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Name

 Ultimate General: Civil War 

 

Developer

 Game-Labs 

 

Publisher

 Game-Labs 

 

Tags

 Strategy 

 

Simulation 

 

Singleplayer 

Release

 2017-07-14 

 

Steam

 13,99€ 11,49£ 14,99$ / 50 % 

 

News

 43 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 534 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/502520 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 100,000 .. 200,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 12432  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 12432 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Ultimate General: Civil War Linux [1.65 G] 



Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.


LINUX STREAMERS (0)




Steam Autumn Sale!

[h2]Generals[/h2]
[h3]Ultimate General Civil War is now on Steam Autumn Sale[/h3]

ps. Cover image is a battle screenshot from UG: 1775


[ 2022-11-23 11:39:28 CET ] [ Original post ]

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: Civil War
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: Civil War, 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 16:41:55 CET ] [ Original post ]

Urgent Hotfix v1.11

Hello Generals,

Thanks to your reports we found two more glitches that we quickly fixed which are the following:

Ultimate General: Civil War v1.11 rev.22986


  • Steam Achievements fixed. Previous patch caused a temporary issue which we addressed and now achievements should be working.
  • Battle of Shiloh Confederate version - timer issue fix. In very rare circumstances, depending on speed of time, the battle would follow to the next day, even though you captured Pittsburg Landing. Please note that you have to secure the objective fully (Green tick will appear) or else the objective will not be considered captured.


Thank you all for the ongoing feedback!

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2018-06-05 18:13:02 CET ] [ Original post ]

Patch v1.10 HotFix

Hello Generals,

We would like to inform you that a small update became available, addressing mainly a small bug related with a supply perk. We fixed it thanks to your feedback and added a few more improvements. Take a look what is included in our official blog or below:

Ultimate General: Civil War v1.10 rev.17781


  • Fixed the Generals' "Strategy" perk. Previously it was applying only inside the General's radius and not "Passively" as indicated.
  • Fixed a small fortification bug in Battle of Chancellorsville.
  • Fixed issue in strength balance in Battle of 1st Manassas. Previously the local forces of player and AI were maximized (could reach 2,950 strength) and player forces played insignificant role in the battle.
  • Fixed a timer issue in Battle of Shiloh South Player version. The timer expired but battle did not end until the end of day.
  • Player reinforcements in Battle "Stay Alert" delay more to make the battle more challenging.
  • AI will keep more effective distance from player, thus it will protect its flanks better and attempt to flank more often.
  • AI will concentrate more effectively its forces against player's weak points.


Your continuous feedback always helps. Share it in our forums:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2018-05-18 21:44:26 CET ] [ Original post ]

Daily Deal - Ultimate General: Civil War, 50% Off

Today's Deal: Save 50% on Ultimate General: Civil War!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Thursday at 10AM Pacific Time


[ 2018-02-27 19:00:00 CET ] [ Original post ]

Patch v1.09 finalizes game content and optimizes AI

Generals, we need your attention!

The game has just received a new update which makes it complete. The language translation of the newest custom battles text has been added and AI has received various improvements to become an even more challenging opponent, who will relentlessly attack your weak points and will create symmetrical and realistic fire lines around your flanks.

You can read about the patch in our official blog or below:

Ultimate General: Civil War v1.09 rev. 21114


  • Further AI improvement (Flanking behaviour, Defense readiness, Territorial awareness, Line making).
  • Significant improvement of AI pressure to keep its placeholders/objectives.
  • Reduce of about 20% morale staying power of skirmishers. They will still be useful for delaying or hit and run tactics but not so exploitable from player. Popping up skirmishers everywhere to defeat the AI should not be a win option for player. Additionally AI pushing back easily player's infantry with skirmishers should not happen to an annoying level as before.
  • Added the last text translations for newest custom battles.


We would like to remind that Ultimate General: Civil War has received 9 small or big patches after its full release on 14/7/2017. With this latest patch we consider the game finalized in its main content and we move forwards in full speed for new projects of Ultimate General series. However, we will continuously monitor your feedback shared in our forums and will support the game for as long as needed:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-11-17 17:33:29 CET ] [ Original post ]

Patch v1.09 finalizes game content and optimizes AI

Generals, we need your attention!

The game has just received a new update which makes it complete. The language translation of the newest custom battles text has been added and AI has received various improvements to become an even more challenging opponent, who will relentlessly attack your weak points and will create symmetrical and realistic fire lines around your flanks.

You can read about the patch in our official blog or below:

Ultimate General: Civil War v1.09 rev. 21114


  • Further AI improvement (Flanking behaviour, Defense readiness, Territorial awareness, Line making).
  • Significant improvement of AI pressure to keep its placeholders/objectives.
  • Reduce of about 20% morale staying power of skirmishers. They will still be useful for delaying or hit and run tactics but not so exploitable from player. Popping up skirmishers everywhere to defeat the AI should not be a win option for player. Additionally AI pushing back easily player's infantry with skirmishers should not happen to an annoying level as before.
  • Added the last text translations for newest custom battles.


We would like to remind that Ultimate General: Civil War has received 9 small or big patches after its full release on 14/7/2017. With this latest patch we consider the game finalized in its main content and we move forwards in full speed for new projects of Ultimate General series. However, we will continuously monitor your feedback shared in our forums and will support the game for as long as needed:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-11-17 17:33:29 CET ] [ Original post ]

HotFix Patch v1.08

Generals, another hotfix patch has been launched. Please deploy your forces to check it out. The content is the following:

Ultimate General: Civil War v1.08 rev. 20726


  • AI generic improvements so that it provides even more challenge and chases its goals more persistently. 
  • Fixed timer  in the Battle of Stones river (Confederates) that did not allow the battle to end properly.
  • Fixed a minor bug in Battle of Chancellorsville that created issues in fortifications of last day.


Your feedback and suggestions can be shared in our forums:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-10-15 20:34:47 CET ] [ Original post ]

HotFix Patch v1.08

Generals, another hotfix patch has been launched. Please deploy your forces to check it out. The content is the following:

Ultimate General: Civil War v1.08 rev. 20726


  • AI generic improvements so that it provides even more challenge and chases its goals more persistently.
  • Fixed timer in the Battle of Stones river (Confederates) that did not allow the battle to end properly.
  • Fixed a minor bug in Battle of Chancellorsville that created issues in fortifications of last day.


Your feedback and suggestions can be shared in our forums:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-10-15 20:33:23 CET ] [ Original post ]

HotFix Patch v1.07

Generals,

A small but important hotfix has just become available. It includes the following:

Ultimate General: Civil War v1.07 rev. 20646


  • Repairs on Chancellorsville Battle Timers that could make impossible to end the battle in some cases.
  • AI Territorial Awareness enhance. The AI will act more cautiously, expanding its forces widely and countering flanking threats more effectively.


Please continue to share your very helpful feedback at the below links:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-10-04 17:54:23 CET ] [ Original post ]

HotFix Patch v1.07

Generals,

A small but important hotfix has just become available. It includes the following:

Ultimate General: Civil War v1.07 rev. 20646


  • Repairs on Chancellorsville Battle Timers that could make impossible to end the battle in some cases.
  • AI Territorial Awareness enhance. The AI will act more cautiously, expanding its forces widely and countering flanking threats more effectively.


Please continue to share your very helpful feedback at the below links:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-10-04 17:54:23 CET ] [ Original post ]

Patch v1.06 adds four new custom battles plus Japanese Korean Language support

Hello again Generals,

We are happy that you enjoy the game and wish that our new update is going to increase your gameplay satisfaction. First of all, we have added four new custom battles based on the historical battles of Chickamauga, Spotsylvania Court House, Cold Harbor and Shiloh. Among several balances, fixes and improvements we have included language support for the Japanese and Korean players. Let's read what the new patch has to offer in more detail.

Ultimate General: Civil War v1.06 rev. 20596

New Battles

Added 4 custom battles raising the number of custom battles to 16. The new battles are:


  • "Chickamauga, Day 1": What if General Bragg attacked more aggressively on September 18th at the Battle of Chickamauga? Could Rosecrans defend more actively and prevent the Confederates from passing the river passages?
  • "Laurel Hill": During the Battle of Spotsylvania Courthouse, the Union attempts to storm the lightly defended Confederate trenches at Laurel Hill. General Ewell rushes to reinforce the Rebel lines before they are overrun.
  • "Cold Harbor - CSA Right Flank": It is June 3, 1864, the third day of the Battle of Cold Harbor. Grant prepares to launch an all-out attack upon Lee's right flank. The Confederates are heavily outnumbered but possess strong ground and have built the strongest fortifications ever seen in the war.
  • "Hornet's Nest": The element of surprise is lost for the Confederates at Shiloh, yet there is still chance to attack and destroy the Union army. Grant is using the temporary delay to organize a stronger defense at Hornet's Nest.



In the new custom battle "Cold Harbor, CSA Right Flank" you fight on the wide area of Confederate right flank with maximum forces for both sides

AI

  • AI slight balances that will make big positive differences to all aspects of AI behaviour. The AI should be in its best state ever.


