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Steam News24 February 201511y ago

Patch 1.1 Released!

The much anticipated update of Ultimate General: Gettysburg is finally ready! Artillery limbering, Night battles, Melee & Fire and many AI enhancements enrich the gameplay experience!

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 fixes1 addition2 changes0 removals
  • Gameplay
  • Balance
  • Maps
  • Security
changedThe much anticipated update of Ultimate General: Gettysburg is finally ready! Artillery limbering, Night battles, Melee & Fire and many AI enhancements enrich the gameplay experience!Read about it in our blog: http://www.ultimategeneral.com/blog/patch-11-released or below
addedNEW FEATURESMelee and Fire: Units will be able to shoot each other while in melee creating a realistic battle havoc. • Night, Dawn and Evening Battles: You will feel the importance of daylight that changes dynamically according to time of day and affects the visibility and accuracy of your units. Especially the speculative night battles of the 2nd day offer a spectacular variance to the epic conflict between the two sides. • Artillery limbering: Battles become much more realistic with this feature. To enable you simply draw a large enough movement arrow and the artillery will auto-limber and deploy to destination. • New icons indicate in Morale bar if the unit is at melee, is targeted or receives a morale boost from its general. • New icons indicate not only the kills but also the losses of units (for General units too).
fixedMULTIPLAYERFix of some reinforcements delaying too much to arrive. • Fix of some multiplayer objectives not being able to be captured easily. • Fix of very small battle delay for battle "Chance to change history". • Fix of some reinforcement units not positioned properly at arrival point. • "Conquer the map" scenario is rebalanced because previously it was heavily favoured for the Union. • "Ewell advances" is rebalanced to increase the tension of fight. More Confederates and Union reinforcements arrive. • "The Confederates counterattack Seminary Ridge" map is smaller and received balance to be interesting to play for both sides. • "Chance to change history" map is now simulating the full day 1 of the battle, from the morning when Buford tries to delay the Confederates, till the evening when the Confederates swarm the Union forces. • Fix of multiplayer army force bars that could show wrong balance of power. • Fix of multiplayer losses/kills that could differ in the end result. • +1 New Multiplayer map "Night Assault".
fixedGAMEPLAYAI will evaluate strategic positions and cover much more efficiently. • AI will be able to choose to double quick its units when it is needed, a behaviour that up to now worked only for the human player and could be used to overwhelm the AI. • AI will be able to deploy artillery even better, to gain fire superiority from distance or support fire lines. • AI will use its Generals much more effectively, supporting needed areas of the conflict. • AI will manually fall back as the human player much more efficiently. • AI will make defensive line formations facing always the nearest threat as a human player. • Slight reduce of artillery vulnerability to direct ranged attack (requested in forum). • Some undesirable too slow soldier movement issues are resolved. • Artillery is more effective from medium/long range. Especially the Confederate artillery got an additional increase in effectiveness. • Combat balance overhaul with aim to intensify defensive positions value and make charge decisions more crucial.
changedBATTLE FLOWMultiple fixes and improvements for proper continuation of the battle. • CSA Johnson Division may arrive at the 3rd battle phase of the 1st day. • Stannard's Brigade may reinforce Cemetery Hill if the 2nd battle phase of the 1st day is delayed enough.

