1. Axis & Allies 1942 Online
  2. News

Axis & Allies 1942 Online News

Patch #12 Arrives Today!

Greetings Commanders! Today we release Patch #12 for Axis & Allies 1942 Online!

This patch focuses primarily on bug fixes and online stabilization, plus a minor rework of the new Destination Markers introduced last patch. As always, a huge thanks goes out to the community for your continued support and engagement!

Patch Highlights:
  • UI Improvements to Destination Markers
  • Performance Improvements to Online Co-op with AI
  • Big focus on bug fixes, including squashing the bug that occasionally caused phase skips
***Please expect a 30 minute outage at 10 am PT.***

Read on for full details!

[h2]PATCH #12 NOTES[/h2]
[h3]Major Items[/h3]
- Improvements to the Destination Markers
  • We’ve heard your feedback, and have re-introduced the total count of units moving into a region within the Destination Markers
  • We’ve also reintroduced the colour coding on the outside of the Marker to indicate the type of units moving into a region
  • More changes are still to come with our UI rework, so stay tuned!


- Online Cooperative Play vs. the AI
  • Since the start of the COVID-19 global pandemic, we’ve noticed a number of concerning issues with how our Online AI was structured when players were playing in an online co-op game with or against the AI
  • Last patch we significantly upgraded our server infrastructure, which has allowed us to develop more permanent fixes to the Online Co-op AI issues
  • We have introduced the following changes and fixes for our Online AI system:
  1. Multiple AI instances running concurrently
    -Players should now experience a much more robust and smoother gameplay while playing with online AI— involving a much faster AI
    -If the AI instance you are running on encounters an error, a new instance will immediately be started to pick up where the previous left off
    -Online queues for the AI should be processed much faster, resulting in little to no wait time for the AI to take its turn
    -The Online AI will now be able to dynamically scale up/down as demand for it changes.
  2. Changes to how the Online AI handles errors
    -If the Online AI does encounter an error, like one brought about by a sudden disconnect from the server, the AI will no longer put the game at the back of the queue to try again; instead it will revert back to its last server-verified action and resume play immediately
  3. Stability enhancements to the Online AI
    -We’ve made numerous stability enhancements to the Online AI, meaning that players will see significantly fewer server desync issues and an overall more stable and fun experience when playing with the Online AI.

[h3]Bug Fixes[/h3]
  • [Notifications] - Reimplement notifications for pending invites sent to players
  • Movement arrow didn't get cleaned up after Combat
  • [AI] - Error in GameController.moveUnit: Unit is not alive or does not exist (land aircraft)
  • Text on Invitation screen disappears when a user is selected
  • Name Identifier Not Being Updated When User Logs In
  • [AI] - AI will not die if games do not have a state
  • [Autolander] - Numerous Autolander fixes when players or the AI are attempting to use it.
  • [Main Menu] - Game Lists Not Being Displayed For Some Users
  • [Map Notes] - Fix desync when acknowledging map notes
  • [AI] - Make every possible action the AI can take time out after 10 seconds
  • [Online Status] - Online Status is inconsistent for each person
  • [Error Handling ] - Player’s will no longer experience skipped phases after reloading the game due to an error
  • [Ranked Games] - Fix some expired ranked games are not ended when a forfeiter is added.
  • [AI] - Make the AI capable of surviving server errors
  • [AI] - Fix for the AI Throwing CRASHING_AIRCRAFT_CAN_BE_SAVED On US Final Round
  • [Game Lobby] - Player is unable to manually start online games
  • [AI] - Ensure the AI will not retake it's own turn if the server takes a while to process commands
  • [Stability] - Fixes for the many “BUCKET || Error: Uncaught TypeError: Cannot read property 'moves' of undefined.” errors players were encountering
  • [Stability] - Fixes for the many BUCKET || Unhandled Rejection Error applying remote action for doCombatRoll to the client” errors players were encountering
  • [Map Notes] - Map notes are being sent into the arctic and are never seen again
  • [Stability] - Fixes for the many “Bucket || Error: powers that don't own their capital can't purchase units.” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Unhandled Rejection Error sending assignHitsOnAttacker with args” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Unhandled Rejection Cannot read property 'rollDice' of null.” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Unhandled Rejection Error sending phaseCommit with args to the server” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Unhandled Rejection Cannot read property 'flyDice' of null” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Unhandled Rejection Error committing phase: PHASE_COMMIT_ERROR_CRASHING_AIRCRAFT_COULD_BE_SAVED.” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Unhandled Rejection Cannot read property 'userUUID' of undefined.” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Unhandled Rejection Cannot read property 'position' of null.” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Error in GameControllerAdapter.moveUnit” errors players were encountering
  • [Stability] - Fixes for the many “Bucket || Error sending placePurchasedUnit with args” errors players were encountering
  • [Online Games] - kick action not working
  • [UI] - Attempting to move more units than are available to a territory causes a URE to fire
  • [Map Notes] [AI] - The AI isn't actually removing its mapnotes
  • [AI] - Resolved issue where AI saw game start but didn't put it into the processing list, leaving the player waiting indefinitely
  • [AI] - Server seems to stop emitting events after ai started as soviets
  • [Create Game] - Cannot invite other players to Private Online games on Staging
  • [AI] - Online AI regularly causes Desync reloads for human players
  • [AI] - AI doesn’t transition from game to game properly
  • [AI] - AI fails noncombat moves and errors out in online game
  • [AI] - AI sometimes doesn't put purchased unit into purchasedUnits list
  • [Stability] - URE fires for Cannot read property 'game' of null
  • [Stability] - Fixes for the many “Bucket || Error: compressedImageParser issues players were encountering
  • [Stability] - Fixes for the many “URE fires for Error: Uncaught TypeError: Cannot read property 'current' of null.
  • [Steam Client] hotseat/singleplayer change the way the gamestate is being saved to accommodate for slower hard disk drives or other potential hardware issues
    -NOTE: Single Player/Hot Seat games are now saved on a 1-minute timer OR when a player manually exits the game or returns to the main menu.
  • [Server] - Find a way to prevent race conditions caused by forfeits.
  • [AI] - Update how the AI handles games that get an error
  • [Stability] - URE on Phase Commit when it times out due to bad connection