Balances/Fixes

  • 12Pdr Whitworth is enhanced at long range fire so it will make significant impact when firing from distance.
  • Laurel Hill's campaign battle objectives are now less strict. Player will have to keep not all objectives as before but at least two important.
  • Enhanced possible Union AI strength ratio for the Battle of 1st Manassas. Union forces could be very few compared to player's making AI hesitant to attack.
  • Enhance of possible AI strength ratio to keep interest high at mid campaign (based on feedback) and not have boring battles vs crippled AI armies. Battles affected are:
  • Antietam for Confederate AI , Fredericksburg for both AI sides, Chancellorsville for Confederate AI, Gettysburg for both AI sides.
  • AI will be affected the same from previous defeats but will allocate more troops to counter your army, if there are available.
  • Fixed timer issues in Battle of Stones River. Battle could be interrupted wrongly sometimes, cancelling player's capturing of critical objectives.
  • Fixed timer issues in Battle of Chancellorsville. Battle could be interrupted wrongly sometimes, cancelling player's capturing of critical objectives.
  • Fixed timer issues in Battle of Shiloh and prolonged battle end time allowing player to employ more careful tactics.
  • Replaced wrong portrait of General Grant with a face more look-alike.
  • Fixed wrong display of Victory Text Message after a defeat in Washington.



The new custom battle "Chickamauga, Day 1" finds a small Union force defending a large territory vs superior Confederate forces. Bragg could end the battle on this day if he attacked boldly... can you?

Languages

  • Added support for the Korean and Japanese languages. Please note that the new battles will have some missing translations that will be added as soon as possible.


We are always grateful for your feedback and suggestions that you can share in our forums:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-09-21 16:57:11 CET ] [ Original post ]

Patch v1.06 adds four new custom battles plus Japanese & Korean Language support

Hello again Generals,

We are happy that you enjoy the game and wish that our new update is going to increase your gameplay satisfaction. First of all, we have added four new custom battles based on the historical battles of Chickamauga, Spotsylvania Court House, Cold Harbor and Shiloh. Among several balances, fixes and improvements we have included language support for the Japanese and Korean players. Let's read what the new patch has to offer in more detail.

Ultimate General: Civil War v1.06 rev. 20596

New Battles

Added 4 custom battles raising the number of custom battles to 16. The new battles are:


  • "Chickamauga, Day 1": What if General Bragg attacked more aggressively on September 18th at the Battle of Chickamauga? Could Rosecrans defend more actively and prevent the Confederates from passing the river passages?
  • "Laurel Hill": During the Battle of Spotsylvania Courthouse, the Union attempts to storm the lightly defended Confederate trenches at Laurel Hill. General Ewell rushes to reinforce the Rebel lines before they are overrun.
  • "Cold Harbor - CSA Right Flank": It is June 3, 1864, the third day of the Battle of Cold Harbor. Grant prepares to launch an all-out attack upon Lee's right flank. The Confederates are heavily outnumbered but possess strong ground and have built the strongest fortifications ever seen in the war.
  • "Hornet's Nest": The element of surprise is lost for the Confederates at Shiloh, yet there is still chance to attack and destroy the Union army. Grant is using the temporary delay to organize a stronger defense at Hornet's Nest.



In the new custom battle "Cold Harbor, CSA Right Flank" you fight on the wide area of Confederate right flank with maximum forces for both sides

AI

  • AI slight balances that will make big positive differences to all aspects of AI behaviour. The AI should be in its best state ever.


Balances/Fixes

  • 12Pdr Whitworth is enhanced at long range fire so it will make significant impact when firing from distance.
  • Laurel Hill's campaign battle objectives are now less strict. Player will have to keep not all objectives as before but at least two important.
  • Enhanced possible Union AI strength ratio for the Battle of 1st Manassas. Union forces could be very few compared to player's making AI hesitant to attack.
  • Enhance of possible AI strength ratio to keep interest high at mid campaign (based on feedback) and not have boring battles vs crippled AI armies. Battles affected are:
  • Antietam for Confederate AI , Fredericksburg for both AI sides, Chancellorsville for Confederate AI, Gettysburg for both AI sides.
  • AI will be affected the same from previous defeats but will allocate more troops to counter your army, if there are available.
  • Fixed timer issues in Battle of Stones River. Battle could be interrupted wrongly sometimes, cancelling player's capturing of critical objectives.
  • Fixed timer issues in Battle of Chancellorsville. Battle could be interrupted wrongly sometimes, cancelling player's capturing of critical objectives.
  • Fixed timer issues in Battle of Shiloh and prolonged battle end time allowing player to employ more careful tactics.
  • Replaced wrong portrait of General Grant with a face more look-alike.
  • Fixed wrong display of Victory Text Message after a defeat in Washington.



The new custom battle "Chickamauga, Day 1" finds a small Union force defending a large territory vs superior Confederate forces. Bragg could end the battle on this day if he attacked boldly... can you?

Languages

  • Added support for the Korean and Japanese languages. Please note that the new battles will have some missing translations that will be added as soon as possible.


We are always grateful for your feedback and suggestions that you can share in our forums:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-09-21 16:56:08 CET ] [ Original post ]

Daily Deal - Ultimate General: Civil War, 33% Off

Today's Deal: Save 33% on Ultimate General: Civil War!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Monday at 10AM Pacific Time


[ 2017-09-16 19:00:00 CET ] [ Original post ]

Patch v1.05 offering two new custom battles plus improvements

Hello Generals,

We hope you had -or you are still having- great summer holidays. We would like to add something to your enjoyment by offering a new game update. Two new custom battles and various game improvements are included. Have a look below:

Ultimate General: Civil War v1.05 rev. 20460

New


  • New Custom Battle "Culp's Hill": On the night of July 2nd the Confederates attack Culp's Hill and Cemetery Hill. The Union will be greatly challenged in this major speculative engagement.
  • New Custom Battle "Stony Ridge": What if Major General Pope was more cautious and instead of attacking piecemeal, he made a more coordinated assault on August 29 at 2nd Battle of Bull Run? You will find out in this new custom battle.


AI

  • AI fine tunes to become even more responsive to threats. The AI should evaluate better the territorial needs for reinforcing with sufficient units, especially when in defense.



The new custom battle "Culp's Hill"

Balances/Fixes

  • Fixed issues that resulted in overpowered merged units that were created by player. Players used to exploit merged divisions to inflict more casualties to the AI but now this should not happen.
  • Skirmishers are slightly less resistant in rifle fire morale shocks. This way they cannot be overpowered and exploitable by players as before, but their role will continue to be significant.
  • Cannons further rebalance as per feedback. Cannons affected are:
    - Reduced slightly short distance/canister damage for 10 Pdr Parrot and 24Pdr Howitzer.
    - Balanced better the long range damage for 10 Pdr Tredegar, 12Pdr WhitWorth, 14Pdr James, 6Pdr Wiard Rifle, 20Pdr Parrot (Addressing underpowered or overpowered cases).
    *Thanks* to our volunteer tester "The Soldier" for his help on this subject and his great guide that you can read here: http://steamcommunity.com/sharedfiles/filedetails/?id=1105446690
  • Fixed Confederate Militia Division that was equipped with old muskets in custom battle "Hardin Pike". Now they will have standard Springfield rifles.
  • Balanced better the AI strength for Gettysburg Campaign version so that there will be more chances to be one of the most decisive and difficult battles you will fight. In lower difficulty levels it was possible to win rather easily, even on the 1st day.
  • In Battle of 2nd Bull Run (North Campaign version) the player forces will arrive not all together on the 1st day for the vanguard corps but gradually (and more realistically), so the battle will have more chances to be fought historically through out all possible phases.
  • Increased Battle End Timer limit for battles of Mansfield and Battle of Saunders Farm to allow player using more cautious tactics if needed.
  • Fixed major issue with custom battle "Potomac River" that made most units unavailable for Confederate player.


Your ongoing feedback helps us to offer more improvements. Please share it at the below links:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-09-01 18:55:05 CET ] [ Original post ]

Patch v1.05 offering two new custom battles plus improvements

Hello Generals,

We hope you had -or you are still having- great summer holidays. We would like to add something to your enjoyment by offering a new game update. Two new custom battles and various game improvements are included. Have a look below:

Ultimate General: Civil War v1.05 rev. 20460

New


  • New Custom Battle "Culp's Hill": On the night of July 2nd the Confederates attack Culp's Hill and Cemetery Hill. The Union will be greatly challenged in this major speculative engagement.
  • New Custom Battle "Stony Ridge": What if Major General Pope was more cautious and instead of attacking piecemeal, he made a more coordinated assault on August 29 at 2nd Battle of Bull Run? You will find out in this new custom battle.


AI

  • AI fine tunes to become even more responsive to threats. The AI should evaluate better the territorial needs for reinforcing with sufficient units, especially when in defense.



