This page is more readable than the changelog.
https://wargameds.com/blogs/news/civil-war-battles-4-03I've posted my feedback in WDS Forum and am waiting for a response and solution from WDS, even though it's been a week since I posted...
https://forum.wargameds.com/viewtopic.php?t=1202The 4.03 update looks overall good, with quite a few changes to player actions and rules, but the melee modifiers bother me. I expect you will find it is great first, because the majority of this update is great indeed; but then, you may realize how hard to win a melee and an offensive now. The 4.03 update is generally to my taste, but I don't know what's driving these massive updates and worry that updates might become too far off for my taste one day.
The 4.03 update is even more substantial than 4.00, if the 4k graphics update of 4.00 is ignored. I recommend all advanced players read the changelog or the page before playing 4.03. The following comments are just based on the literal meaning of the update, I haven't had time to actually test it yet. Welcome to more actual tests in games.
UPDATED
1. LoSThe new LoS is a notable update. It matters and is far better than before.
Quote:
Adjusted LOS calculation routines. After each movement LOS is recalculated for the moving unit(s). If new units are detected within 3 hexes they will be displayed. If new units are detected within a 4-6 distance a (?) will be displayed. Any unit at night, or if the moving unit is a Supply Wagon or Routed unit then it will only detect up to 3 hexes, and only a (?) will be displayed.
2. Range Tool (Shift + Left Click) & display Reachable Hexes (Hotkey 0) / GraphicFinally, finally, there is a ruler in this video game! I don't have to count the hexes one by one over and over again.
TESTEDBTW, when I was testing, I noticed that the toolbar was rolled back to the previous version, and the 2D graphics looked better. Good job.
However,
* Displaying Reachable Hexes (Hotkey 0) and Range Tool (Shift + Left Click) are very useful tools. But they only support hotkey and can't be called in the toolbar or menu. I hope the two very useful tools can be added to toolbar in the future.
* The way of using Range Tool (Shift + Left Click) is more trouble than I thoughts. When you measure multiple hexes, you have to click the left button repeatedly instead of directly displaying the hex where the mouse is located. Besides, it would be better if a straight line can be displayed between the centers of two hexes to roughly estimate the LoS.
3. Many enhancements in usability categoryDon't want to list them all, but it looks good.
4. VPs adjustments as mentionedI don't care too much about this. Even if leader VPs OR are unchecked, leaders themselves are always important. But this change may affect the balance of some existing scenarios.
5. Leader movement limitationQuote:
Lone Leaders can’t approach enemy units within 4 hexes and within LOS if they aren't accompanied by friendly units, or if friendly units are closer.
It's mostly reasonable. If your front line can block the enemy's LoS, it seems that the general can move freely in the rear.
But still have problems. I care about that or if friendly units are closer. I'm not sure what it means and it may not make sense. Besides, if the enemy is on high ground and your front line can't hold off the enemy LoS, your generals won't move freely alone in the rear. It doesn't make sense.TESTEDI think it is not a big problem as I've thought. I simply tested it on weekends. If the hex is closer to your friendly units than the enemy, the leader can enter the hex freely. It has solved most of my concerns. Although, the original text of this update is unclear, or even wrong.
Details and a pic are in the following post.
6. New Alt-move path-finding algorithmIt is claimed to be smarter
7. ArtilleryIt seems reasonable and limits cannon misuse. But I'm not sure how the artillery in the battlefield like Shiloh and Wildness is used.
Quote:
Adjustment so that hexes containing Captured artillery units no longer need to be continuously occupied to keep the victory points. Points will be lost if the original owner re-occupies the hex.
Captured Artillery OR becomes re-worthy of being considered for checking for me.
8. Adjustment to melee modifiersAny fire/melee/morale modifiers can be very important. -10%/-20% is a modifier that cannot be ignored.
Quote:
Adjustment to melee modifiers. If there are defending units that have not fired in the current turn, but the units are able to fire on the attacking units and the defender’s strength is >= the attacker’s strength, then 20% is subtracted from the attacking strength. However, if the defender strength is only >= half the attacker strength then only 10% is subtracted.
Adjusted melee modifiers so Defenders now suffer a -10% (High Fatigue) and -20% (Max Fatigue) penalty
I'm not sure what "strength" and "defender’s strength" mean. Is it original strength or modified strength? Is the whole defense stacking or are just the units able to fire? Anyway, basically, generally speaking, the infantry that initiates close combat always has an advantage in terms of strength but rarely more than twice the size in key combats, so it is usually -10%.
This modifier basically cancels out or even may negatively modify the +10% modifier from the attacker not firing before attacking. (Both modifiers from not firing.) Does this rule seem to encourage players to cheat the defenders of Op fire through unreasonable actions??
In fact, the rules are completely biased towards the defensive side. In the existing rules, the defender already has a very, very advantage reflected in the melee calculation/resolution -- The attacker's modified strength should be at least 1.67 times that of the defender's to have an advantage.
Additionally, it appears to encourage the attacker to attack the flanks (attacking from outside the defender's firing range). But in fact, as long as you have partners of attacking units exposed to the defender's range, the power of your combined attack will be greatly reduced. It doesn't make sense. I am even a supporter of that attacking from multiple directions should deserve extra bonus.
Overall, it is interesting at first glance, but a bad rule for me. Not as good as the existing pure pre-melee defensive fire rules. Since the game requires all attacking units to advance post-combat, there has been an unreasonable limit on the number of units that can participate in an attack, which is dissatisfying and unreasonable. Attackers are already at a disadvantage compared to other games. Now add this rule, which disrupts the existing balance further. I have a negative view of the effect of this rule after its introduction. I'm skeptical that this change was adequately tested.
9. Many other changes...