Ultimate General: Gettysburg - DARTIS
Hello Generals,

The Multiplayer server has been inactive for some days due to serious technical problems which had to be fixed with a new patch.

Today we offer the necessary update that repairs the multiplayer connectivity. You will see that your multiplayer version is updated at the lower left corner of the Multiplayer menu showing the indication version 0.85 rev.14409.

Have fun!

The Game-Labs Team

Note: This patch is currently available only on Steam and will be available on the other sales platforms as soon as possible.
Ultimate General: Gettysburg - DARTIS
Hello Generals,

The Multiplayer server has been inactive for some days due to serious technical problems which had to be fixed with a new patch.

Today we offer the necessary update that repairs the multiplayer connectivity. You will see that your multiplayer version is updated at the lower left corner of the Multiplayer menu showing the indication version 0.85 rev.14409.

Have fun!

The Game-Labs Team

Note: This patch is currently available only on Steam and will be available on the other sales platforms as soon as possible.
May 13, 2017
Ultimate General: Gettysburg - DARTIS
Hello Generals,

We are glad to announce a new update which repairs multiplayer connectivity and addresses game balance issues that you have reported. Here is the brief but very important list of improvements that you will find in this patch.

ULTIMATE GENERAL: GETTYSBURG v1.8 UPDATE


FIXES / IMPROVEMENTS
  • Resolved Multiplayer connectivity problems.
  • Balanced ranged damage to be not so overpowered as before. Casualties will be much more realistic and the game should be more enjoyable by playing either side (Union or Confederates) in Single Player or Multiplayer mode. This damage balance affects positively morale and condition, that previously could drop too fast, making units almost unmanageable in many cases.
  • Improvements for AI to keep better safe distance from the player and attack more efficiently.
  • Improvements for player's units auto-targeting and self-awareness.

This update is currently available only for the Steam version of Ultimate General: Gettysburg for Windows, Linux, Mac. It will soon be available to other services.

We hope you will enjoy this patch!

The Game-Labs Team

EDIT:
Patch is available to all other platforms (GOG and App Store).
May 13, 2017
Ultimate General: Gettysburg - DARTIS
Hello Generals,

We are glad to announce a new update which repairs multiplayer connectivity and addresses game balance issues that you have reported. Here is the brief but very important list of improvements that you will find in this patch.

ULTIMATE GENERAL: GETTYSBURG v1.8 UPDATE


FIXES / IMPROVEMENTS
  • Resolved Multiplayer connectivity problems.
  • Balanced ranged damage to be not so overpowered as before. Casualties will be much more realistic and the game should be more enjoyable by playing either side (Union or Confederates) in Single Player or Multiplayer mode. This damage balance affects positively morale and condition, that previously could drop too fast, making units almost unmanageable in many cases.
  • Improvements for AI to keep better safe distance from the player and attack more efficiently.
  • Improvements for player's units auto-targeting and self-awareness.

This update is currently available only for the Steam version of Ultimate General: Gettysburg for Windows, Linux, Mac. It will soon be available to other services.

We hope you will enjoy this patch!

The Game-Labs Team

EDIT:
Patch is available to all other platforms (GOG and App Store).
Ultimate General: Gettysburg - Gamelabs
New game announcement

Generals

We are delighted to announce that we have just released our new game: “Ultimate General: Civil War”.

In this new product we have utilized the feedback and ideas you provided us with during Gettysburg development. As a result we delivered an amazing campaign experience covering the whole American Civil War. Thank you very much for all the feedback, support and patience. We will never let you down and will continue to bring excellent strategy games for your enjoyment.

For more information about the game please visit:
Detailed description: http://www.ultimategeneral.com/blog/ugcw-release-early-access

Thank you again. See you in Ultimate General: Civil War forums!
Game Labs Team

Steam store page:
http://store.steampowered.com/app/502520/
Ultimate General: Gettysburg - Gamelabs
New game announcement

Generals

We are delighted to announce that we have just released our new game: “Ultimate General: Civil War”.

In this new product we have utilized the feedback and ideas you provided us with during Gettysburg development. As a result we delivered an amazing campaign experience covering the whole American Civil War. Thank you very much for all the feedback, support and patience. We will never let you down and will continue to bring excellent strategy games for your enjoyment.