The new custom battle "Culp's Hill"

Balances/Fixes

  • Fixed issues that resulted in overpowered merged units that were created by player. Players used to exploit merged divisions to inflict more casualties to the AI but now this should not happen.
  • Skirmishers are slightly less resistant in rifle fire morale shocks. This way they cannot be overpowered and exploitable by players as before, but their role will continue to be significant.
  • Cannons further rebalance as per feedback. Cannons affected are:
    - Reduced slightly short distance/canister damage for 10 Pdr Parrot and 24Pdr Howitzer.
    - Balanced better the long range damage for 10 Pdr Tredegar, 12Pdr WhitWorth, 14Pdr James, 6Pdr Wiard Rifle, 20Pdr Parrot (Addressing underpowered or overpowered cases).
    *Thanks* to our volunteer tester "The Soldier" for his help on this subject and his great guide that you can read here: http://steamcommunity.com/sharedfiles/filedetails/?id=1105446690
  • Fixed Confederate Militia Division that was equipped with old muskets in custom battle "Hardin Pike". Now they will have standard Springfield rifles.
  • Balanced better the AI strength for Gettysburg Campaign version so that there will be more chances to be one of the most decisive and difficult battles you will fight. In lower difficulty levels it was possible to win rather easily, even on the 1st day.
  • In Battle of 2nd Bull Run (North Campaign version) the player forces will arrive not all together on the 1st day for the vanguard corps but gradually (and more realistically), so the battle will have more chances to be fought historically through out all possible phases.
  • Increased Battle End Timer limit for battles of Mansfield and Battle of Saunders Farm to allow player using more cautious tactics if needed.
  • Fixed major issue with custom battle "Potomac River" that made most units unavailable for Confederate player.


Your ongoing feedback helps us to offer more improvements. Please share it at the below links:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-09-01 18:38:17 CET ] [ Original post ]

Patch v1.04 introducing "Oblique" control

Since the full release we have offered one content patch and two hotfixes. The support continues with a new update which introduces a new way to control your brigades. By using the right click button and rotating you execute the "Oblique" maneuver to keep the unit's facing towards the closest enemy. The new patch brings also two brand new custom battles and several improvements. Let's take a look below:

Ultimate General: Civil War v1.04 rev20318

New


  • New Custom Battle "Gettysburg, Day 1": The map is enlarged including more tactical options for both sides. Corps can be assigned to arrive with historical order or differently as you prefer. "Archer", "Davis", "Cutler" and "Iron Brigade" come as full brigades and not regiments.
  • New Custom Battle "Hardin Pike": A speculative battle that is based on the historical Battle of Nashville. The Confederates must storm the Union's complex fortification network and conquer two strongholds.

    Scene from the new custom battle "HARDIN PIKE"


Controls

  • Oblique Mode: New control feature that works when you use right click and rotation gesture. Unit will move to enemy without exposing flanks. The video shows the functionality:
    https://youtu.be/iZT-6-3Pv0M
  • Units will now auto-turn to face nearest threat after completing a retreat. This fix reduces greatly the level of micromanagement needed for maintaining your lines.


AI

  • AI repairs/Fine tunes: AI has received balance and repairs so that it merges much less its lines and has enhanced territorial awareness. You should notice an AI that will desire to actively defend and attack with more persistence than before and with more rapid responses.


Fixes/Balances

  • Reduced number of units for CSA defender in custom battle "Mule Shoe" to make the battle more challenging for the Confederate player.
  • Reduced number of involved units in custom battle "Nashville Pike" with aim to make the battle more interesting for both sides.
  • Fixed issue on some Custom Battles that did not have proper Corps limit according to battle requirement.
  • Fixed a possible timer issue in End of 1st Day for Battle of Shiloh and End of 2nd Day for Battle of Gettysburg. This problem could make the battle continue, although player had captured the critical objective.
  • Enhanced long range damage of special rifle cannons: 6pdr Wiard, 10pdr Tredegar, 12pdr Whitworth, 14pdr James, 20pdr Parrot. Now these cannons should be much more useful in relation to their price. (Balance not final, a hotfix will arrive ASAP).
  • Two minor text corrections in Quotes.


Sounds

  • Sound Repairs/Improvements: The Battle Sounds have been updated to be now richer and more immersive.


Generals, your help is always needed! Visit our forums to share your valuable feedback:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-08-10 12:21:54 CET ] [ Original post ]

Patch v1.04 introducing "Oblique" control

Since the full release we have offered one content patch and two hotfixes. The support continues with a new update which introduces a new way to control your brigades. By using the right click button and rotating you execute the "Oblique" maneuver to keep the unit's facing towards the closest enemy. The new patch brings also two brand new custom battles and several improvements. Let's take a look below:

Ultimate General: Civil War v1.04 rev20318

New


  • New Custom Battle "Gettysburg, Day 1": The map is enlarged including more tactical options for both sides. Corps can be assigned to arrive with historical order or differently as you prefer. "Archer", "Davis", "Cutler" and "Iron Brigade" come as full brigades and not regiments.
  • New Custom Battle "Hardin Pike": A speculative battle that is based on the historical Battle of Nashville. The Confederates must storm the Union's complex fortification network and conquer two strongholds.

    Scene from the new custom battle "HARDIN PIKE"


Controls

  • Oblique Mode: New control feature that works when you use right click and rotation gesture. Unit will move to enemy without exposing flanks. The video shows the functionality:
    https://youtu.be/iZT-6-3Pv0M
  • Units will now auto-turn to face nearest threat after completing a retreat. This fix reduces greatly the level of micromanagement needed for maintaining your lines.


AI

  • AI repairs/Fine tunes: AI has received balance and repairs so that it merges much less its lines and has enhanced territorial awareness. You should notice an AI that will desire to actively defend and attack with more persistence than before and with more rapid responses.


Fixes/Balances

  • Reduced number of units for CSA defender in custom battle "Mule Shoe" to make the battle more challenging for the Confederate player.
  • Reduced number of involved units in custom battle "Nashville Pike" with aim to make the battle more interesting for both sides.
  • Fixed issue on some Custom Battles that did not have proper Corps limit according to battle requirement.
  • Fixed a possible timer issue in End of 1st Day for Battle of Shiloh and End of 2nd Day for Battle of Gettysburg. This problem could make the battle continue, although player had captured the critical objective.
  • Enhanced long range damage of special rifle cannons: 6pdr Wiard, 10pdr Tredegar, 12pdr Whitworth, 14pdr James, 20pdr Parrot. Now these cannons should be much more useful in relation to their price. (Balance not final, a hotfix will arrive ASAP).
  • Two minor text corrections in Quotes.


Sounds

  • Sound Repairs/Improvements: The Battle Sounds have been updated to be now richer and more immersive.


Generals, your help is always needed! Visit our forums to share your valuable feedback:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-08-10 12:21:54 CET ] [ Original post ]

Hotfix Patch 1.03

Hello Generals,

In our last patch we have made a big improvement in the retreat/evasion logic, however there were some issues that we had to repair. The new hotfix aims to deliver the finalized fix plus a few other changes.

Ultimate General: Civil War v1.03 rev. 20251

Fixes/Balances


  • Crucial repairs on new evasion/retreat logic. Now it should work in all circumstances and units should not fall back towards enemies.
  • AI fine tuning to support the new fixes.
  • Union reinforcements will arrive sooner in first Cold Harbor battle (Campaign), to reduce the probability of stealing victory on first day.
  • Fixed bug that allowed to select and control the AI units by pressing the Ctrl button. Thanks to The Soldier for the find ;)


Please share your feedback in our forums:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-07-29 00:20:55 CET ] [ Original post ]

Hotfix Patch 1.03

Hello Generals,

In our last patch we have made a big improvement in the retreat/evasion logic, however there were some issues that we had to repair. The new hotfix aims to deliver the finalized fix plus a few other changes.

Ultimate General: Civil War v1.03 rev. 20251

Fixes/Balances


  • Crucial repairs on new evasion/retreat logic. Now it should work in all circumstances and units should not fall back towards enemies.
  • AI fine tuning to support the new fixes.
  • Union reinforcements will arrive sooner in first Cold Harbor battle (Campaign), to reduce the probability of stealing victory on first day.
  • Fixed bug that allowed to select and control the AI units by pressing the Ctrl button. Thanks to The Soldier for the find ;)


Please share your feedback in our forums:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-07-29 00:20:55 CET ] [ Original post ]

Patch v1.01 with the definite retreat fix and new battles!

Generals,

The war is continuing after the full release! We had to address a few more things you have rightfully reported and also proceed to adding more content in the custom battle list. So here we have now the new patch which brings the following:

Ultimate General: Civil War v1.01 rev. 20217

New


  • Custom Battle "Nashville Pike": The Confederates must conquer the heavy Union entrenchments near Stones River.
  • Custom Battle "Mule Shoe": The Union has to charge and break Lee's superior defenses at Spotsylvania Court House.
  • Custom Battle "Devil's Den": The 2nd Day epic engagement of the Battle of Gettysburg in a special extended version.
    Note: Some new texts will be untranslated until we finish with all new custom battles that will be offered gradually in future patches.


    The new custom battle "Nashville Pike"


AI

  • AI repairs/fine tunings so that it makes more coherent lines, has improved charging decisions, flanks and reacts promptly.


Fixes

  • Major retreat logic overhaul that fixes issues with the opposite retreat direction that could happen quite frequently in some maps or when melee was resulting in units passing through each other. The retreat/fall back direction should be working in the best possible way now.
  • Fixed player exploit that stopped AI charge by detaching skirmishers. AI should now be determined to attack you without exploitable interruptions :)
  • Fixed selection rectangle for 4K monitors.
  • Fixed a targeting issue with skirmishers which were unable to follow their target if it was wavering or retreating.