One Year On, Axis & Allies 1942 Online is in better shape, but can't escape the table-top game's legacy issues



Axis & Allies is a classic. Originally published by Nova Game Designs in 1981, and taken up by Milton Bradley in 1984, it would go on to become one of the most successful and long-lived board wargames of all time. There's a reason for that, of course. Axis & Allies was a breakthrough game. It lived in that twilight zone between traditional hex and chit wargames and the more 'kid-friendly' Risk. Then, as part of the Game Master's series under Milton Bradley in the 1980s, Axis & Allies massively outperformed the other four big box games leading to its continued production.

Over the years this game has received around 20 releases, new versions, and spin offs. It is a pillar of the wargaming industry... which makes it a bit awkward for me to mention that I really can't stand it.

It's not Axis & Allies' fault. It's a perfectly serviceable wargame. But in the 36 years since its release so many other games fill the same void without the 18-hour play time and super swingy dice. I exaggerate, of course, but this is definitely an all-day affair if you try to get it out on the table. This makes it ideal for a digital adaptation and I'm glad that we get a new iteration every few years.



Read the rest of the story...


RELATED LINKS:


Unity of Command 2 Celebrating VE-Day with Major New Update

Axis Allies Online Announced

Gary Grigsby's War in the East gets a major update


Season 2 Kickoff: Patch Notes + Development Letter

Hello friends,

It’s been about 5 months since we introduced Ranked Play and Matchmaking into Axis & Allies 1942 Online with Patch 5: Turning Point. Since then, we’ve seen a tremendous community response, with players from all skill levels vying for the top spot on the Season 1 ladder.

With today's patch, we’re bringing the game’s first season to a close. Season 2 kicks off with a ladder reset, alongside some exciting features and updates to Axis & Allies 1942 Online.

Patch 11: Season 2 will include:
  • Ranked Ladder Reset
  • New Ladder bracket thresholds
  • Platinum Rank Decay
  • Friends List and Profile Updates
  • Changes to Transport loading
  • New Destination Markers
  • Performance and Server Improvements

Read on for details and full patch notes!
[h2]Ranked Ladder Reset[/h2]
Patch 11 resets all player rankings, kicking off Season 2 with a fresh start. Congratulations to our Season 1 Platinum-Ranked players!
  • All player rankings will reset to the base ranking
  • Players will need to participate in placement matches again
  • Everyone who competed in the previous season will have their final Season 1 rank preserved and viewable in their Player Profile

[h2]New Ladder Bracket Thresholds[/h2]
We’ve reworked the ranking thresholds to distribute players more evenly across ladder brackets.
  • Over the course of Season 1, we noticed many players quickly ascended into the upper tiers, while lower tiers were underpopulated
  • Currently, almost 75% of ranked players sit in Gold or Platinum tiers
  • Season 2 thresholds will be more evenly distributed across ladder brackets