For more information about the game please visit:
Detailed description: http://www.ultimategeneral.com/blog/ugcw-release-early-access

Thank you again. See you in Ultimate General: Civil War forums!
Game Labs Team

Steam store page:
http://store.steampowered.com/app/502520/
Jul 15, 2016
Ultimate General: Gettysburg - DARTIS
After a long time period, we updated the game, improving gameplay and AI according to your latest feedback. AI is much more energetic in attack and more efficient in defense. Several targeting issues have been repaired and lots of other major or minor fixes make the game more stable and enjoyable than ever.

You can read about the update in our blog:
http://www.ultimategeneral.com/blog/patch-v17-released

or below


Ground shape and Line of sight issues are fixed so 3D perception is improved and units can target more efficiently in areas such as Round Top

ULTIMATE GENERAL: GETTYSBURG v1.7 UPDATE
rev.14398 (Single Player) / rev.14406 (Multiplayer)

GENERAL GAMEPLAY
  • Improved targeting. Units will pick best target without micromanagement, especially artillery.
  • Various melee fixes/improvements. Infantry will no longer auto-fall back and annoyingly lose its position.
  • Improved auto AI lines. No longer too much shifting around. Units will be sufficiently intelligent to handle their lines.
  • Artillery less resilient in melee.
  • Cavalry more useful, not so vulnerable as before.
  • Balances in Ranged combat (toned down artillery effectiveness from High/Medium range and overall more realistic casualty rate).
  • Morale fixes (not so fast retreat, overall more manageable condition for tougher/epic battles).
  • Increased significantly the damage bonus in flanks/rear for even more tactical battles.
  • Units that stand and shoot have increased condition endurance, so their defensive capabilities are more resilient.
  • Finalized brigade/terrain visual improvement. Movements, formation appearance, 3D perception of terrain are greatly improved. You feel the battle more realistic now.
  • Balanced combat damage/pace to realistic level. You now understand the importance of terrain. You lose badly until you gain the high ground and then it becomes your turn to punish your enemy.


AI is able to adapt much better in all kind of threats and create coherent defensive lines

ARTIFICIAL INTELLIGENCE
  • Much improved AI attack. AI will press and concentrate on weak spots of player army with efficiency and persistence.
  • Enhanced AI defense. AI will be more active in covering weaknesses in formation and defending the high ground.
  • AI now understands much better the territory it fights. AI opponents are active and respond to whatever threat you pose to them, in a realistic and challenging manner. The way that each opponent fights is really interesting to explore, in order to unlock multiple different speculative scenarios that probably you had never met.
  • AI now will very often attempt to flank. It will make tactical maneuvers to place artillery on high ground and shoot at your flanks.
  • AI will fall back if overwhelmed in a much more efficient manner (according to personality). It will prefer to leave ground in order to reform and counter-attack, in order to cause you more casualties.
  • AI now plays out the MP scenarios better. You can play vs an AI to really test and improve yourself in multiplayer.
  • Fixed AI boost mode that could work the opposite in many aspects. Now it is far more challenging.
SCENARIOS & TEXT
  • In multiplayer map "Fight for two hills" the CSA have one more battery for better balance.
  • In multiplayer map "What if Buford had not held McPherson Hill" the Union reinforcements delay much less, to make both sides fight quite evenly.
  • Union reinforcements have reduced possible delays in many battle moments of 1st and 2nd day (Slocum appearance, multiple 2nd Day Union counter-attack scenarios). So the Union will be a much bigger threat in case CSA over-attacks.
  • Various text fixes.
TECHNICAL
  • Mac version got a fix in supported resolutions which could result in unstable playing environment for various Mac systems. Maximum resolution for Retina display cannot be utilized anymore but game can alt-tab without previous issues and controls' accuracy is increased 2x.


AI can concentrate firepower on one point of attack to gain superiority as in this image


After gaining territorial superiority the AI will decisively try to advance with well timed charges

---
We express our gratitude to the following testers who voluntarily helped to improve the patch content:

Koro (Tested persistently the limits of Multi-player gameplay and also helped to maximize difficulty of Single-player)
1st.TN.Reg.Watkins (Thorough reports with videos that helped to shape up Single-player balance and AI)
LyciaPintella (Several Single and Multi-player playthroughs revealed issues that were fixed)
JonnyH13 (Last minute Single and Multi-player tests guaranteed the good state of the patch)
SidChigger (Brief but to the point reports gave a good gameplay direction)
Mr. Mercanto (Limited but helpful participation that assisted to finalize Single-player gameplay)
YueJin (Early beta stage participation with other testers that influenced Multi-player balance)

With this patch we aimed to satisfy all the requests regarding gameplay elements, so you will still enjoy Ultimate General: Gettysburg while we approach the release of our next game.

