Gary Grigsby's War in the East 2 - Roby7979
War in the East 2 Official Update V1.02.45

New Features and Rule Changes
• Added Living Manual v1.18.pdf file in the \Manuals folder. This is up to date with changes through
game version 1.02.44.

Bug Fixes and AI Improvements
• Air units in non-reserve theatre boxes stopped being set to automatic upgrades as they should be,
and in fact were incorrectly being set to manual upgrades. Fixed. Now, units in non-reserve
theatre boxes should spend no more than one turn, after their arrival there, in manual upgrade
mode, before being set to automatic upgrades.
• Found another case where air units in the reserve could automatically upgrade even when set to
manual upgrade. Fixed.

V1.02.44 – 12th October 2022
New Features and Rule Changes

IMPORTANT NOTE: All save game and scenario files created with this or later versions may only be
loaded with this or a later version. Versions prior to 1.02.44 may not load these newer save game or
scenario files. Old saves and scenarios may be loaded with this and newer versions.

• Brigades can no longer be used to create Soviet rifle corps.
• Adjusted combat so that various Mech ground elements will be considered dismounted when shot
at under 500 yards. Made it less likely they would be fired at by armored piercing direct fire at
ranges over 500 yards.
• Made it so partisan type unit type units can be used and in most ways is treated as if it’s a fort
type unit. However, unlike a fort type unit it can retreat. Partisan type units are not used in the
standard game scenarios, but are used in one of the Steel Inferno scenarios.
• When a leader is automatically replaced, the system will now attempt to find a leader of suitable
rank, if one is available, before promoting a lower ranking leader.
• Removed the Vehicle Repair line from the left side of the production screen. You can still find the
number of vehicles in repair on the right side of the production screen.
• Added Living Manual v1.17.pdf file in the \Manuals folder. This is up to date with changes through
game version 1.02.42.

Bug Fixes and AI Improvements
• In some cases the AI depot assist will not function until the game is saved and reloaded. Fixed.
• Fixed typos in logistics report loss by phase section and in send air units back to reserve text.
• Temp port was not retaining its city ID link. Fixed.
• Airbases could end up with over 20 air units, and/or over 300% of airbase capacity. Made
adjustments to transfer routines to prevent this.
• The production screen aircraft build numbers for 2 German aircraft models was increasing by
thousands each turn (display issue only). Fixed.
• Damage to an airbase in a temporary port hex in displaying as overlapping text in the city detail
screen. Fixed.
• Unit moving onto a ferry is incorrectly able to undo its move even after moving next to an enemy
unit. Fixed.
• Vehicles listed as built in the production screen incorrectly includes captured vehicles. Fixed.
• When Soviet corps are broken down, the interface should automatically select the first unit on the
right unit panel. Fixed.
• Air groups in the reserve set to Manual Upgrade are automatically upgrading. Fixed.
• Some ski units were not displaying the ski unit symbol (but were getting their CV bonus). Fixed.
• Editor – Changing the ‘action’ in one action line in an event (example: SET TO) could change
other action lines in the same way. Fixed.
• Editor - Going to the Ground Elements tab in old editor forces you into the new editor. Fixed.