This will be most evident in the Platinum tier— this ranking will be much more difficult to achieve in the new season

Our vision for competitive play is for each tier to feel like an achievement, with the Platinum tier reserved for the “best of the best.”
[h2]Platinum Rank Decay[/h2]
In order to keep Platinum rankings dynamic, we’re introducing Rank Decay into the Ladder at the top tier.
  • Players who achieve the Platinum rank must continue to defend their title
  • Platinum players will no longer be able to rest on their laurels, and must continue to play in order to remain in Platinum
  • Platinum player’s ranking will slowly decrease until they drop into the Gold tier (or until they play in a ranked game again)

This will allow for more movement in and out of the Platinum tier, and keep ranked gameplay competitive.
[h2]Friend’s List and Player Profile Updates[/h2]

This patch makes it easier for you to search for and add people to your Axis & Allies 1942 Online Friends List.
  • You can now search for friends within Axis & Allies 1942 Online with the new Friends menu.
  • Search for friends by using their Commander Name and a new unique ID number
  • Unique IDs are visible next to Commander Names in the following places:
    1. Player Profile
    2. Finished Games
    3. Friends List
    4. In-game.
  • Steam friends are automatically added to your Axis & Allies 1942 Online friends list when they own / purchase the game

The new friends list allows you to:
  • View the online status of people on your friends list
  • Challenge friends to custom games
  • View your friends’ profiles from the new Friends screen (accessed in the Main Menu)

[h2]Updated Player Profile[/h2]

The Player Profile now includes two distinct pages:
  • The Player Profile
  • Game History

The Player Profile is publicly viewable to those who search for you via the Friends List. It Includes:
  • Commander Name
  • ID Number
  • Ranked Play Statistics
  • Custom Game Statistics
  • Previous Season Rankings

The Game History page provides a new dedicated space for reviewing previous matches. It includes:
  • Your past 5 online games
  • Additional details about the game including:
  1. Ranked vs Custom matches
  2. Victory/loss
  3. Game Type
  4. Starting Scenario

Options related to players you recently played with
  • View their Player Profile
  • Add them as a Friend via their Profile

[h2]Transport Loading Improvements[/h2]
We’re rolling out the first major Transport update since Patch #5. We’re adding four key improvements to the overall experience:
  • Transports now load on a first-come, first-served basis:
  1. Units load onto the first available Transport slot in a stack, which will help when loading Infantry.
  2. This means Transports will now be loaded on a first come, first served basis
  3. We don't automatically sort Transports anymore
  • Transports can now be loaded by selecting the unit and moving it into the sea zone:
  1. Select a unit next to a Sea Zone containing a Transport
  2. Right-click the Sea Zone (highlighted in blue) to load the unit into an available Transport.
  3. The previous loading method (Transport, then click on Unit) remains intact
  • Transports will no longer be removed from the original stack visually on the board when loading in the original Sea Zone
  1. A Destination Marker will still appear in the region
  2. Unmoved, but newly loaded Transports will remain grouped together in a stack until they are moved
  • You can now cancel loaded units on a Transport directly from the Dossier

We recommend players still make use of the Dossier to confirm and directly control their unit movements and Transport loadouts to avoid making mistakes.

We'll continue to refine the user interface and controls to improve the overall experience.
[h2]New Destination Markers[/h2]
Patch #11 introduces context specific Destination Markers. This is the first phase of our plans to overhaul this part of the UI.
  • Each type of movement is now reflected by distinct Destination Markers, including:
  1. Combat Move
  2. Cargo Load
  3. Noncombat Move

Destination Markers no longer display a number representing the movement of units
  • Exception: Mobilization will still show the total number of units mobilized into a region

We’ll be refining this system with more functionality and features in future, so stay tuned!
[h2]Performance and Server Improvements[/h2]
We’ve added a large number of performance and server optimizations to Patch 11, including:
  • An overhauled server infrastructure, providing a faster and more stable experience
  • Optimizations to our rendering engine

The frequency of the “black screen/no units” issues some players have been encountering should be eliminated or drastically reduced
[h2]What’s Next?[/h2]
Many of the features and fixes introduced with this patch will build a foundation for future improvements. Here are a few things we have planned:
  • A new User Interface
  • An overhauled Phase Confirmation experience
  • Configurable timers for Custom Games
  • And more to come!

