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Steam News2 October 201411y ago

Introducing Tilt-Shift Mode

In our first promotional screenshots, we promised a special filter that would make the battlefield look like a tilt-shift photo image.

Full notes

Full Ultimate General: Gettysburg update

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

What changed

2 fixes3 additions1 change0 removals
  • Compatibility
  • Maps
  • Server
  • Fixes
  • Performance
addedIn our first promotional screenshots, we promised a special filter that would make the battlefield look like a tilt-shift photo image. As the final release of the game approaches, we now offer the first version of this unique visual feature and more! The gameplay and AI received more improvements as per your feedback. You can read about the patch in our blog (includes Tilt-Shift screenshots): http://www.ultimategeneral.com/blog/ultimate-general-pre-release-patch-3 or below
addedNEW FEATURESTilt-Shift: We’ve deployed the first version of our unique image filter that makes the battlefield appear more 3D, as seen in our first promotional screenshots. The option is on the first page of the menu for easy access and is disabled by default. We hope you enjoy playing with Tilt-Shift enabled and await your feedback on how to improve it for the best visual experience. Note: Depending on your system specs, tilt-shift may reduce performance.
fixedMULTIPLAYERFixed frozen units/flags bug. • Fixed Line of Sight not working in multiplayer (you could see your opponent inside the fog of war). • Fixed some other bugs that could cause disconnections. Note: Melee can still be buggy. You might see a unit in melee and your opponent will see the same unit fighting at range. Due to this bug, melee can last longer than intended. We’re working to solve the issue. Please report the bug if you think you’ve found it.
changedGAMEPLAYAI Generals will now make more sensible decisions about when to charge, all based on their personality. • The AI should now have more effective decision-making, especially in defense. • Melee and charges are now much more powerful. Previously, we felt they were weak. It will now be possible to trap and demolish units with flank attacks or careful defensive play. • Close range fire will now be devastating, making frontal charges extremely detrimental for the attacker. • Defensive positions and cover and terrain bonuses have been enhanced. It will now be much more difficult to capture a heavily defended position. The Union will generally benefit more from this as they tend to fight in defense. • Stone walls on Cemetery Ridge (The Angle) and Oak Ridge (Where Baxter was fortified) now give increased cover bonuses, making these positions even more valuable. • Improved Line of Sight and terrain features in various locations. E.g. Much better visibility from Cemetery Ridge to shell attackers. This applies to other areas, including Little Round Top, Round Top, Seminary Ridge etc.
fixedFIXESFixed issue in which AI units moved back and forth aimlessly. • Cleaned up code that could result in some minor issues.
addedOTHERAdded music to the preview battle screen (The game has different music for Menu, Win, Loss, pre-battle events). • Added option "Crash Report" at launch for users that may have problems launching the game. If this is the case, for example you have a CTD at startup, then please run the game by selecting "Crash Report" and write the issue so we receive the appropriate data. We changed the Union AI to be better at defending Cemetery Hill. We would like your opinions on whether this was successful. Share your feedback on the Game-Labs and Steam Forums. - Game-Labs Forum - Steam Forum . Enjoy, Game-Labs

