Full notes
Full Total Victory: World Conflict 1939-1945 update
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What changed
- Compatibility
- UI and audio
- Gameplay
Total Victory: World Conflict 1939-1945 changes
Dev Diary: Beta Testing, Wishlist Milestones, and the Road to Release
Hello everyone!
Development on Total Victory is moving along smoothly, and we are entering an exciting phase. Our beta testers are currently into a 4-player Play-By-Email (PBEM) game. I am pleased to report that they are encountering very few bugs. Instead, the main debates are centered around game balance and historical accuracy. One of our testers has already created a fantastic graphical mod that the entire group has adopted. The community's insight and dedication are having a tremendous impact on making the game the best it can be.
Community Feedback & Feature Requests
I’ve also been closely monitoring the Steam forums, and the feedback has been phenomenal. You’ve brought some insightful ideas to the table, and I’ve already implemented several player suggestions that made immediate sense.
More difficult feature requests, that require heavy coding, will be considered for post-release updates. With the launch window approaching, my absolute focus must remain on immediate polish and getting the game into your hands. I know how eager you all are to play, and keeping our scope locked is the best way to get the game across the finish line.
Milestone: 10,000+ Wishlists!
Thanks to our recent demo release and some fantastic streamer coverage, Total Victory has officially surpassed 10,000 wishlists!
This is a massive milestone for an indie wargame. It significantly boosts our visibility within Steam's algorithms. A larger community at launch means a much deeper pool of PBEM opponents for everyone. Looking ahead, our participation in the upcoming Steam Next Fest should easily double that number and carry even more momentum into launch.
The Frontiers of the AI (Computer Opponent)
On the technical side, my primary focus has been on the Computer Opponent (CO) modules. Building a competent strategy CO is one of the most complex parts of development.
Currently the CO is in a solid, playable state. If you are playing a PBEM game with human players, the CO is already capable of managing the land-power nations.
I have roughly three months until launch. To get the game completely feature-complete and polished, my checklist for the next 90 days consists of four key priorities:
1. Fine-Tuning Tactical CO: Elevating the CO's immediate, turn-by-turn tactical decision making from "fair" to "good."
2. Strategic CO Scripting: Programming high level operational behaviors so the CO can plan and execute massive strategic operations, such as orchestrating the 1944 invasion of France.
3. Personal Playtesting: Spending significant time playing through the scenarios myself to hunt down minor bugs and polish the user experience.
4. Localization: Translating the rulebook and user interface into 12 languages to welcome players from all over the world.
Thank you all for your incredible support, your wishlists, and your ongoing feedback on the forums. One final note, the Nextfest will bring a new scenario for everyone to play.
Know your support of this game goes to help a disabled person in my family.
Source
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