The new custom battle "Mule Shoe"

Graphics

  • Improved Trees' resolution/appearance.
  • Cavalry has improved animation when moving and fighting with melee.
  • Fixed US Vertical Flag to have the Blue Field on the upper left corner (previously it was on the right).
  • Fixed pink screen when game was started in OpenGL mode.


Gentlemen, you know the drill! Please visit our forums and share your feedback to help us keep the game at the best quality level:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-07-25 15:55:08 CET ] [ Original post ]

Ultimate General: Civil War is fully released!

Dear Generals,

We are proud to announce that Ultimate General: Civil War is finally fully released! Due to your invaluable help during the Early Access phase, we believe we have significantly improved the game to a level that will please all strategy fans. At this important moment, let's describe briefly what Ultimate General: Civil War offers.



Full Campaign
Ultimate General: Civil War allows you to relive the American Civil War 1861-1865 as either a Union or Confederate General in a long and exciting campaign.

You will gradually progress through key battles of the American Civil War and expand your forces from a small division to a grand army of multiple Corps. Utilizing a wide range of choices, you may choose the best armament and officers for your units and organize your army into Corps, Divisions and Brigades with extreme detail.

Your army design pays-off in the battlefield where you command your units on beautiful, hand-drawn maps and test your tactical skills vs a clever AI opponent. The battles can become enormous and the armies huge, involving hundreds of thousands of soldiers! Your final goal is to capture Washington for the Confederates or Richmond for the Union.

Many Battles
The campaign mode is branched around 14 grand battles and 24 smaller battles for each side. All together they sum up to 76 different engagements for both Union and Confederate players making up a campaign that may last hundreds of hours, considering that the epic multi-day battles can endure several play hours.

Besides the campaign, you can fight the standalone historical battles which are the following:


  • 1st Battle of Bull Run
  • Battle of Shiloh
  • Battle of Gaines' Mill
  • Battle of Malvern Hill
  • 2nd Battle of Bull Run
  • Battle of Antietam
  • Battle of Fredericksburg
  • Battle of Stones River
  • Battle of Chancellorsville
  • Battle of Gettysburg
  • Battle of Chickamauga
  • Battle of Cold Harbor

The historical battles are accurately portraying the historical facts and can be a handy learning tool for everyone interested in the American Civil War. Finally, there are also several exciting Custom Battles and their number is going to be enriched in future patches.

Thank you!
We thank again everyone who has supported Ultimate General: Civil War and wish now that is completed, it is going to be one of the best war games you have ever played!

Enjoy!

The Game-Labs Team

PS.
There are no changes from v0.97, except a few minor text fixes and the removal of the "Report Bug" Button. You can still report issues, using the F11 Key.


[ 2017-07-14 20:48:12 CET ] [ Original post ]

HotFix v0.97

Hello Generals,

We just deployed a patch that fixes a few more reported issues:

Patch v0.97 rev20101

Fixes


  • Fix of a targeting bug that could make units to stick to old targets, even when they exited the fire arc.
  • Fix of Hold Mode that sometimes could make units to not fire when enemies were too close.
  • Fixed inconsistency that did not add Horse Cost to existing Cavalry units.
  • Fixed a sound that could be heard double in camp.



The latest changes although minor, they should improve the game further. If you notice a new bug needing an urgent fix, please report in our forums:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-07-13 16:12:59 CET ] [ Original post ]

Patch v0.96 providing last hot fixes

Dear Generals,

Thanks to your great help, we have already offered various small patches that improved and fixed several aspects of the game. The new update provides a few more improvements and prepares the ground for the end of Early Access and the final full release of Ultimate General: Civil War.

Ultimate General: Civil War v0.96 rev20045

AI


  • Fixed bugs that caused AI blobbing or delaying too much to separate its units. These fixes should increase AI efficiency significantly.
  • Improved AI artillery management. AI should deploy artillery to better firing distances and target player units with more efficiency.



Due to important bug fixes, the AI is expected to create clearer firing lines and flank more often.

Fixes

  • Fixed bugs with auto-separation of units which could be unstable when fast forwarding the game.
  • Fixed Combined Division not recording kills.
  • Fixed bug that made Army Details on Deployment Map to not scroll.
  • Fixed bug that did not allow some medals to be awarded.
  • Fixed bug of duplicate awarded medal.
  • Fixed bug of unit name not changing when switching officers. This happened for reward units and the fix will be eligible on new campaigns.
  • Fixed Custom Battles' bug that caused AI opponent armies to have much smaller size than intended.
  • Fixed a few text issues.


Other

  • Updated Guide to include info for "Intelligence Service" (See: Chapter "Army Management").
  • Added the Game Credits.


We are always very happy to read your thoughts about our game which you can share at the below links:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-07-08 01:35:45 CET ] [ Original post ]

New Patch v0.94!

Hello Generals,

We continue to improve the game prior to its full release and have just deployed a small but very important update. You can read below what it includes:

ULTIMATE GENERAL: CIVIL WAR v0.94 rev.19879

AI


  • Improvement in AI charging decision logic and its overall perception of territory.
  • Fix of AI units not becoming unmerged after a charge or chase action, which could cause inefficient blob formations.


Balances

  • Hard and Legendary Difficulty mode have more chances to provide larger AI army opponents in battles (previously the AI could become too weak due to battle cross effects and AI manpower drain).


Fixes

  • Fixed various bugs that could cause game crash.
  • Fixed bug that made AI to have very weak stats and low quality weapons in custom battles.
  • Fixed Hold Position mode which could create targeting issues for AI.
  • Fixed Custom Battle of Philippi where several Units were not available for AI CSA in Colonel and BG level of difficulty.


Your feedback is very much appreciated and you can share it in our forums:
Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-06-20 20:17:02 CET ] [ Original post ]

Small update v0.92 rev.19822

Hello Generals,

We utilized your latest feedback to improve/fix a few more things and did not hesitate to make them available for you! Here they are below:

Ultimate General: Civil War v0.92 rev.19822

Balances


  • Slight rebalance of Easy Setting (Colonel Difficulty Mode).


Fixes

  • Fixed Unit Selection with Ctrl-Key.
  • Fixed problem that made AI Army Size Pool to be reduced too much after a battle. Previously all soldiers of destroyed brigade were removed. Now only the killed will be removed and the surviving will be re-added to the pool.
  • Fixed issue of AI Army Size Pool that could be reduced very much (near to zero) causing balance problems in next battles.
  • Fixed issue with weapons and training not fully connected with the new "Intelligence Service" mechanics. Now you will notice AI to have training and weapons variety much more accurately based on the Intelligence Service "Training" and "Armory" info.
  • Fixed Corps indication in Battle of Everettsville that showed 2 less units than those actually given to player.
  • Fixed a few unit text problems that were reported.


The Full Release is approaching! Thank you for your continuous help and we hope you really enjoy the game! Let us know what else can we improve in our forums:

Official forum: Link
Steam forum: Link

Enjoy!

The Game-Labs Team


[ 2017-06-13 22:57:34 CET ] [ Original post ]

Patch v0.90 transforming the campaign (+HotFix)

Dear Generals,

The war is continuing and all your reports have been acknowledged. We are now proud to announce a new campaign feature that aims to completely resolve the unfavorable AI scaling.

The AI could become overpowered because there was no way to inflict army attrition to your opponent. Now the AI opponent has dynamic manpower, training and weapons and you are able to affect those directly when you inflict enemy casualties in battle. The army size represents the strength of AI armies that directly oppose you. The AI will use soldiers from this pool in the battles. If the strength gets reduced to a critically low level, you are going to notice that the AI will not have enough power to outnumber or outgun you.

Consequently, as the war progresses, your successes have much more significant impact on your AI opponent. Fail to gain the advantage and you will see the opposite picture. All in all, the campaign should now feel more dynamic and natural and due to various random events, that are revealed to you in form of urgent messages or captured correspondence from your Intelligence service, each campaign play session can turnout much differently, depending on situations and difficulty level.

Except from this brand new campaign system, we addressed several issues that you have reported with your valuable feedback. Here is the content of this patch, in a brief summary.

Ultimate General: Civil War v0.90 rev19761

New


  • Major new feature adding dynamic Manpower and resources for the AI opponent. The new "Intelligence Service" window shown on the map indicates the AI's army size, training and weapon level. The "Report" button reveals intercepted or urgent messages that inform about enemy reinforcements or when AI receives more weapons and training. The difficulty levels have been revamped from the ground up to offer challenge but also many more chances to win your AI opponent by attrition, as it was able to do for you previously.

Note: Due to all the fixes made based on your feedback, regarding the overpowered AI opponent and the new manpower system, the "Fixed Size" of the Easy mode has been removed, as it is now obsolete.


*Disclaimer: Image shows beta content*The new "Intelligence Service" Tab appears on the upper right corner of campaign map and reveals info about your AI opponent

AI

  • Minor improvements so that AI flanks more and has better territorial perception. The new changes affect and improve overall the AI and its charging decisions.


Balances

  • Flanking fire has more impact rewarding more the effective tactics.
  • Melee strength has been increased slightly about +10% compensating for the collision box fixes mentioned below.
  • Increased availability of several infantry weapons and few cannons for the Union, to make Armory shortages less probable.
  • Added Supply Wagons for Union army in Battle of Washington.
  • Reduced flanking penalty for some fence types of fortifications that were rather weak.
  • Units will surrender sooner if fully surrounded by enemies.