Data and Scenario Changes
• Changes to OB file:
o All FKL units are now armored instead of engineer
o Added zbV Mot. Regiment OB
o Fixed TK SS upgrade paths
o Adjusted number of Panzer recon elements in some OBs
o Doubled Sdkfz 250 Recon Sections in all German units
o Doubled Mot. Recon Section in all German units
o Added OB for SS Mountain Sturm Brigade
• Changes to device file:
o Unused Effect rating removed from all aircraft weapons.
o RS-82 Rocket (0070) – Load increased from 15 to 24, Range decreased from 6800 to 0,
Accuracy decreased from 8 to 2, Blast decreased from 6 to 5, Anti-Soft decreased from
92 to 80, Anti-Armor decreased from 80 to 7, Penetration decreased from 6 to 0, and
HEAT Pen increased from 40 to 50.
o RP-3 60lb SAP Rocket (0071) – Load increased from 97 to 98, Range decreased from
1700 to 0, Accuracy decreased from 8 to 4, Anti-Armor increased from 0 to 44,
Penetration decreased from 6 to 0, and HEAT Pen decreased from 75 to 0.
o 5in HVAR/HE Rocket (0073) – Load decreased from 141 to 134, Range decreased from
1650 to 0, Accuracy decreased from 8 to 4, Anti-Soft increased from 182 to 186, AntiArmor increased from 0 to 15, Penetration decreased from 15 to 0, and HEAT Pen
decreased from 125 to 90.
o RS-132 Rocket (0074) – Load increased from 50 to 86, Range decreased from 7750 to 0,
Accuracy decreased from 6 to 2, Blast decreased from 11 to 10, Anti-Soft decreased from
197 to 185, Anti-Armor increased from 0 to 15, Penetration decreased from 12 to 0, and
HEAT Pen increased from 62 to 75.
o 132mm M-13 Rocket (0433) – Range decreased from 9250 to 7350, Blast decreased
from 15 to 9, Anti-Soft decreased from 296 to 156, and Anti-Armor decreased from 25 to
13.
o 300mm M-31 Rocket (0440) – Blast decreased from 19 to 16, Anti-Soft decreased from
419 to 348, and Anti-Armor decreased from 35 to 29.
o 300mm M-30 Rocket (0442) – Range decreased from 3100 to 2900, Blast decreased
from 19 to 16, Anti-Soft decreased from 419 to 348, and Anti-Armor decreased from 35 to
29.
• Changes to Ground file:
o Fiat 3000B (0344) renamed L5/30 – Fuel Use decreased from 71 to 15.
o FT-17/37 (0345) – Fuel Use decreased from 71 to 24.
o Added (import) production of panzer recon sections
• Changes to factory file:
o German vehicle factories - all size-1 factories either removed or increased to size-2, some
removed points redistributed to larger factories
o German/Soviet vehicle factories - some size optimizations to reduce rounding losses from
production modifiers
• Changes to map in maptext, hexart, hex, control, city, mapregion files:
o Road system review in Hungary, Slovakia, Yugoslavia, Alps region between eastern
France over Northern Italy and Southern Germany to Austria
o Fixed wrong names and some layout issue of Carpathian mountain passes
o Fixed multiple issues with map texts
o Italian hexes in Tyrol region moved to Alto Adige
o Some region/border changes in southern Caucasus, central/northern Italy,
southern/southeastern Germany/Austria, Rumania/Hungary
o Two swiss hexes ceded to Germany, one each from France/Italy ceded to Switzerland
o Changes to locations:
0098 Schulau renamed Wedel
0246 Bad Hersfeld renamed Hersfeld
2561 Telav renamed Telavi
5627 Bad Langensalza renamed Langensalza
5650 Puettnitz renamed Puetnitz
829 Targu Ocna HUN -> RUM
• 1941 Campaign(s) changes:
o rebuilt soviet airbases to limit their available supply, fuel and ammunition to ~50-60% of
their needs
o added 20k Axis vehicles to pool after removing 15k excess vehicles from existing units
and 5k+ from delayed units
o added 40k damaged Soviet vehicles after removing ~33k excess vehicles from existing
units (mostly airbases) and ~7k+ from delayed units
o invalid rename in unit slot 1751,8661 removed
o invalid rename in air unit slot 2294 removed
o Airbase units renamed: Bad Langensalza,Puettnitz
o Airbase unit added: Stavropol
o XVII Ital. Corps removed from Balkans (duplicate), Armored Ital. Corps in IT renamed to
XVII Corps with Barbieri in command
o Giovani Fascisti Division reduced to 75% strength
o Savona Ital. Infantry division rebuilt as mot. Inf
o Brennero,Venezia,Ferrara,Marche,Puglie,Arezzo Infantry Division reformed as Ital.
Mountain Division
o Piacenza, Montova, Rovigo Ital. Mot. Infantry Divisions downgraded to plain Infantry
Divisions
-> all three had either limited motorization or had to give up motorized elements to
Eastern Front or North Africa
o Piacenza remove NA transfer; Rovigo available mid 3/42, add WE transfer in early 11/42
o 303rd FKL Panzer-Pioneer Bn disabled - became part of PzDiv Schlesien while forming
o 638th French Infantry Regiment disbands mid 7/44 (became part of the Charlemagne
Brigade)
o Polish/Czechoslovak unit arrival changed from Map to Reserve, all equipment except
non-specialist combat and support squads removed
o 1st Polish Rifle Division arrives 9/43 with combat and support squads full
o 1st/2nd Polish Army HQs upgraded to larger late war organization and fully equipped with
support squads
o other 1st Polish Army divisions arrive with 50% of their squads available, the support units
are equipped with 100% support squads
o 2nd Polish Army divisions and support units arrive with 50% of their support squads filled
o Czechoslovak Tank brigade arrives with just 50% of their support squads
o 1st Czechoslovak Rifle Corps downgraded to Brigade, arrives 9/43 with just squads filled,
upgrades to Division in 4/44
o 2nd Czechslovak Rifle Brigade added, arrives 6/44, upgrades to Division in 1/45
o 3rd Ski Brigade - conflicting rename removed
o 8th Tank division - conflicting rename removed
o 20th Tank division - conflicting rename removed
o fixed minor issues and typos with events 88, 93, 94, 252.
• Road to Leningrad, Operation Typhoon, Road to Minsk, Red Army Resurgent, Destruction of
Southwestern Front change:
o fixed a small number of broken HHQ links.
o fixed minor issues and typos with events 88, 93, 94, 252.
• Changes to icon G0344 and phot GP0756

