AK Beta 1 notes
Posted: Fri Jul 06, 2012 4:25 pm
Hello All!
Thought I'd give a quick overview of what's in this beta and what's not, and what to watch out.
The campaign coming with beta 1 build is 100% complete, and unless we missed some nasty bug, should be playable end to end. But of course, the balance is not final and will be tweaked a lot in the course of the beta. We are very much interested in any feedback on the new campaign. What do you think about the maps - what could be improved there? How does the scenario flow work for you? What could be improved in popup messages department? Are the victory conditions clear, and what other interesting things we could add? How the campaign structure can be improved? Any opinions are welcome.
Africa theatre has some special properties associated with it. Not all units available in Europe are available in Africa, and vice versa. Let us know if any units which should be available in Africa are not available there, or if some units must be removed from Africa theatre. Movement tables can now use fractional movement costs, and africa terrain types make use of this feature. Let us know if our movement tables for any types are not adequate and can be improved. In desert hexes units suffer a 50% penalty to supply. Does this value work for you or not? How can we improve it?
AK contains a lot of new art and graphics. Let us know what you think about new graphics (desert tiles, desert camo units etc.)? We've got a bunch of new units in the game. Watch out for them. If there is any issue, either in their stats or in their graphics/animations, let us know.
The multiplayer maps are not included in beta 1 yet, hopefully they arrive in beta 2.
There were a lot of internal changes in the engine, and we need to know how it works. Are there any issues introduced? For modders: Does the game and the editor correctly load and play your custom scenarios and mods? Please check this very thoroughly, because we cannot possibly check all mods on our end (some of them are not even available anywhere). We want to make sure nothing breaks when AK is out, and existing games are updated to new engine too. If you find any issue, send the problematic scenario to me (rudankort@rsdn.ru). Same is true about the editor. We have included a number of new features there, but their use in stock AK is limited by our own needs, and does not cover all possible use cases. So I suggest that all people interested in creating custom scenarios check them and report back any issues and suggestions how these features can be improved.
Here is a quick list of main changes in the Editor.
- More advanced scripting. Now it is possible to trigger not only single actions but also scripts which can consist of several actions. Each script can run one or several times, and also skip a few runs before it gets executed. Also, it is now possible to run scripts not only at the end of a turn, but immediately when the required condition is met (e. g. you capture a city - this triggers an event). There are new types of actions (display message, center on hex, mark or unmerk certain hex as victory objective) and conditions. Setting and checking tags allow scripts to exchange information - a certain trigger could depend on one or several scripts running prior to its execution etc.
- A number of new AI orders. It is possible to give the units to move to a certain hex via a given trajectory, or to move to one of several hexes randomly; patrol area in different ways, or disembark on one of several given hexes randomly. BTW, the AI should now land paratroopers even without special order given, but Disembark order allows to drop at a specific location (e. g. far behind the line where no VHs are present), where the AI would not go on its own. Also, the AI action allows to assign all these new AI orders based on a certain trigger.
- Unit placement randomization. Both preplaced units and reinforcements can now appear at random location - within a given radius from their original hex, or in a given zone. This allows to do pretty tricky randomizations: for example, reinforcements could come from any location on the border of the map.
- Heroes configuration. Now it is possible to assign any heroes to any units on the map.
- Exit zones. Available via Special Hexes layer, separately for Axis and Allies. A unit which enters such a hex is removed from the map and is placed in Reserve. It is also possible to analyze units in reserve using map condition with "Where" set to "Reserve".
- It is now possible to set max strength on a per-unit individual basis.
- It is now possible to have several different transports of the same type in the same scenario (e. g. normal air transports and gliders at the same time).
- Generate Tiles command no longer overwrites any tiles set manually by the designer. It is possible to generate tiles on a per-layer basis.
- It is possible to change unit type without losing its stats - just select new type and click on the unit twice (first click will select the unit, second will change the type).
- Theatre setting. Any scenario can be set in Europe or Africa. Depending on theatre setting the units will use appropriate camouflage.
- Share flags setting. If set, units of any nation can be purchased next to flags belonging to allied nations (e. g. german units near italian falgs if germany and italy belong to the same side).
