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

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

The most ambitious American Civil War game is set to leave Early Access

Grand Tactician: The Civil War (1861-1865) is a grand strategy game that's just had its first anniversary of entering Early Access on Steam. To celebrate the occasion, developer Oliver Keppelmüller has announced that the massively ambitious game will be leaving Early Access next month, with its 1.0 update set for September 24.


Version 1.0 will add two more campaign start scenarios to the three already in the Early Access build, as well as six more historical stand-alone battles. The full list includes the Battle of First Manassas, Wilson's Creek, Pea Ridge, Glorieta Pass, Shiloh, Perryville, Second Manassas, Antietam, Chacellorsville, Gettysburg, Chickamauga, Olustee, Wilderness, New Market, Bentonville, and Appomattox.


In the grand campaign, you'll most likely be fighting ahistorical battles, and Grand Tactician 1.0 will have more than double the number of maps for these to play out on. Keppelmüller says the full game will also have more than 1,500 historical commanders in its roster of officers to place in command of your formations and armies, and it also reflects a host of performance and stability improvements, gameplay balancing changes, better battle and campaign AI, and a period-themed user interface that's scalable for big screens (and tired eyeballs).


Read the rest of the story...


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The most ambitious American Civil War game ever hits early access this week

The End of Early Access.

[previewyoutube][/previewyoutube]
Gen'l,

This day, August 21, 2021, marks a full year of Grand Tactician: The Civil War (1861-1865) in Early Access. That release, a year ago, saw the game receiving already positive comments from the game media, even as the game was far from finished. Now, after one full year of further development, the game has finally received a release date:

[h3]September 24, 2021![/h3]
(1800 UTC, which is 1400 Eastern / 1100 Western US time, 1900 Central European)

The year in development, in Early Access, has helped us to improve the game with the help of our superb community -- we'd like to offer our warmest thanks! In addition to fixing bugs in the game, we have added a lot of features and content, and implemented player requested features. During the Early Access period, which has had its highs and lows, we've been happy to see how the feedback and reviews have improved. Many players have already commented, that the version they are playing to-day feels like a totally different game when compared to that, which was released a year ago. The game is now enjoyable and has all the features, and more, that we originally planned for the full release.

But we're not done yet and will keep developing the game further, even after the full release, see the Post-Release Road Map below.

When released in full, on September 24, the game will be available for $ 44,90. While the game is still in Early Access, the price is 10% lower, at $ 39,99. The game's soundtrack is, and will continue to be available for $ 9,99, and a bundle of the game and the soundtrack is 10% off.

"I already have the Early Access -version. Do I need to buy the full game to be able to play it?"
No, you do not! The Early Access version will automatically upgrade to the full 1.0 version of the game on September 24.
https://store.steampowered.com/app/654890/Grand_Tactician_The_Civil_War_18611865/

[h3]Grand Tactician: The Civil War (1861-1865) initial Early Access version vs. version 1.0:[/h3]
  • 3 --> 5 campaign scenarios (Pre-War 1861, Summer 1861, 1862, 1863, 1864)
  • 10 --> 16 historical stand-alone battle scenarios (1st Manassas, Wilson's Creek, Pea Ridge, Glorieta Pass, Shiloh, Perryville, 2nd Manassas, Antietam, Chancellorsville, Gettysburg, Chickamauga, Olustee, Wilderness, New Market, Bentonville, Appomattox)
  • Over twice the number of battle maps
  • Over 1,500 historical commanders
  • Improved performance and stability
  • Improved battle and campaign AI
  • Improved game play balance in battles and campaign
  • Updated and scalable User Interface (UI)
  • Improved information in form of addition tooltips and in-game manual ("Field Book"), an external manual, and tutorial videos

[h3]Post-Release Road Map.[/h3]
The game's development will not stop when we release it. During the development we've already come up with a lot of ways to improve the game further. Above are the first steps of our Post-Release Road Map. These steps include features and content, that will be added in regular updates, for no cost:
  • Rare Weapons: Gatling gun, Coffee Mill gun and 1-pdr Williams gun will be added to the game's list of available weapons. Maybe even more!
  • Building Options: Player will be allowed to construct government subsidized industries. Hospitals improve recovery of wounded troops and captured enemies construction require POW camps, otherwise the field commanders will offer paroles that will see part of the captured troops returning to service.
  • New Maps: Further battle maps will be added.
  • Avatar & Commander update: Players will be able to create their own personal commander (avatar) with their own appearance and preferred attributes. The avatar can appear in the campaign game. Commander attributes can be randomized at the start of the scenario and there will be some improvements in officer management as well.
  • Visual Improvements: Updating the game's visuals will improve immersion and the looks, while offering further customization options for your troops.

These are the ones we have already decided to add in the game, and further information will be released when the new content is developed!

In case you want to know more about the development of Grand Tactician, don't hesitate to contact the team using the links below - or join the conversation at the game's Steam Discussion forum.


We are, Sir / Ma'am, Your very ob't se'v'ts,

The Grand Tactician -team.