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Grand Tactician: The Civil War (1861-1865) News

Grand Tactician version 1.0 Released!



After over a year in Early Access, Grand Tactician: The Civil War (1861-1865) has been released!

We would like to take this opportunity to thank all of the Early Access players -- your help and encouragement has been invaluable!

https://store.steampowered.com/app/654890/Grand_Tactician_The_Civil_War_18611865/

While the game has now reached maturity and released -status, this does not mean the end of further development. Instead, we are planning on continuing to expand the game's features after the release. The first steps can be seen in our Post Release Road Map, which you can find here:

http://www.grandtactician.com/thecivilwar/blog/articles/a-post-release-road-map

You may also find the game's manual, fresh from print, in the game's install folder, Steam store and library pages, as well as behind this direct link:

https://store.steampowered.com/manual/654890/

We are, sir/ma'am, Your very ob't se'v'ts,

The Grand Tactician Team

Release Day Stream

Watch Tortuga Power and The Historical Gamer play Grand Tactician!

Latest Patch 0.9604

Uploaded September 10, 2021:

Please use separate threads in the forum if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/

Campaigns:
  • finished intervention tooltips, also for strategy panel
  • assumed fixed: replacing WIA/KIA commanders sometimes leads to multiple assignments
  • AI now prefers recruiting smaller units in nearby states instead of larger units far away
  • fixed: economy report mixes up overproduction and underproduction
  • fixed: units do not lose ammo while retreating
  • fixed: sometimes retreat button needs to be pressed twice before battle panel disappears
  • now preventing states to switch faction by change of support, states may now only switch alliances through policies & objectives
  • fixed: too dummy commanders are assigned although others are available
  • fixed: all dummy commanders have home state “Alabama”
  • improved: AI raises campaign groups although others are close
  • fixed: CSA policy Mexican Intervention can be activated without Military II
  • filter search text (military panel) is now cleared when adding new groups or using drag and drop
  • fixed: filters not working in unit list view
  • fixed: wrong side information for sunken ships in battle monument tooltip
  • spawning armies when war starts now start with readiness 0
  • changed commander appointment system: now lower ranks can be assigned for higher positions, assignment now takes rank, experience and fame into account


Battles:
  • improved AI refuse flanks and facing behavior, esp. in defensive stance
  • fixed: units in assault column not triggering charges
  • fixed: units charging falling back enemies have wrong facing
  • fixed: if during fallback a new target out of firing range is assigned the selected unit moves towards enemy with reversed facing
  • victory balance is now influenced by casualty ratios to prevent long lasting battles through objective points
  • reduced objectives for campaign battles, depending on participating troops
  • fixed: units have troubles leaving entry points when ordered by player ALT+
  • fixed: OOB not showing content when opened the first time
  • units now improve morale overnight
  • some men now can escape if a unit surrenders, depending on fighting spirit and experience
  • fixed: AI now reforms from (attack) column to line if firing on enemies (not charging)
  • assumed fixed: cavalry horse sprites are sometimes shown between enemy and own unit when falling back


Other:
  • fixed button states/visuals: main menu (all layers), army orders (battles)
  • Main menu music now not stuttering anymore and linked to music options
  • fixed: game guide still shown at start of each campaign & battle, although it was already shown before

Latest Patch 0.9504

Uploaded August 29, 2021:

This patch can be seen more as a hotfix for the melee and surrender problems in 0.9409.

Please use separate threads in the forum if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/

Campaigns:
  • fixed: sorting commanders by administration not working
  • changed logic for commander filters
  • raiding of blockade fleets now does not influence national morale anymore
  • added workaround for units that are placed on navmesh islands and cannot leave
  • AI now constructs forts on fewer and better suitable construction sites
  • added preset commander filters when replacing officers
  • added enhanced tooltip for interventions, though not working as intended yet
  • fixed high number of disintegrations related to huge block areas around enemy troops
  • fixed: late game buildings are shown from start on


Battles:
  • increased influence of losses on victory balance
  • units now retreat in slightly larger distances towards enemy units to prevent moving through small gaps in enemy lines
  • fixed: melee status not resetting, leading to surrender of routed units
  • fixed: AI artillery fallback not working if enemy is close
  • cavalry and artillery now mount when retreating


Other:
  • added “X” and “ESC” to close panels, removed similar functionality by using RMB

Latest Patch 0.9409

Patch 0.9409 uploaded Aug 24, 2021:

Please use separate threads in the forum if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/

Campaigns:
  • fixed: withdrawing sometimes runs into wrong direction
  • withdrawing now results in more intense rearguard activity and higher casualties
  • fixed: sometimes units are stuck in permanent retreat because retreat direction was not far enough or inside enemy terrain
  • fixed: forage not stored in supply depots
  • fixed: upgrade price for rifles is shown wrong in weapon list
  • reduced income of income tax massively, increased army upkeep slightly, increased fleet upkeep massively
  • fixed: sometimes unit withdraw into wrong direction
  • fixed: exceptions related to siege and navy engagement of same fort
  • fixed: retreat destinations also take into account neutral and hidden units
  • refixed: WIA/POW/KIA/Available for service commander filters not working
  • fixed: disabled commanders from lower unit hierarchies are not replaced automatically
  • changed wording for intervention tooltip: player needs a major victory in order to provoke Europe to intervene & French interventions needs “Mexican Intervention” policy
  • rebalanced: intervention forces are now moving faster due to high transport capacity
  • fixed: intervention forces may now use allied territory to redeploy, before: only invade enemy terrain
  • AI is now recruiting in states with higher distance to the target army to meet recruitment goals
  • changed: checking for initial strength relation including reinforcements to evaluate if enemy shall withdraw


Battles:
  • improved AI micro-maneuvering in front of the enemy
  • fixed: AI stance settings in historical battles sometimes lead to zig-zag movements
  • AI now tries to avoid defended bridges and river crossings in macro-movement
  • if AI decides to retreat EOD the timer is resetted to zero
  • manually assigned targets are now relieved if enemy routs (except for cavalry)
  • fixed: broken units sometimes not retreating but holding position in front of the enemy
  • units that have surpassed loss resilience are now leaving the battlefield via entry point
  • fixed: remaining lags that occur if units are stuck close to dense forest and retreating/surrendering
  • fixed: effect of perks for sharpshooters and zouaves were switched, battle perks now achieved faster
  • fixed: additional battle flags not available
  • fixed: battle flags are not updating if a new unit is selected immediately, battle flags not saved when leaving battles
  • using smaller AI groups to deploy faster
  • commanders now tend to stay closer to subordinated infantry and cavalry units instead of artillery units to stay closer to the front
  • assumed fixed: AI brigades running into enemy troops without stopping
  • larger AI groups (eg corps) are now separated into smaller groups when engaged (eg divisions) to improve micro AI behavior
  • AI groups initially redeploy more towards center of the deployment zone if no objective is located inside
  • assumed fixed: initial deployment of AI groups within opponent’s deployment zone