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Steam News14 November 201411y ago

Patch v1.01

This is the first post-release update for Ultimate General: Gettysburg. A few of our many new game enhancements include: artillery targeting error fixes, AI & gameplay improvements, better morale and 7 new multiplayer m

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Full Ultimate General: Gettysburg update

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What changed

1 fix2 additions2 changes0 removals
  • Compatibility
  • Maps
addedThis is the first post-release update for Ultimate General: Gettysburg. A few of our many new game enhancements include: artillery targeting error fixes, AI & gameplay improvements, better morale and 7 new multiplayer maps. Additionally, we now offer the game to Linux users! You can read about version 1.01 in our blog: http://www.ultimategeneral.com/blog/patch-101 or below:
changedLINUX version available!Linux users will now be able to enjoy Ultimate General: Gettysburg. It’s also good to note that a single game purchase via the Steam store is compatible with Windows, Mac and Linux.
fixedMULTIPLAYER7 New Multiplayer maps: - The Confederates counter-attack on Seminary Ridge - Fight for 2 hills - Meeting at Cemetery Ridge - The Round Top hills attacked from the south - What if Buford had not held McPherson Ridge? - Pickett's charge! (multiplayer edition) - Ewell advances Multiplayer has now 12 scenarios for 1vs1 matches. • Chat functionality: You can chat in the battle lobby using the new text window, as well as during a battle using the “Enter” key. • Updated game with the new single player improvements (see below). • Fixed some multiplayer stability and functionality issues. • “Conquer the map” now gets cavalry reinforcements correctly from the western valleys, giving more opportunities to the Confederates for flanking Cemetery ridge.
changedAIThe AI will now be a stubborn defender when it has to be. It will actively try to protect high priority objectives and will not chase other units away as it did before. This is best seen on maps where the AI Union must protect Cemetery hill. • The AI will be more decisive when storming your positions with multiple unit charges. • The AI will often maneuver its units in columns behind its lines to support flanks and mobilize reserves. This helps a lot when it must defend locations like Cemetery Hill and Culp's Hill, where it is needed to switch reserves between the hills. • The AI more often will move its artillery closer to your positions to inflict more casualties. • All AI personalities have received improvements according to their character. • The AI will not use cavalry & videttes irritatingly and too aggressively, but will use them to harass you when it is needed, as a player does.
addedGENERAL GAMEPLAYMore resilient morale that takes into consideration more the units' combat effectiveness. Units that inflict many casualties will fight more heroically and will have steadier morale. On the contrary, units that are badly beaten and have poor combat effectiveness will be more fragile throughout the battle. • Reduced the strength of charges. Uncoordinated frontal assaults on heavily fortified positions will be suicidal and can lead to units losing their fighting condition very fast. A slower advance results in units being effective for a longer time. • Reduced cavalry strength. Cavalry are weaker against massed firearms. • Improved unit targeting and auto-line management. Units now need even less babysitting. • Artillery movement speed is increased in relation to infantry speed. • Intensified terrain movement penalties. Units climbing hills, entering built-up areas, forests will slow down significantly. As a result, defensive positions are now more powerful. • Rebalanced terrain cover bonuses/penalties so that the benefits of concealment are clearer. • Units moving in a firing line formation will be much slower compared to units in column formation. You can now use columns to maneuver faster or slowly fire and advance in line formation without isolating units from the

