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Steam News27 November 20241y ago

SGS VERSION 1.5 in SGS Korean War

SGS VERSION 1.5 in SGS Korean War NEW Battle view: Battle location highlighted on the map for easier recognition.

In this update3

Full notes

Full SGS Korean War update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes4 additions3 changes3 removals
  • Maps
  • Gameplay
  • UI and audio
  • Balance
changedNEWBattle view : Battle location highlighted on the map for easier recognition.
changedNEWErgonomics : WASD keys to move the map (is QZSD on Azerty keyboard)
changedNEWInformation : more detailed Terrain info now provided in region windows, dynamically calculated from map conditions.
addedNEWCombat System : new feature with specific modifiers now possible for some specific units in specific rounds (e.g. in a forthcoming project, Japanese Samurai units will have a special close combat bonus in the last round of battle, or, in SGS Dien Bien Phu, VM units will have lower long-range fire but higher close-combat power with this system.)
fixedNEWStreamlined UI : logic for button looks and position has been rethought and streamlined so that it is consistent in all parts of the game. Most windows now have less transparency and an outline to make them standout better. The top part of the screen has been re-arranged on a fixed top bar and fonts have been adjusted and changed, and a button to get current scenario information added,
addedNEWNew units (airbases defenses, military police) and cards added.

SGS Korean War changes

changedBattle view : Battle location highlighted on the map for easier recognition.
changedErgonomics : WASD keys to move the map (is QZSD on Azerty keyboard)
changedInformation : more detailed Terrain info now provided in region windows, dynamically calculated from map conditions.
addedCombat System : new feature with specific modifiers now possible for some specific units in specific rounds (e.g. in a forthcoming project, Japanese Samurai units will have a special close combat bonus in the last round of battle, or, in SGS Dien Bien Phu, VM units will have lower long-range fire but higher close-combat power with this system.)
fixedStreamlined UI : logic for button looks and position has been rethought and streamlined so that it is consistent in all parts of the game. Most windows now have less transparency and an outline to make them standout better. The top part of the screen has been re-arranged on a fixed top bar and fonts have been adjusted and changed, and a button to get current scenario information added,

SGS VERSION 1.5 in SGS Korean War

NEW

  • Battle view: Battle location highlighted on the map for easier recognition.

  • Battle List: the participants appear in a popup over the battle location name in the window, allowing examination of the units involved on both sides, quite useful to make later use of battle cards, among other advantages

  • Ergonomics: WASD keys to move the map (is QZSD on Azerty keyboard)

  • Information: more detailed Terrain info now provided in region windows, dynamically calculated from map conditions.

  • Combat Systemnew feature with specific modifiers now possible for some specific units in specific rounds (e.g. in a forthcoming project, Japanese Samurai units will have a special close combat bonus in the last round of battle, or, in SGS Dien Bien Phu, VM units will have lower long-range fire but higher close-combat power with this system.)
  • Streamlined UIlogic for button looks and position has been rethought and streamlined so that it is consistent in all parts of the game. Most windows now have less transparency and an outline to make them standout better. The top part of the screen has been re-arranged on a fixed top bar and fonts have been adjusted and changed, and a button to get current scenario information added,
  • New units (airbases defenses, military police) and cards added.

IMPROVEMENTS

  • Movement: Right click move on stack with immobilized units will select only the units that can move (no longer need to split them out of the stack to activate a move)

  • Retreat: land retreat is now possible if the region contains only camouflaged units of the other sides (they no longer prevent retreat)

  • Naval retreat and embarkation upon port capture: naval units in a just captured port will sail away, and land units inside port will embark (loading space permitting) on the retreating ships.

  • Combatcombat bonus are capped at -4/+4 (all modifiers of all kinds added)
  • Morale boosters are capped (designer choice, here this is +4)

  • Morale can not exceed 9 (this is max cap, all modifiers from all kinds added)

  • FoWreconnaissance cards can only view units not under fog of war now (but may be changed by specific scenario rules), so you no longer see or select yellow spots not visible normally.

FIXES

Video Tutorials: the progress bar progression is now working as expected

Source

Steam News / 27 November 2024

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