty discount! To check if youre able to get the loyalty discount:

Check your Steam Library to see if you own Ultimate General: Gettysburg
If you do, you get 10% off Ultimate Admiral: Age of Sail
However, be quick; the offer lasts between April 7 April 15

The discount will be available on the Ultimate Admiral: Age of Sail store page. Dont forget that it stacks with the 10% release discount, so you can get the game at 20% off!

https://store.steampowered.com/app/1069650/Ultimate_Admiral_Age_of_Sail/

Ultimate Admiral: Age of Sail offers a new experience in a crucial time period for the United States - the American War of Independence, continuing the famous series of Ultimate General Strategy games.



Ultimate Admiral: Age of Sail is a hardcore tactical fleet and amphibious operations simulator. The main focus is on realistic naval combat which utilizes realistic sailing physics, a detailed damage model, and historically correct ships.



Since the tasks of the fleet included not only naval engagements but also army supplying and the capturing of coastal territories, there are also amphibious and ground battles in the game.



Ground battles are not as massive as in Ultimate General games, but create the necessary immersion of being part of a real combat situation. The battles feature a realistic Line of Sight system, realistic ballistics, multiple unit types, and unique mechanics that make battles especially engaging and challenging.

https://youtu.be/aHP6v0cVPhw

All the important weapons of the historical period and a vast technology upgrade system are featured in the game, offering a historically accurate and complete customization for all ships.



Your discount will be available on the Ultimate Admiral: Age of Sail store page:

https://store.steampowered.com/app/1069650/Ultimate_Admiral_Age_of_Sail/


[ 2021-04-07 16:44:59 CET ] [ Original post ]

Multiplayer Update

Hello everybody,

We just wanted you to know that today we have updated the Multiplayer version of the game to work with our latest server infrastructure. You will need to receive this patch in order to play Ultimate General: Gettysburg's Multiplayer.

Enjoy!

The Game-Labs Team


[ 2021-03-25 14:23:19 CET ] [ Original post ]

Multiplayer Connectivity Fix

Hello Generals,

The Multiplayer server has been inactive for some days due to serious technical problems which had to be fixed with a new patch.

Today we offer the necessary update that repairs the multiplayer connectivity. You will see that your multiplayer version is updated at the lower left corner of the Multiplayer menu showing the indication version 0.85 rev.14409.

Have fun!

The Game-Labs Team

Note: This patch is currently available only on Steam and will be available on the other sales platforms as soon as possible.


[ 2018-01-17 18:33:21 CET ] [ Original post ]

Multiplayer Connectivity Fix

Hello Generals,

The Multiplayer server has been inactive for some days due to serious technical problems which had to be fixed with a new patch.

Today we offer the necessary update that repairs the multiplayer connectivity. You will see that your multiplayer version is updated at the lower left corner of the Multiplayer menu showing the indication version 0.85 rev.14409.

Have fun!

The Game-Labs Team

Note: This patch is currently available only on Steam and will be available on the other sales platforms as soon as possible.


[ 2018-01-17 18:33:21 CET ] [ Original post ]

Patch v1.8 is here!

Hello Generals,

We are glad to announce a new update which repairs multiplayer connectivity and addresses game balance issues that you have reported. Here is the brief but very important list of improvements that you will find in this patch.

ULTIMATE GENERAL: GETTYSBURG v1.8 UPDATE


FIXES / IMPROVEMENTS


  • Resolved Multiplayer connectivity problems.
  • Balanced ranged damage to be not so overpowered as before. Casualties will be much more realistic and the game should be more enjoyable by playing either side (Union or Confederates) in Single Player or Multiplayer mode. This damage balance affects positively morale and condition, that previously could drop too fast, making units almost unmanageable in many cases.
  • Improvements for AI to keep better safe distance from the player and attack more efficiently.
  • Improvements for player's units auto-targeting and self-awareness.


This update is currently available only for the Steam version of Ultimate General: Gettysburg for Windows, Linux, Mac. It will soon be available to other services.

We hope you will enjoy this patch!

The Game-Labs Team

EDIT:
Patch is available to all other platforms (GOG and App Store).


[ 2017-05-14 00:46:02 CET ] [ Original post ]

Patch v1.8 is here!

Hello Generals,

We are glad to announce a new update which repairs multiplayer connectivity and addresses game balance issues that you have reported. Here is the brief but very important list of improvements that you will find in this patch.

ULTIMATE GENERAL: GETTYSBURG v1.8 UPDATE


FIXES / IMPROVEMENTS


  • Resolved Multiplayer connectivity problems.
  • Balanced ranged damage to be not so overpowered as before. Casualties will be much more realistic and the game should be more enjoyable by playing either side (Union or Confederates) in Single Player or Multiplayer mode. This damage balance affects positively morale and condition, that previously could drop too fast, making units almost unmanageable in many cases.
  • Improvements for AI to keep better safe distance from the player and attack more efficiently.
  • Improvements for player's units auto-targeting and self-awareness.


This update is currently available only for the Steam version of Ultimate General: Gettysburg for Windows, Linux, Mac. It will soon be available to other services.

We hope you will enjoy this patch!

The Game-Labs Team


[ 2017-05-14 00:46:02 CET ] [ Original post ]

Ultimate General: Civil War launched in Early Access!

New game announcement

Generals

We are delighted to announce that we have just released our new game: “Ultimate General: Civil War”.

In this new product we have utilized the feedback and ideas you provided us with during Gettysburg development. As a result we delivered an amazing campaign experience covering the whole American Civil War. Thank you very much for all the feedback, support and patience. We will never let you down and will continue to bring excellent strategy games for your enjoyment.

For more information about the game please visit:
Detailed description: http://www.ultimategeneral.com/blog/ugcw-release-early-access

Thank you again. See you in Ultimate General: Civil War forums!
Game Labs Team

Steam store page:
http://store.steampowered.com/app/502520/


[ 2016-11-18 16:13:56 CET ] [ Original post ]

Ultimate General: Civil War launched in Early Access!

New game announcement

Generals

We are delighted to announce that we have just released our new game: Ultimate General: Civil War.

In this new product we have utilized the feedback and ideas you provided us with during Gettysburg development. As a result we delivered an amazing campaign experience covering the whole American Civil War. Thank you very much for all the feedback, support and patience. We will never let you down and will continue to bring excellent strategy games for your enjoyment.

For more information about the game please visit:
Detailed description: http://www.ultimategeneral.com/blog/ugcw-release-early-access

Thank you again. See you in Ultimate General: Civil War forums!
Game Labs Team

Steam store page:
http://store.steampowered.com/app/502520/


[ 2016-11-18 16:13:56 CET ] [ Original post ]

Patch v1.7 released!

After a long time period, we updated the game, improving gameplay and AI according to your latest feedback. AI is much more energetic in attack and more efficient in defense. Several targeting issues have been repaired and lots of other major or minor fixes make the game more stable and enjoyable than ever.

You can read about the update in our blog:
http://www.ultimategeneral.com/blog/patch-v17-released

or below


Ground shape and Line of sight issues are fixed so 3D perception is improved and units can target more efficiently in areas such as Round Top

ULTIMATE GENERAL: GETTYSBURG v1.7 UPDATE
rev.14398 (Single Player) / rev.14406 (Multiplayer)

GENERAL GAMEPLAY


  • Improved targeting. Units will pick best target without micromanagement, especially artillery.

