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.
13 Thg05, 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 - contact@rockpapershotgun.com (Brendan Caldwell)

Every week we dispatch Brendan onto the battlefields of early access alongside a battalion of eager troops. This week, he attempts to become a renowned tactician for the Union in Ultimate General: Civil War [official site].>

I don t know much about this period of American history, except that Abraham Lincoln was the goodie and Clint Eastwood won the war by blowing up a bridge with a Mexican friend. But I do like a good strategy game, the practice of shunting little toy soldiers about and watching as long bits of geometry engulf other, smaller bits of geometry. So come with me if you want to see what it’s like to “draw” a war. … [visit site to read more]

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 - contact@rockpapershotgun.com (Tim Stone)

The idea that simulations are consolation prizes – digital sops for people that lack the skill or dedication to make it as real pilots, race car drivers, tankies or whatever – is depressingly widespread. The linked notion that sims are something you abandon once you get your hands on the ‘real McCoy’, crops up almost as often in games criticism and forum exchanges, and annoys me just as much. While it’s certainly true that many of my brethren and sistren are aspirants who recreate in facsimiles because they can’t recreate in originals, the hobby is dotted with individuals who use and see simulations quite differently. Over the coming weeks I’d like to introduce you to some of these fascinating individuals. … [visit site to read more]

15 Thg07, 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.
23 Thg11, 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
11 Thg9, 2015
Ultimate General: Gettysburg - DARTIS
A new update that fine tunes and improves the gameplay while it fixes several inconsistencies and bugs that you reported. Better AI, improved melee, enhanced 3D visual perception of terrain and multiplayer balances are the most important changes included in this patch.

You can read more info in our blog:
http://www.ultimategeneral.com/blog/2015/9/3/hotfix-patch-v155

or below

Ultimate General: Gettysburg patch v1.55 (rev.10222/10203)
  • Better synchronization, more realistic movement of sprites.
  • Improvement of Brigade movement and visual mechanics.
  • Formation, collision detection improvements (affects targeting, retreat directions, melee).
  • Targeting improvements (affects AI positively, units block each other more realistically, hills become more important).
  • Intensified importance of hills in defense. Some positions like Cemetery Hill and Culp's hill will feel like fortresses now.
  • New better melee balance.
  • Better visual representation of pseudo 3D terrain. You will be able to perceive hill obstructions more accurately as unit formation bend and scale on terrain.
  • AI overhaul. AI should attack and defend much more efficiently with all personalities.
  • Some scene fixes including big error in "What if Buford had not held McPherson ridge" which resulted in a broken scenario.
  • Various fixes and balances for MP battles that were unbalanced. 
    - CSA  in "Pickett's charge" has now also Pettigrew and 3 other brigades at their disposal making things really challenging for the Union which get a few more artillery for compensation.
    - In "Union on the Offensive", CSA have 2 more brigades, and Union has less artillery.
    - In "Ewell advances" the CSA get 2 more brigades as reinforcements.
    - In "Devil's Den" reinforcement times for Union have been balanced.
    - In "Meeting at Cemetery Ridge" Union have one less brigade and CSA a few more artillery pieces.
  • Various balances and improvements in combat. Balance is carried to Multiplayer version of the game and provides equal opportunities for both sides.
  • Skirmishers less lethal in ranged combat.
  • Altered the arrival time of 1st day/1st battle units to fit more the historical facts.
  • Fixed occasional super damage bug when units were in melee that destabilised combat balance.
  • Fixed many overpowered artillery batteries for both sides.
  • Fixed several bugs that made AI to fight at disadvantage since almost always its altitude parameters were lower than the player's and there were also other multiple issues. Now the AI will fight to its full potential, as never seen before.
  • Fixed bugs that unbalanced multiplayer according to who was hosting.
This update has been shaped up thanks to the valuable feedback of many volunteer testers. We would like to honor the most active and helpful during this test phase by mentioning them below:

Koro (Unforgiving General who punished the AI until it was able to beat him and also provided relentless multiplayer testing)
1st.TN.Reg.Watkins (Careful General who with his historical tactics forced the game to play more realistically)
OLee O'Hara (Demanding General who took detailed notes of AI failures that helped to make it better)
JamesL (Veteran General who was only getting pleased when the AI was able to inflict more casualties than him)
YueJin (Methodical General who always gives unquestionable advices for a better gameplay)
Lincolns Mullet (Elite General, missing in action most of the time, but still his brief reports mattered)

Now lets see if you can beat the new AI! Provide your feedback in our forums:
Game Labs Forum
Steam forum
Ultimate General: Gettysburg - DARTIS

"Hancock at Gettysburg" by Thure de Thulstrup, showing Pickett's Charge. Restoration by Adam Cuerden.

After his major success at Chancellorsville in Virginia in May 1863, Gen. Robert E. Lee's Army of Northern Virginia advanced to Northern soil for a second time. His second and final attempt to invade the North was stopped by Maj. Gen. George Meade's Army of the Potomac near the small town of Gettysburg. About 55,000 soldiers were the casualties for both sides in an epic 3 day confrontation. It was the largest amount of losses in a single battle for the entire war.

The battle of Gettysburg is considered by most historians the “Turning point” of the American Civil War. It was Lee’s first major defeat and inflicted serious casualties on the Army of Northern Virginia that caused its gradual disintegration. It was one of the reasons why Vicksburg surrendered one day later, splitting the Confederacy and preventing valuable supplies to reach the eastern theater of the war.

Today is one of the most important dates in the history of the American Civil War and we pay our respects to the fallen heroes who gave their lives in the Battle of Gettysburg.
Ultimate General: Gettysburg - DARTIS
Thank you Valve and Steam community for your support to a developer in a difficult moment. We are humbled and happy, because your help, your caring about historical accuracy, your sharing of the news and your communication to the outside world, resolved the problem.

Thank you again,
The Game-Labs Team
...

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