V1.02.41 – 4
th September 2022
New Features and Rule Changes
IMPORTANT NOTE: All save game and scenario files created with this or later versions may only be
loaded with this or a later version. Versions prior to 1.02.37 may not load these newer save game or
scenario files. Old saves and scenarios may be loaded with this and newer versions.
• The odds brackets for the loss of combat preparation points (CPPs) have been changed slightly
from v1.02.39. They are now as follows:
o Deliberate attack
<20 to 1 odds – 50% reduction
>=20<35 to 1 odds – 40% reduction
>=35<50 to 1 odds – 30% reduction
>=50 to 1 odds – 25% reduction
o Hasty attack
<20 to 1 odds – 50% reduction
>=20<35 to 1 odds – 35% reduction
>=35<50 to 1 odds – 20% reduction
>=50 to 1 odds – 10% reduction
• Lowered front line attrition by roughly 30%, although it is still roughly double what it was in
1.02.32.
• Amphibious HQ units may no longer enter ferry hexes.
• Added visibility to losses due to front line attrition in logistics report losses by phase section.
• On map units in reserve mode will no longer commit into hasty attacks.
• Reduced the amount of lend lease vehicles received by the Soviets per turn as follows:
o 1943 - 4500 -> 2500
o 1944 - 6000 -> 4000
o 1945 - 1500 -> 1000
• Improved the system for sending back non-standard OB ground elements during the logistics
phase and when building up units. The system will be less likely to send items that don’t match
the items in the unit TOE, and will better account for items that are subbing in for non-standard
items. However, there is still a chance that items will be sent back due to limited slots and/or
having non-standard items.
• Audited flak code to bring air phase and ground phase flak into alignment. The changes are
expected to bring down flak losses in some cases in the air phase, while increasing them in some
cases in the ground phase.
• Air unit transfers in the ground phase are no longer reported in the logistics report. These had
been getting reported to both players. Now, only air unit transfers that happen during the logistics
phase are listed in the logistics report, and this info is not in the enemy report.
• Editor Clarification – To create a temp port in the editor, first set the x,y coordinate, player and
nation for a location slot, name the slot. Next, with that slot selected, press the Build Temp Port
option.
• Added Living Manual v1.16.pdf file in the \Manuals folder. This is up to date with changes through
game version 1.02.41.
Bug Fixes and AI Improvements
• Air group renaming does not change aircraft as listed in the rename. Fixed.
• Rallying appears to be automatic and not dependent on range to HQ. Fixed.
• Axis vehicles in depots goes negative, resulting in millions of vehicles. Fixed.
• Soviet unit gets freight from an Axis depot. Fixed.
• In some cases, airbases with aircraft never received any ground elements. Fixed.
• Editor - Can't delete objective cities from campaign victory screen. Fixed.
Data and Scenario Changes
• OB.dat file changes – Soviet Mountain units now have their own OB chains and they are
unbuildable. A few other minor OB changes.
• Factory.dat change – Complete review of vehicle factories in Soviet Union, Axis minor and
occupied countries. Reduced vehicle overproduction in Germany.
• 1941 Campaign(s) changes:
o 50k damaged vehicles added to Soviet pool
o several low-priority depots added to supply frozen units in Hungary, Rumania and
Slovakia
o Tyrol removed from Italian Theater Box
o several small scale fixes to events
o several units slightly moved and/or reassigned in Rumanian sector to better match
historical positioning/command structure
o fixed OB issue for 718th Static division rename
o 66th Flak Regiment now moves to West in 4/43
o all Italian Coastal Divisions are now TB-locked
o Added three Italian Flak, one SP Gun and three Tank Destroyer Battalions (1/43)
o LXXXX corps reformed into 5th Panzer Army, arrives 3 turns later
• Stalingrad to Berlin and Vistula to Berlin – several minor changes to depots and AOG air profiles
allowed.
• Destruction of Southwest Front – Added 15k damaged vehicles to Soviet pool.
V1.02.39 – 2nd August 2022
New Features and Rule Changes
IMPORTANT NOTE: All save game and scenario files created with this or later versions may only be
loaded with this or a later version. Versions prior to 1.02.37 may not load these newer save game or
scenario files. Old saves and scenarios may be loaded with this and newer versions.
• Increased general front line attrition (damage/destruction of ground elements in units next to an
enemy controlled hex).
• Increased the chance of leaders being dismissed due to perceived poor performance.
• Increased the base costs of dismissing Soviet Front/Army/Corps leaders.
• The loss of combat preparation points (CPPs) by attacking units, instead of always being a 50%
reduction in CPP, is now based on the type of attack and the final combat odds:
o Deliberate attack
<10 to 1 odds – 50% reduction
>=10<20 to 1 odds – 40% reduction
>=20<50 to 1 odds – 30% reduction
>=50 to 1 odds – 25% reduction
o Hasty attack
<10 to 1 odds – 50% reduction
>=10<20 to 1 odds – 35% reduction
>=20<50 to 1 odds – 20% reduction
>=50 to 1 odds – 10% reduction
• When the sub units of an Axis Division or Soviet Corps reform into the larger unit, the unit with the
lowest CPP value is weighted as if it was two units, when calculating the unit CPP. Example:
When units with 25, 50, and 100 CPPs recombine, the combined unit will have 50 CPPs
((25x2)+50+100/4).
• Adjustments to ground combat:
o Reduced AFV losses, focusing on reducing the extreme losses of AFVs by the losing side
(90%+). Now, as AFV losses climb, there will be a chance that the remaining AFVs will try
to refrain from engaging in combat.
o Increased the willingness of armored cars to engage soft targets.
o Small increase in fire against soft targets.
o Reduced the amount of shots taken by medium flak ground elements, more so against
soft targets than AFVs.
• Changes to Max TOE for Axis units in non-reserve theatre boxes:
o Units will normally have their Max TOE automatically set to 100 when in a non-reserve
theatre box.
o Axis non-motorized, non-elite units, in non-reserve theatre boxes will have their TOE’s
lowered if they do not have the sufficient manpower in their national active manpower
pool as follows:
a) German non-motorized, non-elite units, will be set to Max TOE of 80 if the German
active manpower pool begins the turn below 150,000. They will have Max TOE set to
65 if the pool begins the turn below 75,000.
b) Italian, Romanian, and Hungarian, non-motorized, non-elite units, will be set to Max
TOE of 80 if their national active manpower pool begins the turn below 20,000. They
will have Max TOE set to 65 if the pool begins the turn below 10,000.
c) Finnish non-motorized, non-elite units, will be set to Max TOE of 80 if their national
active manpower pool begins the turn below 10,000. They will have Max TOE set to
65 if the pool begins the turn below 5,000.
d) Slovakian non-motorized, non-elite units, will be set to Max TOE of 80 if their national
active manpower pool begins the turn below 2,000. They will have Max TOE set to 65
if the pool begins the turn below 1,000.
• Removed the additional sound effect clean up routines added in 1.02.32 as they were
unnecessary and they caused some bad side effects.
• Adjusted ground support commitment routines to better ensure that there will rarely be more than
300 aircraft committed to any one battle. Also, increased the chance that the Soviets will commit
less bombers to any battle before 1943.
• Increased the chance that level bombers will destroy or damage an element when conducting
ground support (more so for defensive ground support), as opposed to just disrupting.
• Soviet vehicle mobilization during the first 10 turns of the war will now mobilize 60% of the original
number of vehicles. Instead of 260,000 vehicles mobilized, The Soviets will mobilize 156,000
vehicles.
• Changed the display of air unit range circles shown in the AOG view for fighters and fighterbombers that are set to Mission: Fighter. They used to show a purple line equal to their escort
range, but now, they show the purple line equal to their combat (intercept/patrol) range. The unit
detail screen has been changed so that for fighters and fighter-bombers set to mission:fighter,
show escort range/intercept (combat) range. Clicking on a hex with an airbase in the normal map
view (with no ground unit in the hex), will still show both the green (escort range) circle, and the
purple (combat range) circle, for each air unit at the airbase.
• Added x and y coordinate columns to the CR screen for ground units.
• Entrained units are no longer susceptible to first winter rules.
• The Reinforcement & Transfers screen now has a new Renames tab under the Units and Air
Groups tabs. The Renames tab shows all scheduled ground and air unit renames, as well as
some information about these renames.
• Editor – A new editor is under construction. It is possible to switch back and forth between the
new and the old editors when on the editor main screen. The old editor is still fully functional,
except for unit and air group renames. These renames must be done in the new editor. Each
rename no longer takes up a slot in the editor. Instead, all the rename info is contained in the
original unit’s slot. Note there is now expanded search capability. For a directed search with
multiple words, start with a quote (“) sign to limit the search. The new editor has improved use of
larger screens and in-game scaling, but is not yet fully functional. Work is continuing to complete
full functionality in the new editor.
Bug Fixes and AI Improvements
• German and Italian leaders are never promoted. Fixed.
• Ground units in the Axis national reserve were skipping key logistics routines that increase
morale/experience and deal with damaged elements. Fixed.
• Fixed another bug that was causing defensive ground support to completely miss all targets.
• The Max TOE values of human controlled German units were, under some rare conditions, being
altered during the Soviet AI turn. Fixed.
• Axis Allied units can merge into German units. Fixed.
• Air transport freight airdrops are benefitting when delivering to hexes with size 0 airfields (airfields
starting construction). Fixed.
• Units that required a very small amount of support help were not receiving it as they should
(example: Motorized Flak Companies). Fixed.
• Fixed rollover text over requested aircraft in the air directive creation panel (used to say required
aircraft).
• AI – Brigades in city forts could be moved out of the city fort by the AI in a way that had it showing
in two locations at once. Fixed.
• AI – Improved the Axis AI use of Max TOE settings based on manpower remaining in the national
manpower pools.
• AI – Improved Axis rail repair in Road to Leningrad.
Data and Scenario Changes
• OB.dat changes:
o Added Panzergrenadier Panzer Battalion (45 x StuG-IIIG)
o Changed Soviet Fortified Region build limit to 50
o Changed Axis Fortified Region build limit and AP costs as follows:
June 41 to Dec 42 – 4 AP / 20 build limit
Jan 42 to Jun 43 – 4 AP / 40 build limit
Jul 43 to Dec 43 – 3 AP / 60 build limit
Jan 44 to Dec 44 – 2 AP / 60 build limit
Jan 45 to end – 2 AP / 80 build limit
• Ground.dat changes:
o changes to the Soviet 203mm and 280mm guns to prevent them from swapping out
o 8mm Schwarzlose AAMG (0306) - Build Limit increased from 2 to 4
o 75mm M37 Field Gun (0389) - Symbol corrected to Light Artillery
o 105mm 31M Field Gun (0466) - Symbol and Type temporarily changed to Artillery.
o extended the scrap date on most Italian ground elements to 1945
• Device.dat changes:
o upgraded the Italian HEAT ratings.
o adjusted the armor penetration of the Soviet 76.2mm F-32 gun to that of the 76.2mm L-11
gun.
• 3 new photos for ground elements 150,247,337, 1 new photo for aircraft 428
• Ac.dat changes:
o 0094 Fw 190A-8 - production reduced by 500 to account for the new A-9 '44'
o 0251 CR.42 (HU) - upgrade change from Me 210C to Bf 109G-2
o 0260 Ju 86K-2 (HU) ends in 5/42 now
o 0261 Ju 87D (HU) - +12 imports to 60, delayed to 3/43, turn import limit +2 to 3
o 0262 Ju 88A-4 (HU) - +27 imports to 80, delayed to 3/43, turn import limit +2 to 3
o 0265 Me 210Ca-1 (HU) - changed from FB to TacB
o fuel reduced for IAR 3x series aircraft and PZL 11
o add aux tank option for IAR 3x series aircraft
o gun changes for multiple Rumanian aircraft
o fuel and endurance reduction for IAR 80 series aircraft
o multiple minor data corrections
o 5 new/adjusted aircraft symbol files
o New aircraft - 0428 Fw 190A-9 1944 - available 9/44 with limited production