  • Various melee fixes/improvements. Infantry will no longer auto-fall back and annoyingly lose its position.

  • Improved auto AI lines. No longer too much shifting around. Units will be sufficiently intelligent to handle their lines.

  • Artillery less resilient in melee.

  • Cavalry more useful, not so vulnerable as before.

  • Balances in Ranged combat (toned down artillery effectiveness from High/Medium range and overall more realistic casualty rate).

  • Morale fixes (not so fast retreat, overall more manageable condition for tougher/epic battles).

  • Increased significantly the damage bonus in flanks/rear for even more tactical battles.

  • Units that stand and shoot have increased condition endurance, so their defensive capabilities are more resilient.

  • Finalized brigade/terrain visual improvement. Movements, formation appearance, 3D perception of terrain are greatly improved. You feel the battle more realistic now.

  • Balanced combat damage/pace to realistic level. You now understand the importance of terrain. You lose badly until you gain the high ground and then it becomes your turn to punish your enemy.




AI is able to adapt much better in all kind of threats and create coherent defensive lines

ARTIFICIAL INTELLIGENCE

  • Much improved AI attack. AI will press and concentrate on weak spots of player army with efficiency and persistence.

  • Enhanced AI defense. AI will be more active in covering weaknesses in formation and defending the high ground.

  • AI now understands much better the territory it fights. AI opponents are active and respond to whatever threat you pose to them, in a realistic and challenging manner. The way that each opponent fights is really interesting to explore, in order to unlock multiple different speculative scenarios that probably you had never met.

  • AI now will very often attempt to flank. It will make tactical maneuvers to place artillery on high ground and shoot at your flanks.

  • AI will fall back if overwhelmed in a much more efficient manner (according to personality). It will prefer to leave ground in order to reform and counter-attack, in order to cause you more casualties.

  • AI now plays out the MP scenarios better. You can play vs an AI to really test and improve yourself in multiplayer.

  • Fixed AI boost mode that could work the opposite in many aspects. Now it is far more challenging.


SCENARIOS & TEXT

  • In multiplayer map "Fight for two hills" the CSA have one more battery for better balance.

  • In multiplayer map "What if Buford had not held McPherson Hill" the Union reinforcements delay much less, to make both sides fight quite evenly.

  • Union reinforcements have reduced possible delays in many battle moments of 1st and 2nd day (Slocum appearance, multiple 2nd Day Union counter-attack scenarios). So the Union will be a much bigger threat in case CSA over-attacks.

  • Various text fixes.


TECHNICAL

  • Mac version got a fix in supported resolutions which could result in unstable playing environment for various Mac systems. Maximum resolution for Retina display cannot be utilized anymore but game can alt-tab without previous issues and controls' accuracy is increased 2x.




AI can concentrate firepower on one point of attack to gain superiority as in this image


After gaining territorial superiority the AI will decisively try to advance with well timed charges

---
We express our gratitude to the following testers who voluntarily helped to improve the patch content:

Koro (Tested persistently the limits of Multi-player gameplay and also helped to maximize difficulty of Single-player)
1st.TN.Reg.Watkins (Thorough reports with videos that helped to shape up Single-player balance and AI)
LyciaPintella (Several Single and Multi-player playthroughs revealed issues that were fixed)
JonnyH13 (Last minute Single and Multi-player tests guaranteed the good state of the patch)
SidChigger (Brief but to the point reports gave a good gameplay direction)
Mr. Mercanto (Limited but helpful participation that assisted to finalize Single-player gameplay)
YueJin (Early beta stage participation with other testers that influenced Multi-player balance)

With this patch we aimed to satisfy all the requests regarding gameplay elements, so you will still enjoy Ultimate General: Gettysburg while we approach the release of our next game.

Your feedback is always appreciated and you can share it in our forums:
- Game-Labs Forum
- Steam Forum.


[ 2016-07-15 17:50:47 CET ] [ Original post ]

Patch v1.7 released!

After a long time period, we updated the game, improving gameplay and AI according to your latest feedback. AI is much more energetic in attack and more efficient in defense. Several targeting issues have been repaired and lots of other major or minor fixes make the game more stable and enjoyable than ever.

You can read about the update in our blog:
http://www.ultimategeneral.com/blog/patch-v17-released

or below


Ground shape and Line of sight issues are fixed so 3D perception is improved and units can target more efficiently in areas such as Round Top

ULTIMATE GENERAL: GETTYSBURG v1.7 UPDATE
rev.14398 (Single Player) / rev.14406 (Multiplayer)

GENERAL GAMEPLAY


  • Improved targeting. Units will pick best target without micromanagement, especially artillery.

  • Various melee fixes/improvements. Infantry will no longer auto-fall back and annoyingly lose its position.

  • Improved auto AI lines. No longer too much shifting around. Units will be sufficiently intelligent to handle their lines.

  • Artillery less resilient in melee.

  • Cavalry more useful, not so vulnerable as before.

  • Balances in Ranged combat (toned down artillery effectiveness from High/Medium range and overall more realistic casualty rate).

  • Morale fixes (not so fast retreat, overall more manageable condition for tougher/epic battles).

  • Increased significantly the damage bonus in flanks/rear for even more tactical battles.

  • Units that stand and shoot have increased condition endurance, so their defensive capabilities are more resilient.

  • Finalized brigade/terrain visual improvement. Movements, formation appearance, 3D perception of terrain are greatly improved. You feel the battle more realistic now.

  • Balanced combat damage/pace to realistic level. You now understand the importance of terrain. You lose badly until you gain the high ground and then it becomes your turn to punish your enemy.




AI is able to adapt much better in all kind of threats and create coherent defensive lines

ARTIFICIAL INTELLIGENCE

  • Much improved AI attack. AI will press and concentrate on weak spots of player army with efficiency and persistence.

  • Enhanced AI defense. AI will be more active in covering weaknesses in formation and defending the high ground.

  • AI now understands much better the territory it fights. AI opponents are active and respond to whatever threat you pose to them, in a realistic and challenging manner. The way that each opponent fights is really interesting to explore, in order to unlock multiple different speculative scenarios that probably you had never met.

  • AI now will very often attempt to flank. It will make tactical maneuvers to place artillery on high ground and shoot at your flanks.

  • AI will fall back if overwhelmed in a much more efficient manner (according to personality). It will prefer to leave ground in order to reform and counter-attack, in order to cause you more casualties.

  • AI now plays out the MP scenarios better. You can play vs an AI to really test and improve yourself in multiplayer.

  • Fixed AI boost mode that could work the opposite in many aspects. Now it is far more challenging.


SCENARIOS & TEXT

  • In multiplayer map "Fight for two hills" the CSA have one more battery for better balance.

  • In multiplayer map "What if Buford had not held McPherson Hill" the Union reinforcements delay much less, to make both sides fight quite evenly.

  • Union reinforcements have reduced possible delays in many battle moments of 1st and 2nd day (Slocum appearance, multiple 2nd Day Union counter-attack scenarios). So the Union will be a much bigger threat in case CSA over-attacks.

  • Various text fixes.


TECHNICAL

  • Mac version got a fix in supported resolutions which could result in unstable playing environment for various Mac systems. Maximum resolution for Retina display cannot be utilized anymore but game can alt-tab without previous issues and controls' accuracy is increased 2x.