*Disclaimer: Image shows beta content* Captured messages or Direct Reports from your Intelligence Service show when AI receives more reinforcements, special training or sophisticated weapons

Fixes

  • Fixed collision boxes problems that could cause the following issues: Units firing behind obstacles, melee damage to become zero and cause "sticking" with enemies, targeting problems in tall forts, AI inconsistencies.
  • Fixed bug that cancelled move orders at mission switch.
  • Fixed bug that could cause retreat in wrong direction.
  • Fixed wide camera's problem that was hiding the lowest part of the map.
  • Fixed issue that made General and Supply Wagons to occupy Corps slots in battles, thus reducing your available units.
  • Fixed "Battle of Fort Stevens" text not appearing in your fought battle list.
  • Fixed minor bug that could slightly change the Union uniform colors in camp, after Battle of Shiloh.
  • Fixed several localization issues that were reported.
  • Fixed issue of teleported artillery in Malvern Hill.
  • Fixed bug that switched the uniform of captured units after loading a battle.
  • Fixed problem that did not allow the deletion of saved files.
  • Fixed unnamed division commanders.
  • Fixed minor bug that showed captured enemy commanders in player's Officer Tab of Battle Report window.
  • Fix bug that gave wounded officers from enemy army in player's army at end of battle.
  • Fixed minor bug that was hiding long officer names in camp.
  • Fixed annoying very loud marching sound in camp.
  • Fixed bug that made injured officers available in reserves list.
  • Fixed Limber/Unlimber button not working.
  • Fixed issue that was creating double officer names in camp.
  • Fixed bug that prevented the terrain info display for detached skirmishers and in some other occasions.
  • Fixed invisible supply depot objects in Washington and Richmond.
  • Fixed timer issue for Union's Battle of Shiloh Campaign Version where Hornet's nest stage could switch too soon.
  • Fixed Gettysburg timer issue in 2nd Day Night phase, where player could lose Culp's Hill but battle could continue.
  • Various other minor fixes that you have reported.

    Other

  • Added sound for battle messages.

    Thanks a lot to the volunteer testers who assisted us in the beta procedure of the patch:

  • Col_Kelly
  • The Soldier
  • Wright29
  • Andre Bolkonsky
  • CSA Watkins
  • Koro
  • JonnyH13
  • Mr. Mercanto

    We wanted to include more but we thought it would be better to offer you the new improved campaign system right away and update again with hotfixes in the coming days.

    With the new campaign feature we believe that now the game is almost ready for the full release. We await your next feedback so we can find together the last remaining things needing improvements, such as balance or minor bugs.

    Official forum: Link
    Steam forum: Link
    Blog: Link

    Enjoy!

    The Game-Labs Team

    Important:
    Your saves will be playable but not fully optimized to support the new system. It is advised to play a new campaign to test this new feature.


    HOTFIX v0.90 rev19764 8/6/2017
    - Fixed bugs that players experienced when switching days in multi-day battles.
    - Fixed bug that could cause crash when loading a save.


  • [ 2017-06-07 23:45:12 CET ] [ Original post ]

    Patch v0.80 finalizing the game

    Generals,

    The campaign has reached its final stage and provides the opportunity to achieve total victory either as a Confederate or Union commander. If you fight for the Rebels, you are going to witness the zenith of challenge in Washington. If you belong to the Union, you will advance to the immensely fortified Richmond in an attempt to take it.

    But beware! The AI has been improved again, and so your tactical steps must be careful. The good news is that there have been various fixes and improvements thanks to your continuous reports and so your armies will have better support and more chances to succeed.


    Preparing to attack Washington!

    Furthermore, you can test your skills in the new custom battles and if you are French, German, Chinese, Spanish or Russian you will be happy to enjoy the full translation of the game to your language. Before you proceed to battle, it is advised to read the list of changes and improvements. Carry on Generals!

    Ultimate General: Civil War v0.80 rev19527

    New


    • "Battle of Fort Stevens" that finishes Cold Harbor phase for the Union campaign.
    • Final campaign phase for the Union, including the epic Battle of Richmond and two smaller battles.
    • Final campaign phase for the Confederates, featuring the epic Battle of Washington and two smaller battles.
    • New custom battle "Marye's Heights" featuring the most important phase of the Battle of Fredericksburg with expanded map and more tactical challenges.
    • New custom battle "Battle of Philippi" enhancing the fist small battle of the Union campaign and allowing to play it for both sides.
    • New custom battle "Potomac Fort" altering the fist small battle of the Confederate campaign into a larger and more difficult tactical experience.
    • Full translation to 5 more languages. The supported languages are: English, French, German, Chinese, Spanish, Russian..


    Conflict at Fort DeRussy, a Union fortification near Washington.

    AI

    • AI has been further enhanced to pressure more on the objectives and cover all ground offensively or defensively where needed.
    • AI has been improved in its territorial awareness and protection of flanks.
    • AI uses artillery more effectively to attack or defend.

    Fixes/Balances

    • Fortification fire arc fixes, addressing several targeting problems.
    • Several text fixes in preparation for the fully localized content in many languages.
    • Fixed bug in historical battles that gave to the AI inferior weapons in average instead of using historical settings.
    • Fixed timer issues in Battle of Gettysburg 2nd Day that could help player to steal victory, snapping objectives at the end of time.
    • Fixed an issue that could cause Confederate infantry to inflict slightly less damage.
    • Balanced Overland Campaign battle rewards to give incentive for player to fight the smaller battles and attempt to grow his army.
    • Increased slightly 24pdr Howitzer ammo cost (as compensation of Howitzer's large lethality).
    • Increased slightly 20pdr Parrots accuracy.
    • Increased Corps max supply cost from 25000 to 35000 (it was a wide request).
    • Fixed an issue that caused AI campaign opponent strength to be either underpowered in some early battles or overpowered in many late battles.
    • Increased the availability of low cost musket rifles in late campaign for both sides, so player can have enough weapons for his army.
    • Artillery above 12 pieces will inflict about +12.5% more damage than before, making large batteries even more useful.


    Assaulting Richmond's forts!

    Graphical Improvements

    • Fixed some letters in the campaign map that were not showing up correctly.
    • Improved visualization of map edges, that now show more clearly the ground elevation.
    • Fixed some graphical distortions in map of Antietam.


    Special Thanks

    We want to thank again the dedicated volunteer testers who helped us to shape up the quality of the new patch.

    • Koro
    • Col_Kelly
    • CSA Watkins
    • Wright29
    • The Soldier
    • Andre Bolkonsky
    • JonnyH13
    • Mr. Mercanto


    Generals, you know the drill already! We will be happy to receive your feedback that will assist us to bring the game to perfection before the full release.

    Official forum: Link
    Steam forum: Link

    Enjoy!

    The Game-Labs Team


    [ 2017-05-23 17:32:22 CET ] [ Original post ]

    Patch v0.78 presents the Battle of Cold Harbor

    The game is now enriched with the Overland Campaign which includes the epic Battle of Cold Harbor and several other smaller engagements. Gradually the civil war battles are fought around complex trench networks that make assaults extremely costly.


    On Day 2 of Battle of Cold Harbor, the Union army approaches the Confederates by digging trenches close to their defensive lines.

    The Confederate General will have to manage the progressively less resources and defend vs an increasingly stronger enemy, that is now commanded by the aggressive General Grant. The Union General must find a weakness to the impenetrable defenses of General Lee and maintain an army strong enough to continue the war.

    The challenge increases with the expanded campaign and thanks to your feedback we have improved a lot the gameplay & AI. Read below the summary of changes:

    Patch v0.78 rev19029

    New


    • The historical Battle of Cold Harbor for both sides.
    • Campaign expanded to Battle of Cold Harbor with 5 extra smaller battles.


    The battle of Cold Harbor endures three full days, for day and night, increasing the toll of casualties.

    AI

    • AI protects its own flanks better and attacks flanks more efficiently by making wider attacking lines.
    • Charging decisions of AI should be working less aggressively and more effectively.
    • AI presses on holding its ground and objectives much more, becoming an even harder opponent.

    Balances

    • 20 Pdr Parrots' long range damage is increased further.
    • Decreased ranged damage penalty for Cover Level above 70%. It was too high before and could also make the AI to have worse decisions.
    • Increased cover of some very wide fortifications that were too weak. Feel free to report about issues of specific fortifications to improve more if needed.
    • Due to some game mechanics adjustments, melee and retreat should work much better than before, overall.


    The Confederates must make a bold attack upon the Union right flank near Magnolia Swamp in order to secure their own left flank.

    Fixes

    • Fix for campaign that resulted in weak AI armies in Legendary difficulty mode.
    • Fix of timer issues in saved games.
    • Fix of potential timer issues in Battles of Gettysburg, Chancellorsville, Stones River, 2nd Manassas and other battles.
    • Fix of some bugs that could cause game instability.

    Text

    • Most in-game text (except the manual) has been refined for the English language. We now prepare for the translation to several other languages.