Your feedback is always appreciated and you can share it in our forums:
- Game-Labs Forum
- Steam Forum.
Jul 15, 2016
Ultimate General: Gettysburg - DARTIS
After a long time period, we updated the game, improving gameplay and AI according to your latest feedback. AI is much more energetic in attack and more efficient in defense. Several targeting issues have been repaired and lots of other major or minor fixes make the game more stable and enjoyable than ever.

You can read about the update in our blog:
http://www.ultimategeneral.com/blog/patch-v17-released

or below


Ground shape and Line of sight issues are fixed so 3D perception is improved and units can target more efficiently in areas such as Round Top

ULTIMATE GENERAL: GETTYSBURG v1.7 UPDATE
rev.14398 (Single Player) / rev.14406 (Multiplayer)

GENERAL GAMEPLAY
  • Improved targeting. Units will pick best target without micromanagement, especially artillery.
  • Various melee fixes/improvements. Infantry will no longer auto-fall back and annoyingly lose its position.
  • Improved auto AI lines. No longer too much shifting around. Units will be sufficiently intelligent to handle their lines.
  • Artillery less resilient in melee.
  • Cavalry more useful, not so vulnerable as before.
  • Balances in Ranged combat (toned down artillery effectiveness from High/Medium range and overall more realistic casualty rate).
  • Morale fixes (not so fast retreat, overall more manageable condition for tougher/epic battles).
  • Increased significantly the damage bonus in flanks/rear for even more tactical battles.
  • Units that stand and shoot have increased condition endurance, so their defensive capabilities are more resilient.
  • Finalized brigade/terrain visual improvement. Movements, formation appearance, 3D perception of terrain are greatly improved. You feel the battle more realistic now.
  • Balanced combat damage/pace to realistic level. You now understand the importance of terrain. You lose badly until you gain the high ground and then it becomes your turn to punish your enemy.


AI is able to adapt much better in all kind of threats and create coherent defensive lines

ARTIFICIAL INTELLIGENCE
  • Much improved AI attack. AI will press and concentrate on weak spots of player army with efficiency and persistence.
  • Enhanced AI defense. AI will be more active in covering weaknesses in formation and defending the high ground.
  • AI now understands much better the territory it fights. AI opponents are active and respond to whatever threat you pose to them, in a realistic and challenging manner. The way that each opponent fights is really interesting to explore, in order to unlock multiple different speculative scenarios that probably you had never met.
  • AI now will very often attempt to flank. It will make tactical maneuvers to place artillery on high ground and shoot at your flanks.
  • AI will fall back if overwhelmed in a much more efficient manner (according to personality). It will prefer to leave ground in order to reform and counter-attack, in order to cause you more casualties.
  • AI now plays out the MP scenarios better. You can play vs an AI to really test and improve yourself in multiplayer.
  • Fixed AI boost mode that could work the opposite in many aspects. Now it is far more challenging.
SCENARIOS & TEXT
  • In multiplayer map "Fight for two hills" the CSA have one more battery for better balance.
  • In multiplayer map "What if Buford had not held McPherson Hill" the Union reinforcements delay much less, to make both sides fight quite evenly.
  • Union reinforcements have reduced possible delays in many battle moments of 1st and 2nd day (Slocum appearance, multiple 2nd Day Union counter-attack scenarios). So the Union will be a much bigger threat in case CSA over-attacks.
  • Various text fixes.
TECHNICAL
  • Mac version got a fix in supported resolutions which could result in unstable playing environment for various Mac systems. Maximum resolution for Retina display cannot be utilized anymore but game can alt-tab without previous issues and controls' accuracy is increased 2x.


AI can concentrate firepower on one point of attack to gain superiority as in this image


After gaining territorial superiority the AI will decisively try to advance with well timed charges

---
We express our gratitude to the following testers who voluntarily helped to improve the patch content:

Koro (Tested persistently the limits of Multi-player gameplay and also helped to maximize difficulty of Single-player)
1st.TN.Reg.Watkins (Thorough reports with videos that helped to shape up Single-player balance and AI)
LyciaPintella (Several Single and Multi-player playthroughs revealed issues that were fixed)
JonnyH13 (Last minute Single and Multi-player tests guaranteed the good state of the patch)
SidChigger (Brief but to the point reports gave a good gameplay direction)
Mr. Mercanto (Limited but helpful participation that assisted to finalize Single-player gameplay)
YueJin (Early beta stage participation with other testers that influenced Multi-player balance)

With this patch we aimed to satisfy all the requests regarding gameplay elements, so you will still enjoy Ultimate General: Gettysburg while we approach the release of our next game.