AI can concentrate firepower on one point of attack to gain superiority as in this image


After gaining territorial superiority the AI will decisively try to advance with well timed charges

---
We express our gratitude to the following testers who voluntarily helped to improve the patch content:

Koro (Tested persistently the limits of Multi-player gameplay and also helped to maximize difficulty of Single-player)
1st.TN.Reg.Watkins (Thorough reports with videos that helped to shape up Single-player balance and AI)
LyciaPintella (Several Single and Multi-player playthroughs revealed issues that were fixed)
JonnyH13 (Last minute Single and Multi-player tests guaranteed the good state of the patch)
SidChigger (Brief but to the point reports gave a good gameplay direction)
Mr. Mercanto (Limited but helpful participation that assisted to finalize Single-player gameplay)
YueJin (Early beta stage participation with other testers that influenced Multi-player balance)

With this patch we aimed to satisfy all the requests regarding gameplay elements, so you will still enjoy Ultimate General: Gettysburg while we approach the release of our next game.

Your feedback is always appreciated and you can share it in our forums:
- Game-Labs Forum
- Steam Forum.


[ 2016-07-15 17:24:48 CET ] [ Original post ]

Patch v1.6 Released

While we progress on a new game of the Ultimate General series we offer to you another update, in order to polish and improve the gameplay and AI. As you have asked, now the game should be equally challenging by playing with both sides. One reason for this is that melee and charges are far more decisive.

Furthermore, with all the new changes, the battles tend to play more dynamically as well as realistically, so virtually anytime you play the battle campaign may continue much differently, according to the tactics involved and the AI opponent. And of course the multiplayer battles got extra care in balances that you requested. So finally, here it is the patch v1.6 and its contents.

Ultimate General: Gettysburg v1.6 rev.1185 (Single Player) / rev.11181 (Multiplayer)

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.



Confederate "Cautious" AI personality surrounding the player, making artillery lines and probing for formation weaknesses to attack.


Confederate "Determined" AI personality rushing to attack Peach Orchard with many strong brigades while the Union is vulnerable...


...Because the AI doesn't hesitate, the result is devastating for the player...


...Continuing the attack, the Determined AI keeps several of its units at safe distance while it concentrates at Cemetery Ridge.


Assaulting fortified positions such as Cemetery Hill is still very risky and can lead to enormous casualties, especially if the attack is executed vs a well prepared "Cunning" AI personality.

We would like to thank all volunteer testers who participated in the beta process of this patch and especially the following players:

Koro & YueJin: Both of them helped enormously to shape up the gameplay of multiplayer
1st.TN.Reg.Watkins: As usually he provided detailed reports and guidance for realistic gameplay
HammuRobby: Occasional feedback and rightful requests for a better balance overall
XCLBR: Reported some inconsistencies that were fixed
OLee O'Hara: Some very helpful reports about AI inconsistencies that were addressed
FraGG: Unfortunately he did not participate much as he would like but still was very helpful in all his reports and general opinions

We hope you really enjoy this update that was made to please your latest requests.
If you want to share your feedback then please write to us in our forums:
Game-Labs forum
Steam forum


[ 2015-11-23 17:23:37 CET ] [ Original post ]

Patch v1.6 Released

While we progress on a new game of the Ultimate General series we offer to you another update, in order to polish and improve the gameplay and AI. As you have asked, now the game should be equally challenging by playing with both sides. One reason for this is that melee and charges are far more decisive.

Furthermore, with all the new changes, the battles tend to play more dynamically as well as realistically, so virtually anytime you play the battle campaign may continue much differently, according to the tactics involved and the AI opponent. And of course the multiplayer battles got extra care in balances that you requested. So finally, here it is the patch v1.6 and its contents.

Ultimate General: Gettysburg v1.6 rev.1185 (Single Player) / rev.11181 (Multiplayer)

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.



Confederate "Cautious" AI personality surrounding the player, making artillery lines and probing for formation weaknesses to attack.


Confederate "Determined" AI personality rushing to attack Peach Orchard with many strong brigades while the Union is vulnerable...


...Because the AI doesn't hesitate, the result is devastating for the player...


...Continuing the attack, the Determined AI keeps several of its units at safe distance while it concentrates at Cemetery Ridge.


Assaulting fortified positions such as Cemetery Hill is still very risky and can lead to enormous casualties, especially if the attack is executed vs a well prepared "Cunning" AI personality.

We would like to thank all volunteer testers who participated in the beta process of this patch and especially the following players:

Koro & YueJin: Both of them helped enormously to shape up the gameplay of multiplayer
1st.TN.Reg.Watkins: As usually he provided detailed reports and guidance for realistic gameplay
HammuRobby: Occasional feedback and rightful requests for a better balance overall
XCLBR: Reported some inconsistencies that were fixed
OLee O'Hara: Some very helpful reports about AI inconsistencies that were addressed
FraGG: Unfortunately he did not participate much as he would like but still was very helpful in all his reports and general opinions

We hope you really enjoy this update that was made to please your latest requests.
If you want to share your feedback then please write to us in our forums:
Game-Labs forum
Steam forum


[ 2015-11-23 17:23:37 CET ] [ Original post ]

Hotfix patch v1.55

A new update that fine tunes and improves the gameplay while it fixes several inconsistencies and bugs that you reported. Better AI, improved melee, enhanced 3D visual perception of terrain and multiplayer balances are the most important changes included in this patch.

You can read more info in our blog:
http://www.ultimategeneral.com/blog/2015/9/3/hotfix-patch-v155

or below

Ultimate General: Gettysburg patch v1.55 (rev.10222/10203)


  • Better synchronization, more realistic movement of sprites.

  • Improvement of Brigade movement and visual mechanics.

  • Formation, collision detection improvements (affects targeting, retreat directions, melee).

  • Targeting improvements (affects AI positively, units block each other more realistically, hills become more important).

  • Intensified importance of hills in defense. Some positions like Cemetery Hill and Culp's hill will feel like fortresses now.

  • New better melee balance.

  • Better visual representation of pseudo 3D terrain. You will be able to perceive hill obstructions more accurately as unit formation bend and scale on terrain.

  • AI overhaul. AI should attack and defend much more efficiently with all personalities.

  • Some scene fixes including big error in "What if Buford had not held McPherson ridge" which resulted in a broken scenario.

  • Various fixes and balances for MP battles that were unbalanced.
    -CSA in "Pickett's charge" has now also Pettigrew and 3 other brigades at their disposal making things really challenging for the Union which get a few more artillery for compensation.
    - In "Union on the Offensive", CSA have 2 more brigades, and Union has less artillery.
    - In "Ewell advances" the CSA get 2 more brigades as reinforcements.
    - In "Devil's Den" reinforcement times for Union have been balanced.
    - In "Meeting at Cemetery Ridge" Union have one less brigade and CSA a few more artillery pieces.






  • Various balances and improvements in combat. Balance is carried to Multiplayer version of the game and provides equal opportunities for both sides.

  • Skirmishers less lethal in ranged combat.

  • Altered the arrival time of 1st day/1st battle units to fit more the historical facts.

  • Fixed occasional super damage bug when units were in melee that destabilised combat balance.