Thought I'd give a quick overview of what's in this beta and what's not, and what to watch out.
The campaign coming with beta 1 build is 100% complete, and unless we missed some nasty bug, should be playable end to end. But of course, the balance is not final and will be tweaked a lot in the course of the beta. We are very much interested in any feedback on the new campaign. What do you think about the maps - what could be improved there? How does the scenario flow work for you? What could be improved in popup messages department? Are the victory conditions clear, and what other interesting things we could add? How the campaign structure can be improved? Any opinions are welcome.
Africa theatre has some special properties associated with it. Not all units available in Europe are available in Africa, and vice versa. Let us know if any units which should be available in Africa are not available there, or if some units must be removed from Africa theatre. Movement tables can now use fractional movement costs, and africa terrain types make use of this feature. Let us know if our movement tables for any types are not adequate and can be improved. In desert hexes units suffer a 50% penalty to supply. Does this value work for you or not? How can we improve it?
AK contains a lot of new art and graphics. Let us know what you think about new graphics (desert tiles, desert camo units etc.)? We've got a bunch of new units in the game. Watch out for them. If there is any issue, either in their stats or in their graphics/animations, let us know.
The multiplayer maps are not included in beta 1 yet, hopefully they arrive in beta 2.
There were a lot of internal changes in the engine, and we need to know how it works. Are there any issues introduced? For modders: Does the game and the editor correctly load and play your custom scenarios and mods? Please check this very thoroughly, because we cannot possibly check all mods on our end (some of them are not even available anywhere). We want to make sure nothing breaks when AK is out, and existing games are updated to new engine too. If you find any issue, send the problematic scenario to me (rudankort@rsdn.ru). Same is true about the editor. We have included a number of new features there, but their use in stock AK is limited by our own needs, and does not cover all possible use cases. So I suggest that all people interested in creating custom scenarios check them and report back any issues and suggestions how these features can be improved.
Here is a quick list of main changes in the Editor.
- More advanced scripting. Now it is possible to trigger not only single actions but also scripts which can consist of several actions. Each script can run one or several times, and also skip a few runs before it gets executed. Also, it is now possible to run scripts not only at the end of a turn, but immediately when the required condition is met (e. g. you capture a city - this triggers an event). There are new types of actions (display message, center on hex, mark or unmerk certain hex as victory objective) and conditions. Setting and checking tags allow scripts to exchange information - a certain trigger could depend on one or several scripts running prior to its execution etc.
- A number of new AI orders. It is possible to give the units to move to a certain hex via a given trajectory, or to move to one of several hexes randomly; patrol area in different ways, or disembark on one of several given hexes randomly. BTW, the AI should now land paratroopers even without special order given, but Disembark order allows to drop at a specific location (e. g. far behind the line where no VHs are present), where the AI would not go on its own. Also, the AI action allows to assign all these new AI orders based on a certain trigger.
- Unit placement randomization. Both preplaced units and reinforcements can now appear at random location - within a given radius from their original hex, or in a given zone. This allows to do pretty tricky randomizations: for example, reinforcements could come from any location on the border of the map.
- Heroes configuration. Now it is possible to assign any heroes to any units on the map.
- Exit zones. Available via Special Hexes layer, separately for Axis and Allies. A unit which enters such a hex is removed from the map and is placed in Reserve. It is also possible to analyze units in reserve using map condition with "Where" set to "Reserve".
- It is now possible to set max strength on a per-unit individual basis.
- It is now possible to have several different transports of the same type in the same scenario (e. g. normal air transports and gliders at the same time).
- Generate Tiles command no longer overwrites any tiles set manually by the designer. It is possible to generate tiles on a per-layer basis.
- It is possible to change unit type without losing its stats - just select new type and click on the unit twice (first click will select the unit, second will change the type).
- Theatre setting. Any scenario can be set in Europe or Africa. Depending on theatre setting the units will use appropriate camouflage.
- Share flags setting. If set, units of any nation can be purchased next to flags belonging to allied nations (e. g. german units near italian falgs if germany and italy belong to the same side).