• Factory.dat change - IAR 39 airframe production moved to Bucharest (SET)
• Nat.dat changes:
o Albania: Oil/Fuel production 1941-45 from 0 to 100%
o Luxembourg: Resource production 1941-45 from 0 to 100%, Supply production 1941-45
from 0 to 40,90,90,110,90
o France: Fuel production 1941-45 from various percentages to 100%
o Italy: Manpower production 1944-45 from 300 to 50, Armament production 1944-45 from
100 to 50
o Yugoslavia: Fuel production 1941-45 from various percentages to 100%
• Map Changes to hexart/hex/control/city/maptext .dat files:
o Location changes
291 Rheine 114,173 -> moved 1 click W to 113,173
1016 Imely Slov -> HUN
o Hex changes
113,172 missing border added
o Other changes
small rail changes around Venlo and Enschede
rail rearranged in Leningrad
very limited rail changes in BUL/YUG
• 1941 Campaign(s) changes:
o Reduced the German vehicle pool by 20,000 to 5,000.
o Reduced the per turn admin points received by the Germans to 14 and the Soviets to 20.
o Event 87 changed to make Bosnia & Herzegovina an off map Soviet area.
o Changed event 156 to bomb fuel/railyard factories with 3 raids of 25 damage
o Fixed event 160 to bomb airframes
o Increased pool of Panhard 178 Armored Cars to 140
o Replaced 223B armored cars in 4 units with 223 armored cars
o Locations
0943 Dubova at 157,203 deleted and factories removed, locally enforced location not
present in generic data
1443 Torn at 161,162 deleted, locally enforced airbase not present in generic data,
possible confusion with Torun (Thorn in German)
3857 Le Bourget at 0,0 deleted, locally enforced location not present in generic data
5847 Kotelnikovo at 173,170 deleted, locally enforced airbase not present in generic data,
possible confusion with an airbase near Stalingrad
o Land Units
x ITALY x
48th Taro Infantry Division moved to Balkans
52nd Torino Infantry Division - IT transfer delayed to end of 3/43 (destroyed in/around
Stalingrad)
75mm M34 mountain gun replaced with older M15 gun, 50 guns each placed in pool for
M11 Field and M15 mountain gun
x HUNGARY x
1st Infantry Brigade becomes 1st Security Division in 10/42 and move to SG
2nd Infantry Brigade becomes 102nd Security Division in 10/42
3rd Infantry Brigade disbands 8/41
21st Infantry Brigade becomes 121st Security Division in 8/43
8th/9th Border Guard Brigades made Axis-Elite - these were actually mountain troops,
built to higher strength/exp/morale
1st Security Division transformed into rename from 1st Infantry Brigade
1st mot. Brigade transfers to West early 12/41 but comes back to AR in 5/42
2nd mot. Brigade disbands early 12/41
1st Armored Division rename moved forward to 1/42
2nd Armored Division changed to separately arriving division, 1/44 in Kecskemet
2nd Security Brigade transformed into 2nd Cavalry Brigade, disbands mid 12/43
9th Security Brigade disabled
31 CSABA armored cars added to pool
x RUMANIA x
Army Group Antonescu is removed on turn 19
x GERMANY x
721,723,743,745,751,773,830,834,849 LW Light Flak Bn - Remove -> Disband
641 LW Mixed Flak Bn - Remove -> Disband
142,245,323,342,363,384,541,662 LW Heavy Flak Bn - Remove -> Disband
West schnelle Brigade - add lots of converted French SP guns instead of German ones to
provide the approximate amount of them historically available
Rhodos Sturm Division - remove rebuild restriction
334th Infantry Division had PzJ II changed to Marder I
338th Static Division changed to infantry-type OB
344th Static Division delayed to mid 9/42
43rd Sturm Pioneer Bn disbands early 4/42 - became part of GD Div
90th Stug Battery disbands 9/43 (Afrika unit)
287th Stug Battery - disband delayed to 5/43
x SOVIET x
137,430,515,522,527 BM Howitzer Bn changed from 280mm to 203mm gun
32,34,245,315,316,317 High Power Artillery Bn - add two damaged guns
40,226 High Power Artillery Bn - 6+6 guns reduced to 4+2
280mm Br-5: 12 guns added to pool
203mm B-4: 170 added to pool
o New Land Units
102nd Hun. Security Division, 10/42 from 2nd Ind Bde
1st Reserve Panzerjaeger Bn - arrives 8/42 to AR (locked) and disbands a turn later.
Provides 170x Marder I
1st Reserve Mixed Artillery Bn - arrives 8/42 to NA (locked) and disbands a turn later.
Provides 23x Lorraine sFH, 50x 25-pounder and 12x sIG33-II
Added frozen Rumanian fort units to Constanta and Sulina, Axis Elite with 60 exp/morale
and fort-level 3 (Coastal Defense units)
LXX Corps transfers to Norway instead of Finland
757th Pioneer arrives in Norway instead of Finland
o Air Units
x GERMANY x
Stab/KG 26 will arrive with He 111 torp bombers
I-III/KG 26 will become naval-only with He 111 torp bombers in 2/42
KG 77 (except IV.) becomes naval-only with Ju 88 Torp bombers in 7/43
x HUNGARY x
some air units renamed
Para Transport Sqn will become 1st Transport Sqn
II./1st Fighter Group will become I./101st fighter Group in 5/44 flying G-6, remove disband
I./2nd Fighter Group will become II./101st fighter Group in 9/44 flying G-14, remove
disband
I./5th Fighter Group will become 102nd Fighter Group flying G-6 and III./101st flying G-10
in 1/45
I+II Recon Squadrons changed from disband to rename into 1+2 Squadron of 4th Recon
Grp
Both units of 3rd Bomb group disband on T90 (3/43)
1/102nd FB Group changed into group-sized 102nd FB Grp arriving late 12/43 with Me
210
1/102nd DB Sqn changed into 102nd DB Grp
2/102nd DB Sqn changed into 102nd Bomb Grp flying Ju 88A-4, renames from II./4th
bomb Grp on T90 (3/43)
102nd Assault Bomb Grp delayed to mid 12/44 flying Fw 190F, renames from 102nd DB
Grp
multiple rename slots or arriving units disabled/removed
• Destruction of SW Front changes:
o RUMANIA
Army Group Antonescu is removed on turn 19
Added frozen fort units to Constanta and Sulina, Axis Elite with 60 exp/morale and fortlevel 3 (Coastal Defense units)
o HUNGARY
8th/9th Border Guard Brigades made Axis-Elite - these were actually mountain troops,
built to higher strength/exp/morale
31 CSABA armored cars added to pool
o SOVIET
137,430,515,522,527 BM Howitzer Bn changed from 280mm to 203mm gun
34,245,315,316,317 High Power Artillery Bn - add two damaged guns
203mm B-4: 44 added to pool
• Red Army Resurgent changes:
o 75mm M11 field guns replaced by M37 ones in Italian units
o 37mm Anti-tank guns replaced by 40mm Anti-tank guns in frontline Hungarian units
• Stalingrad to Berlin changes - added the 153rd Field Training Division to the Axis OOB