Thanks again to all our players for your feedback and enthusiasm. We’re eager to hear your thoughts on the update, and excited to start the brand new season of Axis & Allies 1942 Online!

Sincerely,
Cody Ouimet
Producer, Axis & Allies 1942 Online

[h2]All Patch 11 Updates:[/h2]
  • [Settings] - Render Scale graphics setting has been changed to only use Low, Medium, High settings
  • [Destination Markers] - Expanded view from Destination Markers has been removed
  • [Commander Names] - Every player has been assigned a new Identification Number (ID Number) to identify them from other players with the same Commander Name
  • [Gameboard] - Some units and Destination Marker placements on the map have been adjusted to allow for better visibility
  • [Transports] - Issues with teleporting Transports have been resolved
  • [Offshore Bombardment] - Issues with not being able to move units after an offshore bombardment have been resolved
  • [Games List] - Players “Active Online Games” lists will no longer disappear
  • [Phase Skip and Button Presses] - A fix has been introduced to reduce the frequency of people having their phases skipped. Players can no longer spam the “End Phase” key by clicking on the button with the mouse, then holding “Enter”
  • [Animations] - Fixed crash when disabling certain animations in the Combat screen
  • [Online] - Resolved crash when a player is kicked from a game
  • [Crash] - Resolved issue where players were encountering “Uncaught error” crashes
  • [Online AI] - Resolved several issues where the online AI would encounter an error and stall out taking turns
  • [Retreat] - Units being killed during combat no longer invalidate the retreat options for other units
  • [Gameboard] - Panning the map on load no longer causes game to crash
  • [Optional Combat] - Players can no longer flag regions that do not contain optional combats as “Friendly”
  • [Custom Games] - Private Custom Games that are changed to public will now appear for all players in their Active Online Games lists

Player Ranks will Reset with Season 2 Patch

Attention Commanders,

Our May 2020 Patch will launch Season 2 of ranked gameplay in Axis & Allies 1942 Online.

You still have a week or so to claim the top spot in the 🎖️ Platinum Tier of Season 1— before we reset all player scores for a fresh start to Season 2.

  • Season 2 will reset scores to base MMR
  • Players must play in placement matches again
  • Season 1 rankings will display on your Player Profile


Patch 11: Season 2 will also include some adjustments to ladder thresholds to make for more dynamic and competitive ranked play.

Stay tuned for more details in a Development Letter from Producer Cody Ouimet, plus full patch notes for Patch 11: Season 2— coming in May 2020.

CURRENT SEASON LEADERS

Patch #10 Arrives Today!

Hello friends! Today we release Patch #10 for Axis & Allies 1942 Online!

This patch includes more bug fixes, plus two major features requested by the community: Total Victory vs. AI and Player Status Indicators.

Read on for full details!

[h2]Patch Notes[/h2]
[h3]Features[/h3]
  • Total Victory against the AI
  • Total Victory games are now available when playing with or against the AI
  • Toggle the game type in the game setup window or from the game lobby
  • Player Status
  • Players can now see the current status of other players in their games
  • Hover over the power icons along the bottom HUD to see the player name and current status
  • Statuses:
  • Online: Player is in the Main Menu, taking their turn in another game, or observing another game
  • Offline: The player is offline
  • Taking Their Turn: Player is logged in and actively taking their turn in the game you are observing
  • Spectating: Player is logged in and spectating the game you are currently taking your turn in


[h3]Bug Fixes[/h3]
  • [Noncombat Move] - Resolved an issue where players were unable to advance to the Mobilization phase due to a crash on phase commit.
  • [Automatic Aircraft Landing] - Resolved issues where players and the AI would encounter a crash when attempting to automatically land unlanded aircraft or crash unlanded aircraft
  • [Aircraft Carrier/Fighters] - Resolved an issue where players could get into an illegal state when moving Fighters and Aircraft Carriers
  • [Tooltips] - Revised several tooltips to be shorter in overall length
  • [Rules Information] - Revised Submarine rules description to include both attacking and defending Submarines being able to Submerge during combat
  • [AI] - Resolved several crashes and memory leaks that would happen when playing with or against the AI in an offline mode.
  • [AI] - Resolved an issue where the AI would take several minutes to take its turn when it is playing both the United States and Soviet Union.
  • [Map Notes] - Map Notes will no longer type out slow due to the profanity filter checking against every letter typed.
  • [Strategic Bombing Raids] - Fixed an issue where the dice would not display properly when rolling.