    We thank deeply the following testers who voluntarily helped us to improve this patch:

    • Koro
    • Col_Kelly
    • CSA_Watkins
    • Andre Bolkonsky
    • Wright29
    • Mr.Mercanto


    In this image we see part of the Confederate entrenchments at Cold Harbor.

    We hope with this patch we will please you with the content and game improvements. Let us know by writing in our forums:

    Official forum: Link
    Steam forum: Link

    Enjoy!

    The Game-Labs Team


    [ 2017-04-03 22:05:52 CET ] [ Original post ]

    Patch 0.77 rev18615

    Hello Generals,

    We have just deployed a quick patch that addresses issues you have reported and improves overall the gameplay. A new campaign mode on Easy Level allows you to play vs AI armies of fixed size, making your victories more decisive and your gameplay less demanding, if you wish so.

    Read in our official blog or below:

    Patch 0.77 rev18615

    New


    • Added new option for Campaign Easy Difficulty Level called "Fixed Enemy Strength". When you enable this mode you will confront AI armies of fixed size so your victories will matter more, as many have requested.



    AI

    • AI has better territorial perception and should respond and fight even better.

    Balances

    • Flank/Rear ranged damage is reduced because it was overpowered but morale impact has been enhanced accordingly. Damage will be better manageable and units will not break and rout so easily as before.
    • Melee penalty for cavalry in woods and harsh terrain has been fine tuned so cavalry is now more useful as requested.

    Fixes

    • Fixed & balanced overpowered infantry veteran perks (Marksman, Firearms course, Elite, Sharpshooters) that were giving opposite reload bonus/penalty or were giving too much boost.
    • This will fine tune veteran units which could be overpowered for both AI and player.
    • Fixed hold button issue that made it impossible to cancel hold state.
    • Fixed continuous soldier re-arrangement in fortifications.
    • Fixed objective timers that could wrongly continue battle (instead of stopping) because of time/fps desync.


    We wish this patch improves further your gameplay experience. We are eager to read your feedback!

    Note:
    Players who have enrolled to try the temporary open beta must switch to normal game mode via this process:
    - Right click "Ultimate General: Civil War" in steam library and select "Properties"
    - Go to Tab "Betas"
    - Go to "Select the beta you would like to opt into" and select NONE

    Enjoy!

    The Game-Labs Team


    [ 2017-03-10 23:11:02 CET ] [ Original post ]

    Patch 0.76 with the Battle of Chickamauga!

    Greeting Generals,

    We offer another update, expanding the campaign to late 1863 in the Western Theater. Through the thick forested areas of Chickamauga Creek you will fight your next grand battle and relive the tactical challenges of Rosecrans and Bragg.

    The game has received several fixes and improvements based on your recent very helpful feedback. The AI became more effective and charge logic bugs have been fixed. Bugs regarding cavalry cover penalties, retreat and other factors of battle gameplay, have been addressed. Finally, it has been fixed a bug that could cause very large AI armies in campaign, especially in the smaller engagements. Read below the list of the most important changes:

    You can read in our official blog or below:

    Version 0.76 rev18533

    New


    • Battle of Chickamauga added to the Historical Battles list.
    • Campaign is expanded to next phase that includes the Battle of Chickamauga and one smaller battle for each side.


    Balances

    • Increased further the long range damage of 20Pdr Cannons.
    • Gettysburg battle improvements/fixes made it more challenging for both sides.
    • Chancellorsville time to capture is longer so player cannot "steal" victory as before.
    • Shiloh historical battle improved for North side (Union reinforcements arrived too early before, spoiling the true nature of the battle which was a Confederate ambush).



    Attempting to break the CSA right flank

    Fixes

    • Fixed bug that made Cavalry melee penalty in forests and fortifications to not work. Now cavalry will have a more realistic role in the battlefield without being overpowered.
    • Fixed problem in campaign AI strength scaling. Previously the AI armies could be extremely overpowered depending on Corps nbr of player, especially in small battles.
    • Some bug fixes that could result in battle freezes.
    • Fixed retreat path issues. Now retreat directions should be much better.
    • Fixed save bug that re-initiliazed the objectives conditions, corrupting the battle results to inconsistent states.


    AI

    • Fixed AI bugs (Charge decision loop, Hold position loop), that could make it inefficient or overaggressive.
    • Balanced AI to decide charging better over a wider area of enemies and enhanced it's ability to encircle, flank.


      Attempting to break the CSA right flank

      Testers Credits
      [List]
    • Koro
    • Col_Kelly
    • CSA Watkins
    • Mr. Mercanto
    • Andre Bolkonsky


    We hope you like the new content and improvements. Your feedback, as always, will be much appreciated!

    Official forum: Link
    Steam forum: Link

    Enjoy!

    The Game-Labs Team


    [ 2017-03-02 19:04:28 CET ] [ Original post ]

    Patch 0.75 rev18295 Hotfix

    Greetings Generals,

    We've deployed a hotfix based on your quick reports.

    Patch 0.75 rev18295 Hotfix

    Fixes


    • Fixed 2nd Day in Battle of Gettysburg (South) that could not continue if you did not capture Little Round Top or Cemetery Ridge.
    • Fixed Chancellorsville battle that could not be ended in 1st day, even though you captured the farm.
    • Various hotfixes in timers for Battle of Gettysburg and Chancellorsville.
    • Fixed wrong portrait of Colonel Chamberlain (custom portrait added with more resemblance to actual face).
    • Corrected Corps names for Historical Battle of Shiloh.
    • Various text fixes.


    Balances

    • Increased the CSA army size in Battle of Gettysburg (Campaign version) so the battle can get intensive for all days.
    • Removed 5 brigades for CSA player army in 1st day engagement of
    • Gettysburg because it was possible to receive huge army that can overwhelm the Union and end the battle. It is also more realistic because historically the brigades of the first attacking CSA Corps arrived fully at the end of the day.

    AI

    • Improved AI firing distances so now it should be more effective because it will stand and shoot in good range without hesitations.
    • Improved AI charging decisions. It should attack more decisively weak points with more units.


    Thank you for your amazing feedback!

    The Game-Labs Team

    EDIT:
    The negative command points that you get after battle of Chancellorsville is the impact of older game version's bug. The bug is fixed but saves are not updated with the fix. We are sorry for the inconvenience but you will have to either replay the battle or restart your campaign to fully repair this issue.


    [ 2017-02-14 23:39:30 CET ] [ Original post ]

    Unleashing the Battle of Gettysburg!

    Hello Generals!

    Generals,

    We are happy to announce the new game update which expands the campaign to the battle of Gettysburg and offers several new battles, fixes and improvements.

    The battle of Gettysburg can last up to four days, depending on the situation, and its outcome will play crucial role in the campaign, when the next stages will be complete.


    The armies meet on July 1st 1863

    The Gettysburg campaign includes one smaller engagement for each side, "Battle of 2nd Winchester" for the Union and "Battle of Brandy Station" for the Confederates.

    In order to enjoy one of the most decisive moments of the famous Battle of Gettysburg we've also added the new custom battle "Pickett's charge", that includes many thousands of soldiers to please your needs for epic charges!

    In addition to the new game content we have addressed several issues that you have reported to us and improved the game in various aspects, including the AI, with aim to enhance further the battle experience and challenge.


    Confederates attack at Culp's Hill

    Have a look at the summary of changes in our official blog or below:

    Patch 0.75 rev18265

    New Features


    • The Historical battle of Gettysburg.
    • Campaign expanded to Gettysburg phase and includes 2 additional smaller engagements + the special campaign version of the battle of Gettysburg.
    • New custom battle: "Pickett's charge".
    • Supply wagon can be set to supply All/Small Arms/Artillery. By default it will work as previously by supplying all units within its radius. (Tooltips are temporarily missing)
    • Skirmishers functionality improved. Skirmishers will stand on Hold mode and will evade more efficiently by keeping a safe distance and shoot constantly.
    • Fortifications major fix overhaul. Now fortifications will not cause previous targeting problems (no firing) and according to their type they will be more vulnerable from flanks/rear. So fortifications, especially in Fredericksburg will be able to break sooner if one side is overwhelmed by flank fire. Also fortifications have now proper distribution of soldiers and no gaps that could cause melee issues.

    AI

    • Fixed major bug that made AI to stall in a defensive formation and not actively attack or defend elsewhere.
    • AI balanced to be more effective and active overall.
    • Fixed AI bugged state that interrupted its actions resulting in doing less damage in shooting and melee.

    Balances

    • Melee is balanced so that frontal charges are less effective while flank/rear attacks will continue to be powerful but for a limited time, so melee attacks have to be better organized to be successful.
    • Reduced Shock cavalry melee strength as it was overpowered.
    • Further 20 Pdr cannon rifle enhance.
    • Balanced better the previously overpowered skirmishers
    • Reduced the melee rating of Springfield 1861/1863 and Fayatteville because they were overpowered.
    • Fortifications receive more morale impact by firing at them, especially at flanks.


    Pickett's charge battle event

    Fixes

    • Fixed issue that prevented the possibility to win the Battle of Chancellorsville as Confederate on the 1st day and also improved AI and timing of missions.
    • Various minor fixes in some battles.
    • Fixed some major issues in damage system that could overpower units, especially those belonging to player.
    • Fixed bugged Kill ratio condition in multiday battles (It counted only last played day or session).
    • Fixed pathfinding errors that could make reinforcement units to move on the sides of the map instead of forwards.
    • Fixed player formation inconsistencies.