Ultimate General: Gettysburg changes

changedRead about it in our blog: http://www.ultimategeneral.com/blog/patch-11-released or below
addedMelee and Fire: Units will be able to shoot each other while in melee creating a realistic battle havoc. • Night, Dawn and Evening Battles: You will feel the importance of daylight that changes dynamically according to time of day and affects the visibility and accuracy of your units. Especially the speculative night battles of the 2nd day offer a spectacular variance to the epic conflict between the two sides. • Artillery limbering: Battles become much more realistic with this feature. To enable you simply draw a large enough movement arrow and the artillery will auto-limber and deploy to destination. • New icons indicate in Morale bar if the unit is at melee, is targeted or receives a morale boost from its general. • New icons indicate not only the kills but also the losses of units (for General units too).
fixedFix of some reinforcements delaying too much to arrive. • Fix of some multiplayer objectives not being able to be captured easily. • Fix of very small battle delay for battle "Chance to change history". • Fix of some reinforcement units not positioned properly at arrival point. • "Conquer the map" scenario is rebalanced because previously it was heavily favoured for the Union. • "Ewell advances" is rebalanced to increase the tension of fight. More Confederates and Union reinforcements arrive. • "The Confederates counterattack Seminary Ridge" map is smaller and received balance to be interesting to play for both sides. • "Chance to change history" map is now simulating the full day 1 of the battle, from the morning when Buford tries to delay the Confederates, till the evening when the Confederates swarm the Union forces. • Fix of multiplayer army force bars that could show wrong balance of power. • Fix of multiplayer losses/kills that could differ in the end result. • +1 New Multiplayer map "Night Assault".
fixedAI will evaluate strategic positions and cover much more efficiently. • AI will be able to choose to double quick its units when it is needed, a behaviour that up to now worked only for the human player and could be used to overwhelm the AI. • AI will be able to deploy artillery even better, to gain fire superiority from distance or support fire lines. • AI will use its Generals much more effectively, supporting needed areas of the conflict. • AI will manually fall back as the human player much more efficiently. • AI will make defensive line formations facing always the nearest threat as a human player. • Slight reduce of artillery vulnerability to direct ranged attack (requested in forum). • Some undesirable too slow soldier movement issues are resolved. • Artillery is more effective from medium/long range. Especially the Confederate artillery got an additional increase in effectiveness. • Combat balance overhaul with aim to intensify defensive positions value and make charge decisions more crucial.
changedMultiple fixes and improvements for proper continuation of the battle. • CSA Johnson Division may arrive at the 3rd battle phase of the 1st day. • Stannard's Brigade may reinforce Cemetery Hill if the 2nd battle phase of the 1st day is delayed enough.

The much anticipated update of Ultimate General: Gettysburg is finally ready! Artillery limbering, Night battles, Melee & Fire and many AI enhancements enrich the gameplay experience!

Read about it in our blog: http://www.ultimategeneral.com/blog/patch-11-released or below

NEW FEATURES

Melee and Fire: Units will be able to shoot each other while in melee creating a realistic battle havoc. • Night, Dawn and Evening Battles: You will feel the importance of daylight that changes dynamically according to time of day and affects the visibility and accuracy of your units. Especially the speculative night battles of the 2nd day offer a spectacular variance to the epic conflict between the two sides. • Artillery limbering: Battles become much more realistic with this feature. To enable you simply draw a large enough movement arrow and the artillery will auto-limber and deploy to destination. • New icons indicate in Morale bar if the unit is at melee, is targeted or receives a morale boost from its general. • New icons indicate not only the kills but also the losses of units (for General units too).

MULTIPLAYER

• Fix of some reinforcements delaying too much to arrive. • Fix of some multiplayer objectives not being able to be captured easily. • Fix of very small battle delay for battle "Chance to change history". • Fix of some reinforcement units not positioned properly at arrival point. • "Conquer the map" scenario is rebalanced because previously it was heavily favoured for the Union. • "Ewell advances" is rebalanced to increase the tension of fight. More Confederates and Union reinforcements arrive. • "The Confederates counterattack Seminary Ridge" map is smaller and received balance to be interesting to play for both sides. • "Chance to change history" map is now simulating the full day 1 of the battle, from the morning when Buford tries to delay the Confederates, till the evening when the Confederates swarm the Union forces. • Fix of multiplayer army force bars that could show wrong balance of power. • Fix of multiplayer losses/kills that could differ in the end result. • +1 New Multiplayer map "Night Assault".

GAMEPLAY

• AI will evaluate strategic positions and cover much more efficiently. • AI will be able to choose to double quick its units when it is needed, a behaviour that up to now worked only for the human player and could be used to overwhelm the AI. • AI will be able to deploy artillery even better, to gain fire superiority from distance or support fire lines. • AI will use its Generals much more effectively, supporting needed areas of the conflict. • AI will manually fall back as the human player much more efficiently. • AI will make defensive line formations facing always the nearest threat as a human player. • Slight reduce of artillery vulnerability to direct ranged attack (requested in forum). • Some undesirable too slow soldier movement issues are resolved. • Artillery is more effective from medium/long range. Especially the Confederate artillery got an additional increase in effectiveness. • Combat balance overhaul with aim to intensify defensive positions value and make charge decisions more crucial.

BATTLE FLOW

• Multiple fixes and improvements for proper continuation of the battle. • CSA Johnson Division may arrive at the 3rd battle phase of the 1st day. • Stannard's Brigade may reinforce Cemetery Hill if the 2nd battle phase of the 1st day is delayed enough.

VISUAL

• Improvement on how unit formations bend on hills that increases the 3D depth perception. • Intensification

Source

Steam News / 24 February 2015

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