  • Fixed many overpowered artillery batteries for both sides.

  • Fixed several bugs that made AI to fight at disadvantage since almost always its altitude parameters were lower than the player's and there were also other multiple issues. Now the AI will fight to its full potential, as never seen before.

  • Fixed bugs that unbalanced multiplayer according to who was hosting.


This update has been shaped up thanks to the valuable feedback of many volunteer testers. We would like to honor the most active and helpful during this test phase by mentioning them below:

Koro (Unforgiving General who punished the AI until it was able to beat him and also provided relentless multiplayer testing)
1st.TN.Reg.Watkins (Careful General who with his historical tactics forced the game to play more realistically)
OLee O'Hara (Demanding General who took detailed notes of AI failures that helped to make it better)
JamesL (Veteran General who was only getting pleased when the AI was able to inflict more casualties than him)
YueJin (Methodical General who always gives unquestionable advices for a better gameplay)
Lincolns Mullet (Elite General, missing in action most of the time, but still his brief reports mattered)

Now lets see if you can beat the new AI! Provide your feedback in our forums:
Game Labs Forum
Steam forum


[ 2015-09-11 14:40:42 CET ] [ Original post ]

Hotfix patch v1.55

A new update that fine tunes and improves the gameplay while it fixes several inconsistencies and bugs that you reported. Better AI, improved melee, enhanced 3D visual perception of terrain and multiplayer balances are the most important changes included in this patch.

You can read more info in our blog:
http://www.ultimategeneral.com/blog/2015/9/3/hotfix-patch-v155

or below

Ultimate General: Gettysburg patch v1.55 (rev.10222/10203)


  • Better synchronization, more realistic movement of sprites.

  • Improvement of Brigade movement and visual mechanics.

  • Formation, collision detection improvements (affects targeting, retreat directions, melee).

  • Targeting improvements (affects AI positively, units block each other more realistically, hills become more important).

  • Intensified importance of hills in defense. Some positions like Cemetery Hill and Culp's hill will feel like fortresses now.

  • New better melee balance.

  • Better visual representation of pseudo 3D terrain. You will be able to perceive hill obstructions more accurately as unit formation bend and scale on terrain.

  • AI overhaul. AI should attack and defend much more efficiently with all personalities.

  • Some scene fixes including big error in "What if Buford had not held McPherson ridge" which resulted in a broken scenario.

  • Various fixes and balances for MP battles that were unbalanced. 
    - CSA  in "Pickett's charge" has now also Pettigrew and 3 other brigades at their disposal making things really challenging for the Union which get a few more artillery for compensation.
    - In "Union on the Offensive", CSA have 2 more brigades, and Union has less artillery.
    - In "Ewell advances" the CSA get 2 more brigades as reinforcements.
    - In "Devil's Den" reinforcement times for Union have been balanced.
    - In "Meeting at Cemetery Ridge" Union have one less brigade and CSA a few more artillery pieces.






  • Various balances and improvements in combat. Balance is carried to Multiplayer version of the game and provides equal opportunities for both sides.

  • Skirmishers less lethal in ranged combat.

  • Altered the arrival time of 1st day/1st battle units to fit more the historical facts.

  • Fixed occasional super damage bug when units were in melee that destabilised combat balance.

  • Fixed many overpowered artillery batteries for both sides.

  • Fixed several bugs that made AI to fight at disadvantage since almost always its altitude parameters were lower than the player's and there were also other multiple issues. Now the AI will fight to its full potential, as never seen before.

  • Fixed bugs that unbalanced multiplayer according to who was hosting.


This update has been shaped up thanks to the valuable feedback of many volunteer testers. We would like to honor the most active and helpful during this test phase by mentioning them below:

Koro (Unforgiving General who punished the AI until it was able to beat him and also provided relentless multiplayer testing)
1st.TN.Reg.Watkins (Careful General who with his historical tactics forced the game to play more realistically)
OLee O'Hara (Demanding General who took detailed notes of AI failures that helped to make it better)
JamesL (Veteran General who was only getting pleased when the AI was able to inflict more casualties than him)
YueJin (Methodical General who always gives unquestionable advices for a better gameplay)
Lincolns Mullet (Elite General, missing in action most of the time, but still his brief reports mattered)

Now lets see if you can beat the new AI! Provide your feedback in our forums:
Game Labs Forum
Steam forum


[ 2015-09-11 14:40:42 CET ] [ Original post ]

152nd Commemoration of the Battle of Gettysburg 1-3 July 1863


"Hancock at Gettysburg" by Thure de Thulstrup, showing Pickett's Charge. Restoration by Adam Cuerden.

After his major success at Chancellorsville in Virginia in May 1863, Gen. Robert E. Lee's Army of Northern Virginia advanced to Northern soil for a second time. His second and final attempt to invade the North was stopped by Maj. Gen. George Meade's Army of the Potomac near the small town of Gettysburg. About 55,000 soldiers were the casualties for both sides in an epic 3 day confrontation. It was the largest amount of losses in a single battle for the entire war.

The battle of Gettysburg is considered by most historians the Turning point of the American Civil War. It was Lees first major defeat and inflicted serious casualties on the Army of Northern Virginia that caused its gradual disintegration. It was one of the reasons why Vicksburg surrendered one day later, splitting the Confederacy and preventing valuable supplies to reach the eastern theater of the war.

Today is one of the most important dates in the history of the American Civil War and we pay our respects to the fallen heroes who gave their lives in the Battle of Gettysburg.


[ 2015-07-01 17:34:43 CET ] [ Original post ]

152nd Commemoration of the Battle of Gettysburg 1-3 July 1863


"Hancock at Gettysburg" by Thure de Thulstrup, showing Pickett's Charge. Restoration by Adam Cuerden.

After his major success at Chancellorsville in Virginia in May 1863, Gen. Robert E. Lee's Army of Northern Virginia advanced to Northern soil for a second time. His second and final attempt to invade the North was stopped by Maj. Gen. George Meade's Army of the Potomac near the small town of Gettysburg. About 55,000 soldiers were the casualties for both sides in an epic 3 day confrontation. It was the largest amount of losses in a single battle for the entire war.

The battle of Gettysburg is considered by most historians the “Turning point” of the American Civil War. It was Lee’s first major defeat and inflicted serious casualties on the Army of Northern Virginia that caused its gradual disintegration. It was one of the reasons why Vicksburg surrendered one day later, splitting the Confederacy and preventing valuable supplies to reach the eastern theater of the war.

Today is one of the most important dates in the history of the American Civil War and we pay our respects to the fallen heroes who gave their lives in the Battle of Gettysburg.


[ 2015-07-01 17:34:43 CET ] [ Original post ]

Thank you Valve and Steam community

Thank you Valve and Steam community for your support to a developer in a difficult moment. We are humbled and happy, because your help, your caring about historical accuracy, your sharing of the news and your communication to the outside world, resolved the problem.

Thank you again,
The Game-Labs Team


[ 2015-06-27 01:25:16 CET ] [ Original post ]

Thank you Valve and Steam community

Thank you Valve and Steam community for your support to a developer in a difficult moment. We are humbled and happy, because your help, your caring about historical accuracy, your sharing of the news and your communication to the outside world, resolved the problem.