    Controls

    • Improved selection/drag arrow responsiveness/sensitivity.

    At this point we want to sincerely thank again the guys who have helped us enormously with their volunteered testing to finalize the new game update:

    • Koro
    • Col_Kelly
    • GeneralPITA
    • CSA Watkins
    • Mr. Mercanto

    It was our duty to inform you. Now you can advance to battle and if you have anything to report, please do so in our forums:

    Official forum: Link
    Steam forum: Link

    Enjoy!

    The Game-Labs Team


    [ 2017-02-13 21:43:51 CET ] [ Original post ]

    v0.74 Hotfix 2 [UPDATE]

    Hello again Generals!

    We just deployed a new hotfix which includes the following:

    Fixes


    • Major fix in retreat. All the reported issues or most of them, should be now solved. Units should not retreat toward enemy or sideways. Please let us know if the retreat problems are gone.
    • Fixed JEB Stuart not appearing in Battle of Fredericksburg.
    • William Lee and Fitzhugh Lee have more distinguishable names (They are not identical units).
    • Fixed AI units not occupying trenches at start up of Fredericksburg battle campaign version.
    • Fixed very high cover bonus that could make units almost indestructible in some locations.
    • Fixed wrong AI weapons supply. For example Richmond rifles could be supplied wrongly to Union AI infantry in campaign.


    Optional beta
    For those who still experience random freezes, we updated the Open Beta so you can test out experimental performance changes that will possible address the problem. To access the beta please follow the below procedure:

    - Right click "Ultimate General: Civil War" in steam library and select "Properties"
    - Go to Tab "Betas"
    - Copy/Paste this code "ugcwPublicBeta" to the empty space and press "Check Code" button
    - Your code should be confirmed and then you can switch to the beta mode from the list "Select the beta you would like to opt into".

    Note
    At any time you can switch back to the normal version of the game by selecting "NONE - Opt out of all beta programs" in the list.

    Please continue to provide your feedback, as we acknowledge everything to improve further the game.

    The Game-Labs Team

    EDIT:
    Hotfix rev17914 uploaded
    - Fixed wrong bridge pathfinding (Units could move on impassable areas)
    - AI should make wider lines, not merge infantry brigades as before


    [ 2017-01-16 19:55:54 CET ] [ Original post ]

    0.74 Hotfix

    Hello Generals!

    We prepared a hotfix basing on your reports.

    - Fixed issue with cover.
    - Fixed possibility of neverending phase in Battle of Chancellorsville South version. It could happen if the South was able to take Chancellorsville in 1st day
    - AI troops training increased for Battle of Chancellorsville South version (it could be too low and the battle too easy for Union player)
    - AI troops training increased for Stones River South Campaign version (Historically the Confederates were veterans and has to be reflected to make the battle more challenging for the Union player and more possible to trigger 2nd day)
    - Blackwater River battle has improved win/draw conditions to give more incentive to play this hard battle
    - Siege of Suffolk has now also a draw condition (It was missing)

    We are working to fix issues related to routing.

    Please restart Steam client to get the latest version of the game.

    We are always happy to read your feedback that helps us to understand your needs and improve the game more!

    Enjoy!

    The Game-Labs Team


    [ 2017-01-14 21:18:49 CET ] [ Original post ]

    Bonus v0.74 Update gives Mac Support!

    That is right Mac Generals!
    You asked it many times, we can now deliver! Mac Support has been activated!

    Existing owners
    If you own the game and want to play it also in your Mac PC, install Steam in your Mac and you will receive the game automatically.

    Min Specs
    OS: 10.7
    Processor: 2.0 Ghz Dual Core CPU or faster
    Memory: 4 GB RAM
    Graphics: GeForce or AMD gpu equivalent with Intel 4000 or higher
    Storage: 2 GB available space

    Enjoy!
    The Game-Labs Team


    [ 2017-01-13 19:03:44 CET ] [ Original post ]

    Patch v0.74 offers 10 more battles

    Hello Generals!

    We are very glad to announce our next game content update. The new patch adds two new historical battles, the "Battle of Stones River" and "Battle of Chancellorsville" and expands the campaign up to May 1863. In total, we offer 10 new battles in the campaign. Furthermore, we improved the game regarding AI and fixed several issues that you reported. You can take a look of the changes in our blog: http://www.ultimategeneral.com/blog/patch-v074-offers-10-more-battles

    or in the below list:

    Version 0.74 rev17880

    New features


    • New historical "Battle of Stones River".
    • New historical "Battle of Chancellorsville".
    • Campaign expanded up to "Battle of Chancellorsville" phase. The campaign expansion includes 10 different battles: 4 small engagements for each side and the special campaign versions of "Battle of Stones River" and "Battle of Chancellorsville".
    • New campaign difficulty "Legendary mode", suitable only for the players who strive for extreme challenge.


    AI improvements

    • Fixed some bugs in AI decisions and now AI should more properly reinforce and attack areas, strongly and decisively when needed.
    • Improved AI artillery efficiency. AI cannons should support better and at closer distance the infantry.



    Battle of Chancellorsville

    Balances

    • Fixed very low damage in high cover places, such as dense forest areas. The previous low damage could make flanking maneuvers obsolete, confuse AI and prolong fire fights too much.
    • Fixed very low damage of 20Pdr Parrots.
    • 2nd Manassas Battle has more Confederate Veterans opponents in campaign version (battle should be more difficult for the Union).
    • Campaign AI opponent scaling is better balanced.
    • Battle of Fredericksburg "remastered". It includes one more phase making it more challenging for both sides.



    Battle of Stones River

    Bug fixes

    • Fixed bug that made reload rate to decrease and not to increase according to firepower rating. This affects damage and AI decisions positively.
    • Improved some retreat direction issues.
    • Fixed some bugs that could cause Freezes.


    Other

    • Several text improvements/fixes based on your reports.


    New difficulty mode only for the bravest!

    We are always happy to read your feedback that helps us to understand your needs and improve the game more!

    Official forum: Link
    Steam forum: Link

    Enjoy!

    The Game-Labs Team


    [ 2017-01-13 14:13:32 CET ] [ Original post ]

    HotFix Patch v0.71

    Hello Generals and Merry Christmas!

    We just deployed an important fix that addresses a potential game freeze during a battle that could make it impossible to continue and finish.

    If this problem persists please report to us by pressing the F11 button.

    Thank you for the help and understanding!

    The Game-Labs Team

    Note:
    A temporary problem that you could not create a new Corps is resolved. Because Steam was down for several hours we were unable to upload sooner.
    Please inform us if everything plays fine now.


    [ 2016-12-23 20:43:21 CET ] [ Original post ]

    Patch v0.70 with Battle of Fredericksburg! (+HotFix 2)

    This game update took longer than we estimated but we hope it was worth it. The main reason of the delay was the performance optimization which we had to offer to help low-end systems to play the upcoming bigger battles with no issues.

    The new patch expands the campaign to the Battle of Fredericksburg and brings several new smaller battles for each side. You can now affect the size, training or weapons of AI armies by winning battles so your success or failures play bigger role in the campaign. Many other improvements include bug and problem fixes that you had reported. Take a look of the most important changes in our changelog.

    You can read in our blog:
    http://www.ultimategeneral.com/blog/patch-07-with-battle-of-fredericksburg

    or below

    Version 0.70 rev17616

    New features


    • Dynamic connection between battles. Now the outcome of battles affects greatly your future engagements. By defeating the enemy soundly you can reduce his armies, morale, weapons quality and level of training. You can check your next battles in the right top corner of reward window. You will find an icon that informs of the needed requirements to trigger this special new reward.
    • New historical battle: "The Battle of Fredericksburg".
    • Campaign expanded beyond Antietam. 4 different battles added (Two for each side) and the special campaign version of Battle of Fredericksburg.
    • Speculative Battle of South Mountain is radically improved (Found in "Maryland campaign" for North). Map changed to match more the historical facts.
    • Added "Goal" tab in battle statistics window which shows the fulfilled objective conditions.
    • New Custom battle functionality that allows the battle to be played fast with pre-configured armies (randomized) or to create a custom army using an amount of resources. Custom battles list will be enriched in next updates.
    • Performance optimization that was necessary and delayed the patch is finished and should increase FPS in all systems and make big battles to play out smoother.

    AI

    • AI improved to be more efficient and effective overall.
    • AI behaviour to flank and avoid flanking enhanced greatly.
    • Fixed some code bugs that could make AI to not calculate properly obstacles and not evaluate properly its goals.

    Campaign balances

    • Hard and Normal levels re-balanced. Hard mode should be more challenging and Normal balanced better to offer more challenge without overpowered AI opponents. Together with the new feature of Dynamic connection between battles, the campaign should be now even more interesting.
    • Withdrawing from battle will result always to defeat, unless it is allowed in some special ambush battles.
    • Removed Reynolds, Meade from free rewards after battle of 2nd Manassas. These elite generals can be purchased from the Government.
    • Defeat in Antietam has less reputation impact, now that the campaign is expanded.