Additional changelogs in the comment
Nov 10, 2022
Wild Terra 2: New Lands - guniball
- Fixed a bug due to which the brightness in the settings stopped working.
- Removed the inscription Development Build and debug information about errors (now everything is written only to the Log file).
- Adjusted the cutting time for level 5-20 trees to match the animations.
- Veterinarian kit is now crafted with simpler materials.
- Fixed skeleton and engineer dwarf attacks triggering too fast.
- Forced launch of dx12 should no longer cause errors.
Nov 10, 2022
The Colonists - Rich
  • Fixed game freezing when starting a frontier and then going back to the main menu
Orbital Bullet – The 360° Rogue-lite - Assemble_Skoddy
Fraggers!
We've just released version 1.1.0 of Orbital Bullet - or as we call it: the "Over 9000" update! Because it brings so much new and updated stuff along with it.

The main focus of this update was to fix current issues and implement suggested changes from the community as good as possible. This resulted in improvements, overhauls and new content for existing systems.

On top of that, we also revisited rewards and increased their frequency so that players at any level can progress faster and in different ways through the game to take advantage of new upgrades, weapons and gameplay variations sooner. Additionally, we've added new things to the Endgame. E.g. a bonus to the fire rate of the golden weapons to change the weapon meta! Overcharged Skills and Stacked Bosses in the Eternity Tower for more challenges and unique builds!



Improvements & New Things
  • Added two new Enemy Modifiers, which will add new threats and encounters to existing enemies.
    • Bullet Rain: Every 5 seconds, emitting a fountain of projectiles that hurts the player if he's too close.
    • Turret: Every 5 seconds firing a long-range projectile towards the player direction.
  • Protector Enemy that shields other enemies can now also appear in early levels to create more dynamic encounters.
  • Added a new effect when stomping enemies that are turtled, which shows that their shield is now broken.
  • Turtled enemies lose their shield sometimes to make them vulnerable. This prevents spawns underneath blocks that could cause hard stucks when you could not break the shield.
  • Increased the amount of loot you get from boss kills to make it more rewarding.
  • Added new Elite Templates for all Planets for more variety, difficult encounters and making blueprints more accessible.
  • We buffed Golden Weapons, so they now have an increase in fire rate to make it more desirable to get a full golden arsenal of weapons. This will shake up the weapon meta, make more combinations viable, and let your builds escalate even more!
  • We capped the Weapon Tier that can drop in rifts depending on the current planet. Previously you could after a couple of upgrades get Tier 5 weapons on the planet one rift, which is no longer possible now.
  • Increased the time enemies take to react after you enter a door in the Harvest Fields. Previously, they would attack you right away when you entered the floor.
  • Improved the DPS display of certain weapons to give a more accurate indicator of its damage output.
  • We improved the accessibility of the overcharged and eternity weapon modifier unlock. Every player does now have easier access to them, which will also result in more weapon variety and decision-making through your run.
    • Overcharged Weapon Modifier:
      • Requirement: Put the two batteries into the teleporter at Talos.
      • Unlock: Clear and collect the Overcharged Modifier at Talos.
    • Eternity Weapon Modifier:
      • Requirement: Activate the Eternity Console at Miro.
      • Unlock: Clear and collect the Eternity Modifier at Miro.
  • Added more visual effects and feedback to the Class Skill Tree, Meta Skill Tree and the Weapon Rack.
  • Added Rewards which the Zeta Mission Chest would give you on completing the Mission.
  • Improved and increased the rewards of opening Rare Chests, depending on which Planet you are on right now.
    • Previously:
      • Each Planet would give 30 Credits.
    • Now:
      • Planet 1: 1 Weapon Fragment, 5 Nanobytes.
      • Planet 2: 2 Weapon Fragments, 5 Nanobytes.
      • Planet 3: 3 Weapon Fragments, 10 Nanobytes.
      • Planet 4: 4 Weapon Fragments, 12 Nanobytes.
      • Planet 5: 5 Weapon Fragments, 15 Nanobytes.
  • In the Elevator on Zeta, the chest will drop a weapon if the mission “Secret Elevator” was already cleared.
  • Added a laser sight to the Rocket Launcher enemies to improve their anticipation and indicate if they shoot from the other side of the circle.
  • Increased the visual size of key card drops.
  • Changed the Pattern of the Abandoned Commander XiL Boss Fight.
    • Previously:
      • Battery Shield Phase could happen multiple times in a row.
    • Now:
      • Battery Shield Phase at 80%, 60%, 40% and 20% Health.
  • Added hit markers to the Mastermind Boss arms to make it obvious that you must destroy them first before you can attack his heart.
  • The convert icon in the Weapon Rack and Skill Tree was incorrect and was changed to a new one.
  • The Weapon Rack prompts had background layout issues, which got adjusted.
  • Added a new weapon to the start weapon pool: 360° Laser Gun.
  • We enabled the cursor inside the planet selection to improve the UI navigation.
  • Improved hit collision of Bullet Rain from Elite enemies.
  • Combo System overhauls and improvements:
    • The Combo HUD is now easier to understand and only shows your current multiplier and combo count, which is needed to unlock combo chests.
    • Combo chests are positioned at the end of each level to make them easier accessible. This does reduce backtracking.
    • Added new rewards to combo chests:
      • Credits
      • Nanobytes
  • For the Eternity Tower, we made three major changes.

  • The first change is that we introduce Overcharged Skills into the Eternity Tower without a cap. This will make all classes more viable especially in the endless mode and since it’s not capped you will be able to overcharge all skills. This will allow super strong and Eternity Tower exclusive builds! This does also give us an additional layer on how we can add player power besides buying perks and skills.
  • Overcharged Skills are available to purchase after maxing out 8 skills.

  • The second change is that we introduce Goodie Bags to the Eternity Tower Endless Mode. Goodie bags will contain Nanobytes and Weapon Fragments and can be obtained in the Shop. So besides playing the Eternity Tower Endless Mode to get the highest high score, you can now also make farm runs for currency that you can spend in upgrades which help you in your normal playthrough.
  • Goodie Bags can spawn after Stage 70 in the Eternity Tower Endless Mode.

  • The third change is that we introduce Stacked Bosses to the Eternity Tower Endless Mode. On a Stacked Boss Stage there will no longer only be one boss spawn but two. The combinations created from Stacked Bosses will dramatically increase the difficulty and make the runs more interesting, since you will not know what the next combination of bosses will be.
  • Stacked Bosses start spawning at Stage 50 in the Eternity Tower Endless Mode.