Thank you again,
The Game-Labs Team


[ 2015-06-27 01:25:16 CET ] [ Original post ]

The Last Major Update and -60% Steam Summer Sale

We support the participation of Ultimate General: Gettysburg in Steam Summer Sale with a new major update, responding to your feedback with many improvements in Gameplay, drastic AI enhancements, some important bug fixes and 4 new multiplayer maps. The game should be now at its best state and we hope you trully enjoy it!

Read the extended changelog in our blog:
http://www.ultimategeneral.com/blog/last-major-update

Special thanks to the following volunteer testers who have helped enormously for the quality assurance of this update:
Lincolns Mullet
1st.TN.Reg.Watkins
Koro

PS1.
The update v1.5 is currently available only on Steam. Until it is updated to other platforms, players of GOG.COM and MacStore versions of Ultimate General: Gettysburg may cause problems in multiplayer (Disconnections, Stats desyncing) when matchmaking with Steam players. We are sorry for this inconvenience.

PS2.
Old saves will work in compatibility mode. Battles will be restarted but the campaign progress is kept.


[ 2015-06-11 20:38:25 CET ] [ Original post ]

The Last Major Update and -60% Steam Summer Sale

We support the participation of Ultimate General: Gettysburg in Steam Summer Sale with a new major update, responding to your feedback with many improvements in Gameplay, drastic AI enhancements, some important bug fixes and 4 new multiplayer maps. The game should be now at its best state and we hope you trully enjoy it!

Read the extended changelog in our blog:
http://www.ultimategeneral.com/blog/last-major-update

Special thanks to the following volunteer testers who have helped enormously for the quality assurance of this update:
Lincolns Mullet
1st.TN.Reg.Watkins
Koro

PS1.
The update v1.5 is currently available only on Steam. Until it is updated to other platforms, players of GOG.COM and MacStore versions of Ultimate General: Gettysburg may cause problems in multiplayer (Disconnections, Stats desyncing) when matchmaking with Steam players. We are sorry for this inconvenience.

PS2.
Old saves will work in compatibility mode. Battles will be restarted but the campaign progress is kept.


[ 2015-06-11 20:38:25 CET ] [ Original post ]

Spring Sale: 50% off



Ultimate General: Gettysburg is now on spring sale at 50% discount! Catch this opportunity to buy one of the best strategy war games of 2014!

A few words about the game

Ultimate General: Gettysburg was fully released on 16th October 2014 after 5 months in Steam Early Access. It is a tactical battle simulator which gives you the option to fight the battle of Gettysburg as General of the Union or Confederate army. You can battle against 9 distinctive AI Generals. Each one of them will provide a unique level of challenge, with distinct tactics and combat aggressiveness. The AI diversity is very similar to fighting vs different human opponents.

The battle of Gettysburg is branched into multiple speculative and historical scenarios. All these scenarios consist the dynamic non-linear battle campaign that can last up to 4 days and can progress much differently, according to your performance, the random events and the skill of the AI general.

Every major tactical factor is incorporated into gameplay, including morale, cover, condition of soldiers, hill advantages and flanking penalties. Very important tactical role also plays the line of sight, another special feature of the game. For example, you must carefully deploy your artillery in elevated positions to maximise its efficiency and you need to secure heights and important passages to successfully scout the enemy movements.

The single player gameplay experience is enhanced by the historical aspects of Ultimate General: Gettysburg. With respect to this important battle of American Civil War history, the map of Gettysburg is accurately and beautifully designed. All the important officers and all the units with their historical strength are included in the order of battle.

Except from the dynamic battle campaign, you can play in skirmish mode 90+ custom battle scenarios either with full unit strength and specific army deployment or completely randomised. The Multiplayer mode allows 1vs1 battles and contains 14 specially designed multiplayer maps.

http://store.steampowered.com/app/306660
For more information please visit our site:
http://www.ultimategeneral.com/blog/50-off-sale-on-steam-and-apple-stores

Edit:
Offer has expired on 8/5/2014.


[ 2015-04-24 19:10:17 CET ] [ Original post ]

v1.3 patch with AI, gameplay and multiplayer improvements!

v1.3 patch with AI, gameplay and multiplayer improvements!

All Generals be alerted! Ultimate General: Gettysburg receives major AI & gameplay improvements with patch 1.3 that became available. We have addressed many problems which you have reported in our forums, including the multiplayer imbalances.


You can read about the patch in our blog: http://www.ultimategeneral.com/blog/updates-for-pcios-version

or below

ULTIMATE GENERAL: GETTYSBURG v1.3 patch (PC version)

ARTIFICIAL INTELLIGENCE

• AI is more positional, protects defensive ground and objectives more persistently.
• AI will respond faster to player's threats.
• AI will decide to charge with better decision making.
• AI uses Generals more efficiently.
• AI Union will choose always to defend its ground in phase 2 and not withdraw south to Cemetery ridge area.
• AI will choose to fall back when needed more efficiently.
• AI will press the attack more on weakened areas of your army.
• AI protects flanks more.
• AI overall attacks and defends more efficiently, making lines, flanking and deploying cannons on hills.
• Fix of bug that could cause player units to have enhanced charge and ranged attack vs AI.
• Fix of internal AI clocking which could cause freeze on low-end machines.

GAMEPLAY

• Various fixes in targeting for better auto-management of units, especially the artillery.
• USA vs CSA balance of military strength is better balanced. The Confederates should not be overpowered now.
• Union and Confederate Generals have increased command radius for better management of their units.
• Fatigue balanced so that charge and run has more cost. Now, over-charging your troops will usually have negative impact.
• Melee now endures more and can be devastating.
• Melee mechanics improved. Soldiers group to attack better.
• Artillery has less cover bonus (it was requested so infantry has better chances to assault fortified artillery positions + artillery fire fights become more interesting).
• Artillery has been rebalanced so that solid shots are more useful from long range while Shell and Canister are still devastating for the attackers.
• Slocum may arrive sooner in some battles when Union is desperate to defend.
• Multiplayer battles slight re-balances on some maps. With the new gameplay changes, the Confederates will no longer be overpowered but will continue to be superior in their spirited charges and in morale.
• Column is now more vulnerable to melee and ranged combat attacks. You should think twice now to use such "irregular" tactics in your multiplayer matches.

BATTLE FLOW

• Battles of 2nd Day morning in which Union prepares for major counter attack the battle duration is now longer (it was too short in some battles).
• Some 3rd day battles got improvements (better positioning of units, objectives captured faster per second, position of Union XI corps replaced with VI corps as more rested and logical to be used.
• Union VI Corps participates in more speculative 3rd day battles. Reinforces Union Defenses more logically on the critical battles.
• Union reinforcements do not delay so much to arrive in the first battle.

OTHER

• Unit formations bend more realistically on hills, increasing the 3D terrain perception.

We will be glad to receive your feedback in our forums and we hope that this update improves the gameplay experience for you:
- Game-Labs Forum
- Steam Forum.


[ 2015-04-10 20:02:39 CET ] [ Original post ]

Gameplay hotfix v1.11

We perfect the latest big update with a quick gameplay & AI hotfix which is based on the first feedback we got. Additionally, the Multiplayer is better balanced and challenging for any side you choose to play.