    Bug fixes

    • Fixed issue that made Historical battles AI opponent to have lower strength and attributes from player.
    • Fixed friendly fire that was working wrongly for infantry making it very often to fire through other units and cause several targeting issues.
    • Fixed captured weapons that appeared to be rescued in statistics window.
    • Various bug fixes that could cause freeze during gameplay.
    • Fixed some graphical distortions related to buildings.
    • Fixed problem in Confederate "Ambush Convoy" battle that would not give victory even though all supply wagons were captured.
    • Fixed several map pathfinding problems.
    • Fixed bugs in retreat direction system. Retreat should be now much more efficient and not pass through enemies.
    • Fixed bug in melee that caused units to move rapidly back and forth.
    • Fixed problems that could make game to not launch in some systems. We added also a special bug report button, that you can use to send us your information about the technical issue you anticipate together with your contact email, so we can reach you if needed.
    • Fixed bug that allowed to drag and drop brigades/divisions to Corps that could not support them.
    • Fixed supply wagon health that was not replenishing in next battles.

    Controls

    • Controls support for AZERTY keyboards.
    • Added support for zoom with +/- keys.
    • Added option to deactivate double left-click Charge.
    • Discarded previous buggy Ctrl+Right click logic.
    • Group movement takes into consideration non-passable areas correcting previous pathfinding problems.

    Text

    • Fixed a few guide text errors.
    • Fixed some campaign map too long battle titles.
    • Fixed lowercase letters in Corps deployment zones.
    • Fixed wrong indication for 6pdr cannons.
    • Various text fixes based on your feedback.

    Other

    • Added correct insignia for the Confederates.
    • Several maps got proper terrain modifiers for swampy/muddy terrain, such as in Shiloh, Gaines' Mill, Malvern Hill battles. Tactics will have to be re-examined because it will be extremely costly to pass with your army from these regions.
    • Sound improvements in camp interface and menu.

    The new changes may have affected AI & Gameplay positively or negatively. Please let us know of any problem you may anticipate and we will try to solve it.

    Official forum: Link
    Steam forum: Link

    Enjoy!

    The Game-Labs Team

    EDIT 21/12/2016
    HotFix rev17635 Uploaded
    - Fixed missing South Corps in Fredericksburg
    - Fixed Custom Battle lack of resources (This feature is yet unfinished, please note)
    - Fixed some recommendations in text
    - Fixed double Visibility Boost Points in Thoroughfare's Gap Battle
    - Fixed expensive North Government Officers in Fredericksburg campaign phase
    - Improved AI in its ability to flank

    EDIT 22/12/2016
    HotFix rev17641 Uploaded
    - Fixed freeze in Shiloh

    You have to restart Steam to receive the update fast.


    [ 2016-12-22 14:47:33 CET ] [ Original post ]

    Patch 0.68 "Our first big update" + HotFix

    Hello Generals,

    We are happy to announce our first big update of Ultimate General: Civil War. It includes a comprehensive in-game guide to help not only the beginners but also those who would like to know a few more details about the game and its basic mechanics.

    We also enabled many Steam Achievements. You can check how to unlock all the included achievements in this link.

    The rest of the update offers several fixes and improvements based on your amazing and continuous feedback. Let's have a look at all the changes.

    Visit our blog: http://www.ultimategeneral.com/blog/ugcw-patch-068

    or read below

    Patch 0.68 rev17170

    New features


    • Enabled Steam Achievements for campaign and historical battles.
    • In-Game Guide added. The Ultimate General: Civil War manual covers all the basic aspects of gameplay and should help everyone to get started with the game.
    • Added message after the end of Battle of Antietam that the campaign shall continue when more battles are added. An auto-save is created to ensure you can continue later from this stage.


    AI

    • AI will be able to make more solid lines and protect its flanks better.
    • AI will desire to flank more and keep safe distance when needed.
    • AI will not merge into very dense, inefficient formations as before.
    • AI will be able to defend much more resiliently.


    General gameplay

    • Increased fall back duration and nullified speed penalty of wavering/retreat so units disengage more easily from each other. Previously they would melee for too long.


    Campaign balances

    • When a brigade is created, the most experienced officer is auto-assigned from barracks.
    • Player receives 100% of weapons from captured units.
    • Confederates in Battle of Malvern Hill (North Campaign) will be not so well equipped as before.
    • The Union in Battle of Shiloh (South Campaign) may be less in numbers with more probability.
    • Fixed wrong date of "River Crossing" Battle.
    • In "River Crossing" battle the AI will have more brigades but smaller.
    • In battles of "Crossroads" and "Cross keys" the AI will have better distribution of forces, more units but smaller.
    • Reduced reputation cost of Government items about -25%.
    • Economy now not only reduces weapons prices but also reduces prices for Officers and increases sell prices.
    • 2nd phase of first campaign battles resets morale and ammo for player's army.


    Bug Fixes

    • Fixed XXXX officer name.
    • Fixed wrong number of guns in battle recon bar.
    • Fixed issue that made possible to order items from Government with not enough reputation.
    • Fixed bug of deployed units that were placed outside of the battlefield.
    • Fixed multiple issues with battle restart.
    • Fixed multiple issues with advisor hints.
    • Fixed bugs that caused units to freeze at map corners.
    • Fixed pathfinding bugs for group movement.
    • Fixed bugs that happened when units collided with each other.
    • Fixed resolution issues that could make some systems unable to launch the game.
    • Various bug fixes that resulted in game freezing.


    Visual

    • Improved cannon shot craters appearance.


    Sound

    • Toned down some camp sounds that were too loud.


    Other

    • Now it's possible to save in first campaign battles.
    • Added VSync option. This should fix the issue of very high fps in menu for some systems.
    • Added name sorting in officer list.
    • Saves are sorted into list.
    • A few text fixes. Among those text fixes is a wrong message about Cavalry reinforcements in Gaines' Mill which was misconceived by many players as missing reinforcements.
    • Battle will not end suddenly when an objective is contested due to timer. If you find this issue happening in any more battles, please report with F11.


    Now we can advance to Fredericksburg and more new battles! As always, your feedback helps us to make the game better. Write to us in our forums:

    Official forum: Link
    Steam forum: Link

    Enjoy!

    The Game-Labs Team

    EDIT:
    - Hotfix uploaded fixing minor issues and an error that resulted to very big AI armies in some missions.


    [ 2016-11-28 14:42:45 CET ] [ Original post ]

    2nd Hotfix update v0.66

    Hello Generals,

    We have just deployed a hotfix adding some needed improvements that could not wait till our next bigger update. We are busy making the next patch but we cannot ignore some latest reports that could be addressed sooner.

    Campaign Balance


    • AI army will not be so strong in Shiloh battle (North Campaign).
    • AI army strength toned down in average for the whole campaign.

    Other

    • In-game music is turned on again. If you are a YouTuber and received a copyright claim for some reason, because YouTube thought that you are using our in-game music without our permission, please contact us or just dispute the claim and it will be resolved within 48 hours.
    • Camera can zoom-in now slightly closer.

    Please restart Steam to receive the update faster!

    Carry on Generals!
    The Game-Labs Team


    [ 2016-11-21 14:08:22 CET ] [ Original post ]

    Hotfix update v0.66

    Thank you everybody for your really extraordinary reception of our new game! We have just deployed an urgent hotfix based on your recent feedback.

    Campaign Balance


    • Reduced possibility of AI surprise factor, that could make you be heavily outnumbered in several campaign battles.


    This quick change aims to make the Campaign to run smoother, with balanced challenge to all difficulty levels.

    We would like to inform you that we are working for a bigger update that will be available next week. Among the several improvements and fixes it will contain a comprehensive text guide for the game.

    That is all for now! Enjoy!

    The Game-Labs Team


    [ 2016-11-18 14:50:13 CET ] [ Original post ]

    Ultimate General: Civil War on Steam Early Access



    Greetings Generals

    We are happy to inform you that our next game is finally available on Steam Early Access! Ultimate General: Civil War offers you a unique chance to experience the challenges of an American Civil War general.

    The game is built on a significantly improved, innovative, tactical combat engine offering a fascinating battle experience due to the variety of tactical choices and extremely challenging AI that will ruthlessly try to fight you using smart tactics, aggression and ground fortifications.

    For more information about the game please visit this link

    Early access
    The game has passed already a Two-Month Closed Beta period and is fully playable and stable. Early access campaign ends at the Battle of Antietam. This is needed because we want to receive your feedback on the AI and the campaign flow to make the bigger, more important battles even better. More custom and historical battles will be added as the game approaches completion. The full list of battles is provided on the steam page and on our development blog.

    We hope to finalize the game within 2-4 Months and will utilize Early Access phase to polish the game and perfect it for a full release. A “Bug Report” button is added to the main interface allowing you to inform us about anything not working correctly.

    To learn more about the game or provide your feedback please contact us:
    Web site: ultimategeneral.com
    Facebook: facebook.com/UltimateGeneralStrategyGames
    Twitter: twitter.com/GeneralUltimate
    YouTube: youtube.com/user/ultimategeneraltv
    email: info@game-labs.net

    We hope you will enjoy the game!
    The Game-Labs Team


    [ 2016-11-16 16:52:27 CET ] [ Original post ]