Your feedback is always appreciated and you can share it in our forums:
- Game-Labs Forum
- Steam Forum.
Nov 23, 2015
Ultimate General: Gettysburg - DARTIS
While we progress on a new game of the Ultimate General series we offer to you another update, in order to polish and improve the gameplay and AI. As you have asked, now the game should be equally challenging by playing with both sides. One reason for this is that melee and charges are far more decisive.

Furthermore, with all the new changes, the battles tend to play more dynamically as well as realistically, so virtually anytime you play the battle campaign may continue much differently, according to the tactics involved and the AI opponent. And of course the multiplayer battles got extra care in balances that you requested. So finally, here it is the patch v1.6 and its contents.

Ultimate General: Gettysburg v1.6 rev.1185 (Single Player) / rev.11181 (Multiplayer)

Gameplay & Other
  • Stronger charge. It should be more powerful now so that the cost vs benefit of a charge is balanced especially against artillery defensive positions.
  • Stronger melee.
  • Canister damage reduced slightly. It will help brigades to take down artillery batteries more easily and discourage players to bring cannons too much in front.
  • Increased damage of some large artillery battalions (It was too low).
  • Fine tuned morale so that units retreat not so often as before.
  • Units retreat less far behind.
  • Balanced Calef (It was an overpowered unit).
  • Balanced CSA Artillery to be a little more effective overall.
  • Fixes in targeting and LOS. Units now should make auto-lines, spot and target nearest threat without excessive micromanagement.
  • Better visual appearance of brigades as soldiers scale and bend formations on the terrain.
  • In both Multiplayer and Single player mode, units will shutter out of the map after more losses (previously maximum losses were 66% now are 80%).

Scenarios
  • Fixed artillery units positions that were too in front in some scenarios.
  • VP balances in "Conquer the Map" so that the Confederates can win by acquiring more locations excluding Cemetery Hill and Culp's Hill.
  • In "Union attacks Benner's Hill" scenario CSA got one extra battalion of artillery and Smith starts closer to Wolf's Hill. Additionally Benner's Hill is valued more so that the Union is forced to take it in order to win.
  • Balances of reinforcement arrival times in the multiplayer scenario "The Battle of Devil's Den". Now the CSA get early their units so that if Union overstretches too much is in danger to be flanked and crashed early on.
  • "Pickett's Charge" Scenario has more duration so that the Confederates have enough time to efficiently bombard the Union.
  • Reinforcement time tweaks for the first battle.
  • CSA reinforcements may arrive sooner so that forces fight with each other with a way closer to history but also without large pauses of action.

AI
  • AI improvements so that it is better overall. Especially when it attacks it should concentrate forces more and be more decisive.
  • AI units should leave better distance from player and make effective fire lines that player will have difficulty to withstand.
  • AI should desire to flank and execute pressure on weak points more successfully.
  • AI will play more cautiously and engage its forces only at weak points of player's formations so that it has enough army throughout the whole battle campaign.


Confederate "Cautious" AI personality surrounding the player, making artillery lines and probing for formation weaknesses to attack.


Confederate "Determined" AI personality rushing to attack Peach Orchard with many strong brigades while the Union is vulnerable...


...Because the AI doesn't hesitate, the result is devastating for the player...


...Continuing the attack, the Determined AI keeps several of its units at safe distance while it concentrates at Cemetery Ridge.


Assaulting fortified positions such as Cemetery Hill is still very risky and can lead to enormous casualties, especially if the attack is executed vs a well prepared "Cunning" AI personality.