  • Finally other changes are transferred into the Eternity Tower as well, e.g. new level templates, new enemy modifiers and enemy distribution. All in all, does this increase the variety across the whole Eternity Tower to make this an overall more exciting and a more worthwhile experience!
Balancing
  • Reduce the damage bonus that you gain from the Credit Master, as well as reduce the overall credit in a full run.
    • Damage Level 1: 5% → 2.5%
    • Damage Level 2: 10% → 5%
  • Hellion: Passive Health regeneration was changed from a time-based approach to a floor clear approach. This means instead of every 20 seconds, you now get after every 2nd floor cleared a small amount of health back.
  • We changed the shop reroll, so it no longer increases the costs of the items.
  • Blueprint drops were overhauled. Previously, they were bound to a specific enemy type. Now they are bound to a specific Planet. This means they now have a small drop chance from every enemy at a given Planet, while Elite enemies keep a higher drop rate overall.
  • To ramp up the overall meta progression of the game, which ultimately results in more variety and fun, we revisited the reward distribution and made several adjustments.
    • Increased the overall amount of found Weapon Fragments and Nanobytes
    • Improved Blueprint accessibility
    • Increased the overall amount of loot you get from a boss kill
    • Added more ways to obtain Weapon Fragments and Nanobytes e.g. Rare Chests and Combo Chests
  • Experience Capsules will now give you experience beyond a level up. Previously, it did only fill your current level up, which made them very unrewarding if you used one close to a level up.
Bug Fixes
  • In some Areas of the game the cursor would not be locked and still float around on screen after closing the UI.
  • Fixed a bug where the Weapon Fragment Converter automatically converted all your Nanobytes on entering the Weapon Rack.
  • Collisions of the Boss Crawler bullet rain were adjusted to not hit the player when fading out which sometimes could feel unfair.
  • Removed overlapping Interactable in the Dread Corp Space Station and Talos.
  • Fixed the issue where Maximum Power achievement did not get unlocked after the Skill Tree was maxed out.
  • Fixed the issue where Clean Hands achievement was bugged and did not unlock correctly.
  • Fixed a bug where stomping enemies for the Infinite Stomping achievement did not count correctly after upgrading the crushing stomp.
  • Fixed a bug where the protector enemy could spawn on the wrong circle which could cause overlaps with other enemies.
  • The Restart and Main Menu UI sometimes overlapped which is now fixed.
  • Skills and Skill Tree are now properly loaded when you continue your run in the Eternity Tower.
  • Fixed the issue that Through Hell achievement would not be unlocked properly.
  • Fixed an issue with Perks not loading correctly after continuing the game.
  • Fixed a bug where you would use an Overcharge Pillar and your Health HUD would have a visual glitch afterwards.
  • Fixed a bug where the Hover Shotgun & Explosive Rail Gun could break circle transitions.
  • Fixed a bug where Overlords would spawn their Spawnlings after death inside the Rifts which could cause enemies flying outside of the normal circle.
  • Fixed a bug where you could not unlock the hard mode of the Eternity Tower.
  • Fixed a bug where the Weapon mods had wrong text in the pause menu.
  • Fixed a bug where the Eternity Endless Mode would increase the campaign's difficulty through incorrect loading. This would cause you played at Overcharge Levels which were not unlocked.
  • Fixed a bug where entering the Eternity Tower would wipe your Nanobytes.
  • Fixed a bug where weapons dropped from a double Weapon Chest could have display issues with the damage type icons.
  • Fixed a bug where some icons in the Zeta map would be displayed at the wrong position.
  • Fixed a bug where Boomer Enemies could destroy parts of the platforming transition to the next sector resulting in a hard stuck.
  • Fixed a bug with an immortal Boomer Enemy on Miro.
  • Fixed a bug where the Eternity Shards got inserted into the Eternity Console in the wrong order.
  • Fixed an issue in the Eternity Towers Shop where weapons would not show descriptions correctly.
  • Fixed a layout problem with the reroll text being out of bounds.
  • Fixed a bug with constant teleporting in the Tutorial when hitting the A Button on the gamepad.
  • Fixed the Master of Modification achievement that did not unlock correctly after maxing out all Class Skill Trees.
  • Fixed a bug where the Laser Shooting Crawler would not scale with the Overcharge level.
  • Fixed a bug where the Weapon Level did not show up after maxing out min and max levels.
  • Fixed a bug where the Rift reward could be incorrect. The Rift Chest could reward you with only 2 Stars even when you took no damage.
  • Fixed a bug where there was an Eternity Shard placed in the Dread Corp Space Station.
  • Fixed a bug where the Eternity Shard Icon would still be displayed in the HUD after inserting it into the Eternity Console.
  • Fixed a bug where you could take damage from the fire wheel traps while you are transitioning to the next floor.
  • Fixed a bug where you could have the wrong amount of Medi Backpack Charges after continuing a run.
  • Fixed a bug where you would lose your class item after continuing a run.
  • Fixed a bug where your Skill Tree could become glitched after continuing a run.
  • Fixed a bug where rerolling the shop could cause that some items would have wrong prices.
Localization & Text Fixes
  • Fixed an issue at the Weapon Rack where certain elements were not fully localized.
  • Fixed wrong text and issues at several skills in the Meta Skill Tree.
  • Fixed an issue at the Overcharge Console, which would show the wrong text for the Player Benefits of playing higher Overcharge Levels.
  • Fixed an issue where the damage type of weapons would not be shown in the proper color and had a text marker issue.
  • Fixed the leave level prompt at Karth that was not translated.
  • Fixed the layout and localization of the Delete Save File prompt.
  • The “Settings will save after closing the window” Text is now aligned properly.
  • Fixed a bug in German localization where the Delete Save File prompt was overlapping other elements.

Take this update as a huge 'Thank you' for ongoing support and help to improve the game further!
Please keep it up!
Nov 10, 2022
Kynseed - Sludgebridge

That's right, you heard it here folks! Kynseed is finally reaching the end of it's Early Access path and we are happy to share that the release date will be December 6th 2022!

The team at PixelCount is ecstatic to finally be able to give you the news you've been waiting for and we hope you are looking as forward to the release as we are! Keep your eyes peeled on our socials over the next month for a variety of treats. Let us know what you think of the new look!