Ultimate General: Gettysburg changes

addedIn our first promotional screenshots, we promised a special filter that would make the battlefield look like a tilt-shift photo image. As the final release of the game approaches, we now offer the first version of this unique visual feature and more! The gameplay and AI received more improvements as per your feedback. You can read about the patch in our blog (includes Tilt-Shift screenshots): http://www.ultimategeneral.com/blog/ultimate-general-pre-release-patch-3 or below
addedTilt-Shift: We’ve deployed the first version of our unique image filter that makes the battlefield appear more 3D, as seen in our first promotional screenshots. The option is on the first page of the menu for easy access and is disabled by default. We hope you enjoy playing with Tilt-Shift enabled and await your feedback on how to improve it for the best visual experience. Note: Depending on your system specs, tilt-shift may reduce performance.
fixedFixed frozen units/flags bug. • Fixed Line of Sight not working in multiplayer (you could see your opponent inside the fog of war). • Fixed some other bugs that could cause disconnections. Note: Melee can still be buggy. You might see a unit in melee and your opponent will see the same unit fighting at range. Due to this bug, melee can last longer than intended. We’re working to solve the issue. Please report the bug if you think you’ve found it.
changedAI Generals will now make more sensible decisions about when to charge, all based on their personality. • The AI should now have more effective decision-making, especially in defense. • Melee and charges are now much more powerful. Previously, we felt they were weak. It will now be possible to trap and demolish units with flank attacks or careful defensive play. • Close range fire will now be devastating, making frontal charges extremely detrimental for the attacker. • Defensive positions and cover and terrain bonuses have been enhanced. It will now be much more difficult to capture a heavily defended position. The Union will generally benefit more from this as they tend to fight in defense. • Stone walls on Cemetery Ridge (The Angle) and Oak Ridge (Where Baxter was fortified) now give increased cover bonuses, making these positions even more valuable. • Improved Line of Sight and terrain features in various locations. E.g. Much better visibility from Cemetery Ridge to shell attackers. This applies to other areas, including Little Round Top, Round Top, Seminary Ridge etc.
fixedFixed issue in which AI units moved back and forth aimlessly. • Cleaned up code that could result in some minor issues.

In our first promotional screenshots, we promised a special filter that would make the battlefield look like a tilt-shift photo image. As the final release of the game approaches, we now offer the first version of this unique visual feature and more! The gameplay and AI received more improvements as per your feedback. You can read about the patch in our blog (includes Tilt-Shift screenshots): http://www.ultimategeneral.com/blog/ultimate-general-pre-release-patch-3 or below

Ultimate General: Gettysburg Patch 0.94

------------------------------------------------------------

NEW FEATURES

• Tilt-Shift: We’ve deployed the first version of our unique image filter that makes the battlefield appear more 3D, as seen in our first promotional screenshots. The option is on the first page of the menu for easy access and is disabled by default. We hope you enjoy playing with Tilt-Shift enabled and await your feedback on how to improve it for the best visual experience. Note: Depending on your system specs, tilt-shift may reduce performance.

MULTIPLAYER

• Fixed frozen units/flags bug. • Fixed Line of Sight not working in multiplayer (you could see your opponent inside the fog of war). • Fixed some other bugs that could cause disconnections. Note: Melee can still be buggy. You might see a unit in melee and your opponent will see the same unit fighting at range. Due to this bug, melee can last longer than intended. We’re working to solve the issue. Please report the bug if you think you’ve found it.

GAMEPLAY

• AI Generals will now make more sensible decisions about when to charge, all based on their personality. • The AI should now have more effective decision-making, especially in defense. • Melee and charges are now much more powerful. Previously, we felt they were weak. It will now be possible to trap and demolish units with flank attacks or careful defensive play. • Close range fire will now be devastating, making frontal charges extremely detrimental for the attacker. • Defensive positions and cover and terrain bonuses have been enhanced. It will now be much more difficult to capture a heavily defended position. The Union will generally benefit more from this as they tend to fight in defense. • Stone walls on Cemetery Ridge (The Angle) and Oak Ridge (Where Baxter was fortified) now give increased cover bonuses, making these positions even more valuable. • Improved Line of Sight and terrain features in various locations. E.g. Much better visibility from Cemetery Ridge to shell attackers. This applies to other areas, including Little Round Top, Round Top, Seminary Ridge etc.

FIXES

• Fixed issue in which AI units moved back and forth aimlessly. • Cleaned up code that could result in some minor issues.

OTHER

• Added music to the preview battle screen (The game has different music for Menu, Win, Loss, pre-battle events). • Added option "Crash Report" at launch for users that may have problems launching the game. If this is the case, for example you have a CTD at startup, then please run the game by selecting "Crash Report" and write the issue so we receive the appropriate data. We changed the Union AI to be better at defending Cemetery Hill. We would like your opinions on whether this was successful. Share your feedback on the Game-Labs and Steam Forums. - Game-Labs Forum - Steam Forum . Enjoy, Game-Labs

Source

Steam News / 2 October 2014

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