Read about it in our blog http://www.ultimategeneral.com/blog/patch-111-released

or below:

Changes/Improvements
• AI behaves more realistically and decides to charge less frequently.
• AI makes better lines and protects flanks more.
• AI run decisions do not swap so frequently as before.
• AI is more sensible and keeps distance when overwhelmed without risking more casualties. This behaviour depends on the personality and is more frequent for the defensive AI characters.
• Slight reduce in combat tempo/battle speed to feel more realistic.
• Column formation is not so fast moving as before.
• Moving in column and advance will have severe penalty in casualties if executed near enemies.
• Union infantry has more morale to be able to hold their defensive formations. This change affects especially the multiplayer as the Union was quite underpowered in latest patch in online matches.
• Various gameplay balances for not having overpowered Confederates and also have more challenge whichever side you choose to play.
• Units' reload slower while they move so that advancing to a defensive position will be even more difficult for attackers.
• Increased projectile lethality that makes battles more realistic and difficult to predict. A single mistake can cost the lives of many and the battle to be lost prematurely, especially in multiplayer.
• "Chance to change history" map which simulates the whole first day of the battle has been expanded more south so that the fighting at Cemetery hill area has more room for tactics.
• A battle of third day, which leads to the conflict on Benner's Hill with the Union line overstretched is balanced better (it was favoring too much the Confederates).
• "Ewell advances", "Meeting at Cemetery Ridge", "Union attacks Benner's Hill", "The Confederates attack Seminary Ridge" multiplayer maps got new balances. More or less troops for each side or reinforcement time tweaks.

Having recently updated the game twice we hope you like all the new changes and improvements. Your feedback, as always, is much appreciated and considered. You can share it on our forums:

- Game-Labs Forum
- Steam Forum.


[ 2015-03-04 18:32:26 CET ] [ Original post ]

Patch 1.1 Released!

The much anticipated update of Ultimate General: Gettysburg is finally ready! Artillery limbering, Night battles, Melee & Fire and many AI enhancements enrich the gameplay experience!

Read about it in our blog: http://www.ultimategeneral.com/blog/patch-11-released

or below

NEW FEATURES
Melee and Fire: Units will be able to shoot each other while in melee creating a realistic battle havoc.
Night, Dawn and Evening Battles: You will feel the importance of daylight that changes dynamically according to time of day and affects the visibility and accuracy of your units. Especially the speculative night battles of the 2nd day offer a spectacular variance to the epic conflict between the two sides.
Artillery limbering: Battles become much more realistic with this feature. To enable you simply draw a large enough movement arrow and the artillery will auto-limber and deploy to destination.
• New icons indicate in Morale bar if the unit is at melee, is targeted or receives a morale boost from its general.
• New icons indicate not only the kills but also the losses of units (for General units too).

MULTIPLAYER
• Fix of some reinforcements delaying too much to arrive.
• Fix of some multiplayer objectives not being able to be captured easily.
• Fix of very small battle delay for battle "Chance to change history".
• Fix of some reinforcement units not positioned properly at arrival point.
• "Conquer the map" scenario is rebalanced because previously it was heavily favoured for the Union.
• "Ewell advances" is rebalanced to increase the tension of fight. More Confederates and Union reinforcements arrive.
• "The Confederates counterattack Seminary Ridge" map is smaller and received balance to be interesting to play for both sides.
• "Chance to change history" map is now simulating the full day 1 of the battle, from the morning when Buford tries to delay the Confederates, till the evening when the Confederates swarm the Union forces.
• Fix of multiplayer army force bars that could show wrong balance of power.
• Fix of multiplayer losses/kills that could differ in the end result.
• +1 New Multiplayer map "Night Assault".

GAMEPLAY
• AI will evaluate strategic positions and cover much more efficiently.
• AI will be able to choose to double quick its units when it is needed, a behaviour that up to now worked only for the human player and could be used to overwhelm the AI.
• AI will be able to deploy artillery even better, to gain fire superiority from distance or support fire lines.
• AI will use its Generals much more effectively, supporting needed areas of the conflict.
• AI will manually fall back as the human player much more efficiently.
• AI will make defensive line formations facing always the nearest threat as a human player.
• Slight reduce of artillery vulnerability to direct ranged attack (requested in forum).
• Some undesirable too slow soldier movement issues are resolved.
• Artillery is more effective from medium/long range. Especially the Confederate artillery got an additional increase in effectiveness.
• Combat balance overhaul with aim to intensify defensive positions value and make charge decisions more crucial.

BATTLE FLOW
• Multiple fixes and improvements for proper continuation of the battle.
• CSA Johnson Division may arrive at the 3rd battle phase of the 1st day.
• Stannard's Brigade may reinforce Cemetery Hill if the 2nd battle phase of the 1st day is delayed enough.

VISUAL
• Improvement on how unit formations bend on hills that increases the 3D depth perception.
• Intensification of soldier unit shadows for better perception of 3D depth. (You need to enable shadows from the graphics options to see this subtle effect).
• Removal of Tilt-Shift option because it could not work well with the night battles. We may re-add later an improved version.

BUG FIXES
• Fix of music volume reseting after a play session.
• Major Fix of AI bug ignoring sometimes the nearby threats and exposing flanks (AI zombie fix).
• Fix random freeze when exiting MP menu.
• Fix of "traitor" bug that could result units to target friendlies.
• Fix of "ghost" bug that made units to target dead enemies.
• Fix of saves sometimes malfunctioning AI and melee collision.
• Fix of targeting bug that sometimes made units to not fire at a targeted enemy.

FIXES THAT WERE POSTPONED

Global chat added to waiting room of a battle, so that you can ask others to join you (we may implement in a next patch).
Fix of a crash bug when using Steam chat (Unity bug related with Windows 8.1 that could not be fully fixed - If you anticipate this issue on a Windows system then make the exe of the game, both single player and multiplayer, to run on Windows 7 compatibility mode).

SPECIAL THANKS

We would like to thank the following volunteer testers who have helped us a lot to finalise this patch with detailed feedback and bug reports. Their assistance, with no doubt, it was of professional level. Their forum names are:
GShock
Ray_p
1st.TN.Reg.Watkins
R.E.B.Blunt
Randall C. Reed

This update radically improves and enhances the game. We hope you will enjoy it and we will be glad to receive your feedback in our forums.

Enjoy!

The Game-Labs Team

Note:
A small advice to everyone. Do not use old saves because they may be broken in various ways due to new code. They might not load at all. Please play new campaigns.


[ 2015-02-24 21:40:44 CET ] [ Original post ]

Ultimate General: Gettysburg - Best strategy game of 2014

Hello Generals.

Our game was recently named the best strategy game of 2014 by PCGamesN. We are very honored and excited to receive this mention and wanted to share this news with you.

We believe that you were the integral part in making the game by giving us ideas, feedback and support. Without you this would not happen. We will not let you down and will continue making great games with the community.