Ultimate General: Gettysburg changes

addedThis is the first post-release update for Ultimate General: Gettysburg. A few of our many new game enhancements include: artillery targeting error fixes, AI & gameplay improvements, better morale and 7 new multiplayer maps. Additionally, we now offer the game to Linux users! You can read about version 1.01 in our blog: http://www.ultimategeneral.com/blog/patch-101 or below:
changedLinux users will now be able to enjoy Ultimate General: Gettysburg. It’s also good to note that a single game purchase via the Steam store is compatible with Windows, Mac and Linux.
fixed7 New Multiplayer maps: - The Confederates counter-attack on Seminary Ridge - Fight for 2 hills - Meeting at Cemetery Ridge - The Round Top hills attacked from the south - What if Buford had not held McPherson Ridge? - Pickett's charge! (multiplayer edition) - Ewell advances Multiplayer has now 12 scenarios for 1vs1 matches. • Chat functionality: You can chat in the battle lobby using the new text window, as well as during a battle using the “Enter” key. • Updated game with the new single player improvements (see below). • Fixed some multiplayer stability and functionality issues. • “Conquer the map” now gets cavalry reinforcements correctly from the western valleys, giving more opportunities to the Confederates for flanking Cemetery ridge.
changedThe AI will now be a stubborn defender when it has to be. It will actively try to protect high priority objectives and will not chase other units away as it did before. This is best seen on maps where the AI Union must protect Cemetery hill. • The AI will be more decisive when storming your positions with multiple unit charges. • The AI will often maneuver its units in columns behind its lines to support flanks and mobilize reserves. This helps a lot when it must defend locations like Cemetery Hill and Culp's Hill, where it is needed to switch reserves between the hills. • The AI more often will move its artillery closer to your positions to inflict more casualties. • All AI personalities have received improvements according to their character. • The AI will not use cavalry & videttes irritatingly and too aggressively, but will use them to harass you when it is needed, as a player does.
addedMore resilient morale that takes into consideration more the units' combat effectiveness. Units that inflict many casualties will fight more heroically and will have steadier morale. On the contrary, units that are badly beaten and have poor combat effectiveness will be more fragile throughout the battle. • Reduced the strength of charges. Uncoordinated frontal assaults on heavily fortified positions will be suicidal and can lead to units losing their fighting condition very fast. A slower advance results in units being effective for a longer time. • Reduced cavalry strength. Cavalry are weaker against massed firearms. • Improved unit targeting and auto-line management. Units now need even less babysitting. • Artillery movement speed is increased in relation to infantry speed. • Intensified terrain movement penalties. Units climbing hills, entering built-up areas, forests will slow down significantly. As a result, defensive positions are now more powerful. • Rebalanced terrain cover bonuses/penalties so that the benefits of concealment are clearer. • Units moving in a firing line formation will be much slower compared to units in column formation. You can now use columns to maneuver faster or slowly fire and advance in line formation without isolating units from the

This is the first post-release update for Ultimate General: Gettysburg. A few of our many new game enhancements include: artillery targeting error fixes, AI & gameplay improvements, better morale and 7 new multiplayer maps. Additionally, we now offer the game to Linux users! You can read about version 1.01 in our blog: http://www.ultimategeneral.com/blog/patch-101 or below:

Ultimate General: Gettysburg Patch 1.01

LINUX version available!

Linux users will now be able to enjoy Ultimate General: Gettysburg. It’s also good to note that a single game purchase via the Steam store is compatible with Windows, Mac and Linux.

MULTIPLAYER

7 New Multiplayer maps: - The Confederates counter-attack on Seminary Ridge - Fight for 2 hills - Meeting at Cemetery Ridge - The Round Top hills attacked from the south - What if Buford had not held McPherson Ridge? - Pickett's charge! (multiplayer edition) - Ewell advances Multiplayer has now 12 scenarios for 1vs1 matches. • Chat functionality: You can chat in the battle lobby using the new text window, as well as during a battle using the “Enter” key. • Updated game with the new single player improvements (see below). • Fixed some multiplayer stability and functionality issues. • “Conquer the map” now gets cavalry reinforcements correctly from the western valleys, giving more opportunities to the Confederates for flanking Cemetery ridge.

AI

• The AI will now be a stubborn defender when it has to be. It will actively try to protect high priority objectives and will not chase other units away as it did before. This is best seen on maps where the AI Union must protect Cemetery hill. • The AI will be more decisive when storming your positions with multiple unit charges. • The AI will often maneuver its units in columns behind its lines to support flanks and mobilize reserves. This helps a lot when it must defend locations like Cemetery Hill and Culp's Hill, where it is needed to switch reserves between the hills. • The AI more often will move its artillery closer to your positions to inflict more casualties. • All AI personalities have received improvements according to their character. • The AI will not use cavalry & videttes irritatingly and too aggressively, but will use them to harass you when it is needed, as a player does.

GENERAL GAMEPLAY

• More resilient morale that takes into consideration more the units' combat effectiveness. Units that inflict many casualties will fight more heroically and will have steadier morale. On the contrary, units that are badly beaten and have poor combat effectiveness will be more fragile throughout the battle. • Reduced the strength of charges. Uncoordinated frontal assaults on heavily fortified positions will be suicidal and can lead to units losing their fighting condition very fast. A slower advance results in units being effective for a longer time. • Reduced cavalry strength. Cavalry are weaker against massed firearms. • Improved unit targeting and auto-line management. Units now need even less babysitting. • Artillery movement speed is increased in relation to infantry speed. • Intensified terrain movement penalties. Units climbing hills, entering built-up areas, forests will slow down significantly. As a result, defensive positions are now more powerful. • Rebalanced terrain cover bonuses/penalties so that the benefits of concealment are clearer. • Units moving in a firing line formation will be much slower compared to units in column formation. You can now use columns to maneuver faster or slowly fire and advance in line formation without isolating units from the

Source

Steam News / 14 November 2014

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