See you in the Vale soon,



~~~~~~

P.s. Don't forget you can join us on Discord to discuss the game and chat with the devs.
AChat - rbskft
New stockings and costume set

Birding Simulator: Bird Photographer - tbejbera
Hello Bird Lovers!

This is the fifth installment of the Road To Early Access series! Birding Simulator is getting bigger, and our team is working hard to ensure the game meets your expectations. This time we will talk about camouflage and rebuilt birds from the demo version.

1. Camouflage

Camouflage makes you less noticed by birds. So you can get closer to it and capture even better shots!





2. Redesign of several birds

We decided to redesign the look of 4 birds that already appeared in Birding Simulator demo version. What do you think about their present appearance? In our opinion, they look much better!



Thank you for your attention! We strongly encourage you to visit the Birding Simulator Discord server, where people boast of their most beautiful bird pictures!

Nov 10, 2022
Eraser - Legion Infinity Interactive
New features:
  • Added an informative control layout to the loading screen.
Bugs:
  • Minor bugs fixed.
Democracy 4 - cliffski
[1.59]
1) Social Media Ban policy now reduces chances of Cyber Bullying situation.
2) Ataturk no longer a valid name in Turkish.
3) Increased the level of state housing in Turkey.
4) Added Winter fuel subsidy to Turkey.
5) Added Import Tarrifs to Turkey.
6) Added Speed Cameras to Turkey.
7) Added Car Tax to Turkey.
8) Added Adult Education Subsidies to Turkey.
9) Fixed bug where clicking on a search result for a policy on the new policies screen sometimes changed category instead.
10) Some performance improvements.
11) Added 'prerequisites' named for each country in the game and expansion pack to make modders lives a bit easier.
12) Changed UK national anthem to 'God save the King'.
Asterigos: Curse of the Stars - Tori Creo
Hello, brave warriors.

It's been just under a month since the great gates to the legendary City of Aphes opened, and we're beyond excited for all the adventurers who have already come through them!

We actively collected all your feedback and suggestions and worked through them thoroughly. Thank you so much for sharing your feedback with us.

We’d also like to take a moment and ask you to please leave your review on Steam if you haven’t done so yet, that’d be greatly appreciated!



Here's what we've fixed in update 1.04.

Keybinding & controls settings
  • Added customizable key binding for both controller types, keyboard (PC only), and mouse (PC only).
  • You can now jump without hitting the dodge button while dashing/running.
  • Joysticks controls can now be used in the full-screen interfaces.
Camera
  • Added new camera modes in the System Preferences.
  • Added camera distance adjustment bar in the System Preferences.
QoL Improvements
  • Opening the system menu now pauses the game.
  • You will now always be re-spawned with salts filled to 5 at any conduit.
  • You can now perform weapon techniques while dashing.
  • The time required to skip a death scene has been reduced.
  • You will not be attacked when looting the chest.
  • Resting at the conduit or dying in the game will now automatically move the salve from the vault to your bag.
  • You no longer lose stamina by dashing when not in combat.
  • Added the maximum number of looted chests for game records in the Archive.
  • Reduced the number of attack counts you need to hit the magic-breakable items.
  • Improved Hilda's on-hit animation and effects.
  • Improved the enemy's on-hit effects.
  • Hilda's hitbox size has been adjusted to fit the model boundaries better.
  • The Battle Maiden outfit will now be account-wide. Once unlocked in the New Game + mode, you will be able to use it with any other saves of your game.
  • Added some soft guidance towards main objectives by enhancing the lighting and placing more arrows and doodads.
Perks & Skills
  • Reduced stamina cost for the ‘Marathon Runner’ perk to make it more convenient.
  • Increased the damage and effect of the ‘Slice and Dice’ for daggers.
  • Increased attack speed of the staff perk ‘Rapid Fire’.
  • Increased the detection range of bracelets with the 'Homing Mine' perk.
Bug fixes
  • Roxane's applause for not killing any blacksmiths at Phalan Academy will be able to trigger before the Trinity NIght event.
  • The side quest of the cultist Narkis in the sewers of Arges Plaza will now be available when you find the Strange Key.
  • Titanite no longer requires the Glimmer to be active in order to be picked up.
  • Shaye will now continue to sell his special goods at Caelum Summit.
  • Fixed a bug that could cause game saving to fail.
  • Fixed a bug that would cause Hilda to use bracelets to morph weapons without an active talent.
  • Fixed a bug that caused Hilda to take damage using the hammer's Super Armor state.
  • Fixed a bug that caused Hilda to not be able to shoot faster with the ‘Rapid Fire’ staff perk.
  • Fixed a bug that caused Hilda to gain AP when using multiple skills.
  • Fixed a bug that caused Hilda's animation to not play correctly when using the ‘Shield Boomerang’ skill.
  • Fixed a bug that caused the bracelet perk ‘Homing Mine’, to not track the target correctly.
  • Fixed a bug that caused the game to freeze when encountering werewolves in Arges Bazaar.
  • Fixed a bug that caused the quest tooltip to not update when taking the alternate route in Phalan Academy.
  • Fixed a bug that caused the man-eater lion Mash to be unapproachable in Phalan Academy.
  • Fixed a bug that caused the Temple of Mercy guard event to not reset correctly in the Sunken Outskirts.
  • Fixed a bug that made it impossible to obtain the Odysseus dog tag after completing a side quest.
  • Fixed a bug that caused the mimic in the Arges Plaza sewer to respawn.
  • Fixed a bug that caused the stone to unintentionally block the way in the Arges Plaza sewer.
  • Fixed a bug that caused destructible stones in the Glittering Deeps not to break in some situations.
  • Fixed a bug causing Hilda to get stuck in the titan sealing device.
  • Fixed a bug that caused the Kavouras boss to not spawn after the Trinity Night event.
  • Fixed a bug that caused Wassily's boss barrier not to seal completely.
  • Fixed a bug that caused some of the already looted bags to respawn without any interaction.
  • Fixed a bug that caused trinkets not to be saved in the vault.
  • Fixed a bug that caused the Pink Grape Earrings trinket to not work correctly.
  • Fixed a bug that caused the Eye of the Abyss Amulet trinket to not work correctly.
  • Fixed a bug that caused the Final Cinematic to glitch for some players.
  • Fixed a bug that prevented players from entering the 10th New Game+.
...