Game-Labs Team.

link to the review
http://www.pcgamesn.com/ultimate-general-gettysburg/best-games-of-2014-ultimate-general-gettysburg


[ 2014-12-28 10:56:55 CET ] [ Original post ]

Patch 1.03 ready to play

Greetings Generals,

We have addressed all problems concerning game's stability and we will continue to support Ultimate General: Gettysburg with more patches. The next update includes major AI improvements and many gameplay fine tunes for an even better battle experience in single and multiplayer mode.
Read about the new update in our blog:
http://www.ultimategeneral.com/blog/patch-103

or below

Ultimate General: Gettysburg Patch 1.03

Gameplay
• Various AI improvements to all characters. AI will defend and attack much more efficiently.
• New optional AI boost settings to increase the challenge. Boost enhances subtly the long range accuracy, the condition recover when idle and the charge bonus, according to AI character. Indirectly of course morale, efficiency and other factors are affected but overall the boost should provide more challenge without overwhelming odds against the player.
• Artillery will move faster according to distance of waypoint making maneuver columns.
• Skirmishers condition will not decrease so fast when they move.
• Artillery will be more vulnerable in direct projectile attacks (Something that up to now made AI effort very difficult, as Artillery got minimal damage and inflicted 100's of casualties with canister volleys). Additionally artillery vs artillery fights will cause more casualties.
• Slight Union decrease of long range combat effectiveness vs the Confederates.
• Slight Confederate artillery more accurate at long range fire.
• Condition changes more dynamically and will not remain to zero state during firefights so often. Careful management of units now is creating a dynamic, more challenging tempo throughout the battle.
• Various gameplay balances to morale, combat lethality and melee.
• Improved auto-targeting, especially for artillery which will choose the closest threats much more effectively.

Battle Flow
• Confederate Thomas brigade is available on speculative 1st day 3rd phase of the battle (requested in forum). Historically it was kept in reserve but since Slocum and Stannard are coming it is logical to appear in the battlefield.
• Confederate McLaws division arrives in a more south position in battle of Devils Den (requested in forum). This is more historically correct to make possible the planned envelopment maneuver for the Confederates.
• Iron Brigade and Cutler will arrive in a slightly more northern waypoint in the 1st engagement and reinforcements arrive in more varying delays.

Multiplayer
New multiplayer map: "Chance to change history". In this historical scenario of 1st July 1863, the Confederates attack with great numbers from West, North and East, heading to Gettysburg and Cemetery hill. The Union forces have a hard task to delay them and hold their ground.
• Various fixes to existing multiplayer maps according to feedback. The most important are:
- Reduce of battle delay in some maps that was too big.
- Balance of VP in some maps that was needed for more balanced battles.
- Blended in time the reinforcement arrival time for many maps.
- The Battle of Devil's Den has McLaws to arrive in a more south position (see above in Battle flow).
- "The confederates counterattack seminary ridge" map is extended to the west, including Cemetery hill and Cemetery ridge and Stannard does not participate. As a result, many more tactical choices are available.
• Updated the gameplay to fit new single player improvements.
• Chat messages include punctuation characters (Chat was incomplete without them).

Bug fixes
• Fixed targeting bug which made units in wavering mode to stop firing. This was very annoying for artillery units which stopped to target and fire until their morale increased or they routed.
• Fixed morale code bug that affected mostly AI actions, eventually making it weaker vs the player. Units that were standing did not receive the proper morale impacts, resulting eventually to just stand and win easily in many cases when in defense. This bug affected also the multiplayer.

As always your feedback helps us to make the game better. Share it in our forums:
- Game-Labs Forum
- Steam Forum.

We hope you enjoy the game,

The Game-Labs Team


[ 2014-12-10 17:48:28 CET ] [ Original post ]

Version 1.02 addressing the freezes

Version 1.01 included a lot of improvements but due to technical bugs it was possible to anticipate random freezes during gameplay according to the system settings. After two hotfixes we provide now a new update which hopefully addresses all the problems.

In case you continue to notice the previous freezes, we advise to follow our advices at this link: http://forum.game-labs.net/index.php?/topic/1973-try-this-if-you-have-freeze/. If the problem persists, then report it to us, using the crash report button (Read how here: http://forum.game-labs.net/index.php?/topic/881-common-technical-problems-and-solutions/ in section "How to report a bug").

We hope you can now enjoy the game without disturbances... let us know in our forums:
- Game-Labs Forum
- Steam Forum.

The Game-Labs Team


[ 2014-11-28 12:23:19 CET ] [ Original post ]

Patch 1.01 HotFix (2)

Hello Generals,

We have just made available a new hotfix including the following:

- Further technical repairs that address freezes and lags
- Buford's skirmishers have not so low condition regeneration
- Fix in case of units fighting close at borders that could affect game's stability

Restart Steam for a quick update. To understand that your game has been updated, notice that you have the following version numbers in menu:

Single Player: 1.01 HotFix rev.6915
Multiplayer: 0.29 HotFix rev.6914

With this hotifix you should notice much better game stability and much smoother/non-desynced multiplayer experience.

If you are still anticipating freezes, we strongly recommend to clean up your installation folder as advised here:
http://forum.game-labs.net/index.php?/topic/1973-try-this-if-you-have-freeze/

Let us know of any issue and we will address it as fast as we can.

We hope you enjoy the game,

The Game-Labs Team

PS.
Multiplayer server is currently under maintenance and so you cannot connect to play multiplayer. Repairs will be done asap. We are sorry for the inconvenience.


[ 2014-11-25 15:25:16 CET ] [ Original post ]

Patch 1.01 HotFix is finally ready!

Hello Generals,

Patch 1.01 had been brought back because of some technical issues but now it is live again!

The hotfix includes the following:

- Freezes cure for all systems. Please let us know if you anticipate any issue.
- Morale balances so that it is resilient but not so stiff to result to frequent total annihilation of units.
- AI improvements/Fine tunes. Repairs in some AI which were so defensive that they did not want to attack in some maps.
- Fixes in targeting. Affects positively AI and auto-line management.
- Further fixes in retreat direction.
- Balanced artillery to do more reasonable damage from far distance and not so heavy from short distance.
- Minor text fixes.
- LoS max intensity increased to be more evident (You can configure in options the optimal intensity).

Read the full changelog of v1.01 here:
http://steamcommunity.com/games/306660/announcements/detail/132056593482281876

Waiting for your feedback in our forums:
- Game-Labs Forum
- Steam Forum.

We hope you enjoy the game,

The Game-Labs Team


[ 2014-11-21 21:14:30 CET ] [ Original post ]

Patch v1.01

This is the first post-release update for Ultimate General: Gettysburg. A few of our many new game enhancements include: artillery targeting error fixes, AI & gameplay improvements, better morale and 7 new multiplayer maps. Additionally, we now offer the game to Linux users!

You can read about version 1.01 in our blog:
http://www.ultimategeneral.com/blog/patch-101

or below:

Ultimate General: Gettysburg Patch 1.01

LINUX version available!
Linux users will now be able to enjoy Ultimate General: Gettysburg. It’s also good to note that a single game purchase via the Steam store is compatible with Windows, Mac and Linux.

MULTIPLAYER
7 New Multiplayer maps:
- The Confederates counter-attack on Seminary Ridge
- Fight for 2 hills
- Meeting at Cemetery Ridge
- The Round Top hills attacked from the south
- What if Buford had not held McPherson Ridge?
- Pickett's charge! (multiplayer edition)
- Ewell advances
Multiplayer has now 12 scenarios for 1vs1 matches.

Chat functionality: You can chat in the battle lobby using the new text window, as well as during a battle using the “Enter” key.
• Updated game with the new single player improvements (see below).
• Fixed some multiplayer stability and functionality issues.
• “Conquer the map” now gets cavalry reinforcements correctly from the western valleys, giving more opportunities to the Confederates for flanking Cemetery ridge.