We would like to thank all volunteer testers who participated in the beta process of this patch and especially the following players:

Koro & YueJin: Both of them helped enormously to shape up the gameplay of multiplayer
1st.TN.Reg.Watkins: As usually he provided detailed reports and guidance for realistic gameplay
HammuRobby: Occasional feedback and rightful requests for a better balance overall
XCLBR: Reported some inconsistencies that were fixed
OLee O'Hara: Some very helpful reports about AI inconsistencies that were addressed
FraGG: Unfortunately he did not participate much as he would like but still was very helpful in all his reports and general opinions

We hope you really enjoy this update that was made to please your latest requests.
If you want to share your feedback then please write to us in our forums:
Game-Labs forum
Steam forum
Nov 23, 2015
Ultimate General: Gettysburg - DARTIS
While we progress on a new game of the Ultimate General series we offer to you another update, in order to polish and improve the gameplay and AI. As you have asked, now the game should be equally challenging by playing with both sides. One reason for this is that melee and charges are far more decisive.

Furthermore, with all the new changes, the battles tend to play more dynamically as well as realistically, so virtually anytime you play the battle campaign may continue much differently, according to the tactics involved and the AI opponent. And of course the multiplayer battles got extra care in balances that you requested. So finally, here it is the patch v1.6 and its contents.

Ultimate General: Gettysburg v1.6 rev.1185 (Single Player) / rev.11181 (Multiplayer)

Gameplay & Other
  • Stronger charge. It should be more powerful now so that the cost vs benefit of a charge is balanced especially against artillery defensive positions.
  • Stronger melee.
  • Canister damage reduced slightly. It will help brigades to take down artillery batteries more easily and discourage players to bring cannons too much in front.
  • Increased damage of some large artillery battalions (It was too low).
  • Fine tuned morale so that units retreat not so often as before.
  • Units retreat less far behind.
  • Balanced Calef (It was an overpowered unit).
  • Balanced CSA Artillery to be a little more effective overall.
  • Fixes in targeting and LOS. Units now should make auto-lines, spot and target nearest threat without excessive micromanagement.
  • Better visual appearance of brigades as soldiers scale and bend formations on the terrain.
  • In both Multiplayer and Single player mode, units will shutter out of the map after more losses (previously maximum losses were 66% now are 80%).

Scenarios
  • Fixed artillery units positions that were too in front in some scenarios.
  • VP balances in "Conquer the Map" so that the Confederates can win by acquiring more locations excluding Cemetery Hill and Culp's Hill.
  • In "Union attacks Benner's Hill" scenario CSA got one extra battalion of artillery and Smith starts closer to Wolf's Hill. Additionally Benner's Hill is valued more so that the Union is forced to take it in order to win.
  • Balances of reinforcement arrival times in the multiplayer scenario "The Battle of Devil's Den". Now the CSA get early their units so that if Union overstretches too much is in danger to be flanked and crashed early on.
  • "Pickett's Charge" Scenario has more duration so that the Confederates have enough time to efficiently bombard the Union.
  • Reinforcement time tweaks for the first battle.
  • CSA reinforcements may arrive sooner so that forces fight with each other with a way closer to history but also without large pauses of action.

AI
  • AI improvements so that it is better overall. Especially when it attacks it should concentrate forces more and be more decisive.
  • AI units should leave better distance from player and make effective fire lines that player will have difficulty to withstand.
  • AI should desire to flank and execute pressure on weak points more successfully.
  • AI will play more cautiously and engage its forces only at weak points of player's formations so that it has enough army throughout the whole battle campaign.


Confederate "Cautious" AI personality surrounding the player, making artillery lines and probing for formation weaknesses to attack.


Confederate "Determined" AI personality rushing to attack Peach Orchard with many strong brigades while the Union is vulnerable...


...Because the AI doesn't hesitate, the result is devastating for the player...


...Continuing the attack, the Determined AI keeps several of its units at safe distance while it concentrates at Cemetery Ridge.


Assaulting fortified positions such as Cemetery Hill is still very risky and can lead to enormous casualties, especially if the attack is executed vs a well prepared "Cunning" AI personality.

We would like to thank all volunteer testers who participated in the beta process of this patch and especially the following players:

Koro & YueJin: Both of them helped enormously to shape up the gameplay of multiplayer
1st.TN.Reg.Watkins: As usually he provided detailed reports and guidance for realistic gameplay
HammuRobby: Occasional feedback and rightful requests for a better balance overall
XCLBR: Reported some inconsistencies that were fixed
OLee O'Hara: Some very helpful reports about AI inconsistencies that were addressed
FraGG: Unfortunately he did not participate much as he would like but still was very helpful in all his reports and general opinions

We hope you really enjoy this update that was made to please your latest requests.
If you want to share your feedback then please write to us in our forums:
Game-Labs forum
Steam forum
...

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