





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 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.
- 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.
- 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.
- 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.
- Improved cannon shot craters appearance.
- Toned down some camp sounds that were too loud.
- 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.
[ 2016-11-28 13:42:45 CET ] [ Original post ]
- Ultimate General: Civil War Linux [1.65 G]
MAIN FEATURES
Full campaign: Fight in the American Civil War campaign and participate in 50+ battles from small engagements to massive battles that can last several days over hundreds of square miles of terrain. Campaign fully depends on player actions and battle results. Historical battles can also be played separately.
Early access edition includes the following battles in the campaign:
- Battle of Aquia Creek
- Battle of Philippi
- 1st Battle of Bull Run
- Battle of Shiloh
- Battle of Gaines' Mill
- Battle of Malvern Hill
- 2nd Battle of Bull Run
- Battle of Antietam
- + 10 minor engagements different for each side
The following battles will be added when the game is fully ready in a couple of months:
- Battle of Fredericksburg
- Battle of Stones River
- Battle of Chancellorsville
- Battle of Gettysburg
- Battle of Chickamauga
- Battle of Cold Harbor
- Battle of Richmond
- Battle of Washington
- + 13 minor engagements different for each side
Army management: You are the general. You have full control over the army composition. Based on your successes and reputation you might get access to more corps, divisions and brigades. Keep your soldiers alive and they will learn to fight better, turning from green rookies to crack veterans. Lose a lot of your soldiers and you might not have enough reinforcements to deliver victories. Your reputation will suffer, army morale will drop and you will be forced to resign.
Innovative command system: You decide which level of control you want. Command every unit individually or just give them a main goal with one button click and watch if they can take that hill. Army divisions commanders can make decisions on their own and help you control the largest army. Draw a defensive line and allocated brigades will defend it like lions. Or design a deep flanking maneuver by just drawing an arrow and send the whole army to the enemy flank or the rear. Your generals will try to fulfill your orders, although "no plan survives contact with the enemy".
Officer progression: Historical unit commanders progress and become better fighters together with the player. The Officers rank up based on their units’ performance, but its war and they can be wounded or even get killed in action. New ranks open new possibilities and allow officers to lead bigger units without efficiency loss. Winning battles also opens new possibilities for you as a general, increasing skills such as reconnaissance or political influence.
Historical weapons: There is huge variety of Civil War weaponry from mass produced Enfield pattern rifles to rare Whitworths. Historical availability has also been implemented. Certain weapons can only be captured by raiding supplies or taken from the enemy on the battlefield.
Enhanced unit control: Detach skirmishers to send them to scout those hills ahead. Or merge several brigades into one bigger division if it’s needed. Dismount the cavalry to become less visible to the enemy or mount for fast flanking charges and supply raids. Supplies are extremely important and you have to plan and defend the provisions otherwise the battle might end for you early.
Advanced Artificial Intelligence: You will face a strong enemy. AI will flank you, will hit your weak spots and undefended high ground, will chase and cut your supplies and will try to destroy unguarded artillery batteries. AI will use terrain and will take cover and retreat if overwhelmed.
Terrain matters: Trenches, lines, fences, houses, fields – everything can help to achieve victory, if you know how to use it. Hills will allow you to see enemy units earlier. Rivers and bridges can become natural obstacles that will help you to defend. Forests can help you hide your movements and flank the enemy.
Beautiful maps: We believe that modern technology allows hardcore war-games to finally stop being brown on green hexes. Hardcore, deep war games can be beautiful. In our game, every historical battle landscape is accurately hand-drawn, utilizing data from satellite and historical maps. The topography plays immense strategic role and helps to understand how battles were fought and to learn history.
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