AI
• The AI will now be a stubborn defender when it has to be. It will actively try to protect high priority objectives and will not chase other units away as it did before. This is best seen on maps where the AI Union must protect Cemetery hill.
• The AI will be more decisive when storming your positions with multiple unit charges.
• The AI will often maneuver its units in columns behind its lines to support flanks and mobilize reserves. This helps a lot when it must defend locations like Cemetery Hill and Culp's Hill, where it is needed to switch reserves between the hills.
• The AI more often will move its artillery closer to your positions to inflict more casualties.
• All AI personalities have received improvements according to their character.
• The AI will not use cavalry & videttes irritatingly and too aggressively, but will use them to harass you when it is needed, as a player does.

GENERAL GAMEPLAY
• More resilient morale that takes into consideration more the units' combat effectiveness. Units that inflict many casualties will fight more heroically and will have steadier morale. On the contrary, units that are badly beaten and have poor combat effectiveness will be more fragile throughout the battle.
• Reduced the strength of charges. Uncoordinated frontal assaults on heavily fortified positions will be suicidal and can lead to units losing their fighting condition very fast. A slower advance results in units being effective for a longer time.
• Reduced cavalry strength. Cavalry are weaker against massed firearms.
• Improved unit targeting and auto-line management. Units now need even less babysitting.
• Artillery movement speed is increased in relation to infantry speed.
• Intensified terrain movement penalties. Units climbing hills, entering built-up areas, forests will slow down significantly. As a result, defensive positions are now more powerful.
• Rebalanced terrain cover bonuses/penalties so that the benefits of concealment are clearer.
• Units moving in a firing line formation will be much slower compared to units in column formation. You can now use columns to maneuver faster or slowly fire and advance in line formation without isolating units from the main force.
• Increased ranged combat lethality. Close-ranged musket and canister fire is now more lethal. Artillery will be an essential defensive weapon and can effectively support attacks from a distance, especially when firing on flanks.
• Improved soldier movement mechanics. Sprites die in the formation more evidently and they are less synced with each other for more realistic visuals. The new soldier effects also affect gameplay, as wider formations receive more damage and trigger melee collisions better.
• Improved melee damage and visuals.
• Increased command radius for Confederate Generals Hill and Ewell.
• Reduced some Generals' morale and condition regeneration bonuses that were too high.

BATTLE FLOW
• Pender's Division infantry arrives now sooner and can participate in the first battle engagement for the Confederates. This increases tension in the first battle and opens up more speculative scenarios.
• Stannard will arrive sooner if the Union withdraws to Cemetery Hill in the 2nd phase of the battle. Stannard significantly helps the army of the Potomac to hold its ground.
• Battle delay is now triggered properly. If objectives are secured, then the timer will start and you will not have to wait long, unless your enemy presses the attack.
• The battle will now end if one side routs the entire enemy army off the map.
• Increased available time for many scenarios that were previously too short.
• Fixed several battle flow errors that resulted in the battle campaign ending prematurely or not to continuing to a special scenario. For example, you could lose Cemetery Hill even though 2 battles ago, you secured it, or you could retreat to Cemetery Ridge while your forces gave a hard fight to hold Oak ridge etc.
• Fixed errors in some battles that did not give a victory message, even though you had captured the most important objectives.

BUG FIXES
• Major artillery targeting fixes. Artillery will no longer refuse to fire on locations with clear line of sight or ignore nearby enemies. Due to this, canister auto-targeting is now deadly.
• Fixed the irritating back and forth movement of some units, particularly skirmishers, cavalry and artillery.
• Solved many problems that could result in incorrect retreat directions.
• Fixed or made very rare a bug that causes units to target dead enemies.
• Fixed a freeze bug when Slocum reinforcements arrived.
• Fixed incorrect randomization settings for some historical custom battles. For example, you can now enable “Randomize” for the Pickett's Charge battle and units will start from the historical positions, instead of random ones with varying condition.

OTHER
• New music volume slider in options. The volume is 100% by default and this could not be changed because it could corrupt your user generated options.
• Tilt-Shift is now brighter and less blurry.
• All custom battles are unlocked. You can play any of them from the start without needing to unlock them from the campaign.
• Improved 3D perception of map and repairs to various sections that created problems of reduced visibility.
• Increased terrain elevation of Cemetery Hill (it was too flat), increasing its defensive bonuses.

Players are advised to use new saves instead of old ones because old saves may not include some needed morale, battle flow or reinforcement timing changes.

Ultimate General: Gettysburg has been improved in many areas, but we need your feedback to be sure and to know if there is something else we must fix. Please provide your opinions, reviews and criticism on our forums:

- Game-Labs Forum
- Steam Forum.

PS. We have added one more multiplayer map “Ewell advances” that was not mentioned in our first announced patch notes.

PS2. The patch 1.01 has been rolled back due to a technical issue. It will be reverted asap. Please read:
http://steamcommunity.com/app/306660/discussions/0/624075036472580214/


[ 2014-11-14 19:10:22 CET ] [ Original post ]

A note from the designer

We have announced the end of Early-Access and the full release of the game. Ultimate General: Gettysburg has been completed and today, we would like to describe what it offers.

The game's designer, Nick Thomadis, writes about the game's main features in our blog:
http://www.ultimategeneral.com/blog/ultimate-general-is-fully-released

And please do not forget to keep the feedback coming. We want to prepare a good patch for you.

- Game-Labs Forum
- Steam Forum.

Enjoy,
Game-Labs





[ 2014-10-21 16:15:30 CET ] [ Original post ]

Now Available on Steam - Ultimate General: Gettysburg

Ultimate General: Gettysburg is Now Available on Steam!

Ultimate General: Gettysburg is a Tactical Battle Simulator that allows you to lead thousands of soldiers in the famous Battle of Gettysburg as commander of either the Union or Confederate army. The game features an accurate map, complex morale, innovative control mechanics and smart AI.


[ 2014-10-17 19:30:00 CET ] [ Original post ]

A thank you message to Early Access buyers!

After about 4 months in Early-Access, the game is now officially released. It has been a long journey and collaborating with all of you has been one of its most exciting steps.

Early-Access ends
The Steam Early-Access program has been very beneficial to the project. Your reports defined what would make a great game. Your many positive reviews motivated us to respond with passion and dedication. Syncing with your requests assisted us in reaching our goal and bringing the game to release.

We are not only talking about bug fixes and necessary balances, but also new features that we added following your criticism and feedback. We wish we could add more, but development could not take longer and we believe that we’ve built a complete and innovative game. Nevertheless, we will continue to support Ultimate General: Gettysburg and we hope that you will enjoy it for a long time.

What comes next?
We are going to continue to support Ultimate General: Gettysburg and in the meantime, will focus our efforts on the mobile releases, firstly for iPad. In parallel, we will work for future battles, possibly based on a different era as well. Thanks to your amazing support, the Ultimate General brand has successfully entered the strategy gaming world and is going to offer you more titles. Follow our progress and you will not be disappointed. Meanwhile we would appreciate if you review our game on metacritic and steam review section.

Many thanks, and have fun with our game,

The Game-Labs team


[ 2014-10-16 23:21:39 CET ] [ Original post ]