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    2. JuliusBorisovBeamdog
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    J
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    Posts made by JuliusBorisovBeamdog

    • RE: Further Features and Ideas

      @Striker What fun do you mean?

      @Imperious-Leader The bug with fighters getting stuck no longer happens. Please review the game you’re having a trouble with and check for potential landing options (including moving the ACs to the areas during non-combat move).

      If a player is on your team, please use the map notes to coordinate with them.

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Bug I discovered today - "Dangling Fighters"

      Hello! This is a know situation, mentioned even in the AMA: https://www.reddit.com/r/boardgames/comments/b65dzh/were_beamdog_developers_of_axis_allies_online_ama/eji7z5r/

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • Patch #2: Bug Fixes & A New Starting Condition

      Today we’re launching our second full patch for Axis & Allies 1942 Online. Thank you to all the avid strategists down in the trenches sending us feedback on our Early Access game!

      Check out the full list of fixes and new features, including AI speed control, streamlined combat, and a brand new starting condition based on Larry Harris’ Gencon 3.0 Variant for Axis & Allies 1942 Second Edition.

      We’ve scheduled a brief outage at 2:30pm PDT to perform the update.

      PATCH NOTES

      AI ACTION SPEED CONTROLS
      Control the speed of Computer Players’ turns in your games. Slow them down to learn some basics from the Computer AI, or speed up the turns to get back to the action faster.

      • Available in Options -> Settings -> Gameplay

      STARTING CONDITIONS: LARRY HARRIS VARIANT
      Larry Harris’ Gencon 3.0 Variant is now available to play! Simply create a new game to select between the out-of-the-box setup, or Larry Harris’ revised starting condition, which modifies the initial board layout for Germany and the UK. This starting condition is available across all game types and modes.

      STREAMLINED COMBAT BOARD EXPERIENCE
      This patch reduces the overall number of clicks needed to assign hits and casualties. We’ve also added ways to assign casualties to groups of units, as well as an option to disable the dice rolling animation from the combat board itself. Players can now access a more detailed Roll Log that will show the results from the entire combat instead of just the current round.

      • Assigning Casualties
        Casualties can now be assigned to individual units in a stack without having to manually select them from the slide out panel. Simply left-clicking on a stack of
        units will now automatically assign hits to the units within that stack, one at a time. The slide out panel is
        still available for aircraft and Battleships, and will appear when those units/stacks are clicked on. Right-
        clicking on units with casualties assigned will now remove a single casualty from the stack

      • Assigning casualties to a stack
        Shift + left-clicking a unit will assign as many hits as possible to the selected stack. If this stack contains Battleships or air units, it will assign them intelligently (a single hit to each Battleship first
        before assigning a second; assigning hits to lower fuel air units first). Shift + right-clicking a unit will remove all of the hits from the selected stack.

      • Disabling Dice animations
        Players can now disable the Dice Animations using the toggle found under the Attacking Player lane.

      • Roll Log Improvements
        The Roll Log will now show the results for all rounds in a single combat, and can now has some better sorting options for summarization. The new Roll Log will not work with combats retroactive to the update, but will work with any combats and games post-update.

      OBSERVER MODE IMPROVEMENTS
      When following another player in Observer Mode, any combats the player participates inwill now automatically open up. Players can now control the zoom level when following another
      players actions.

      GAME LOBBY AND CREATE GAME IMPROVEMENTS
      When creating a new game, there is now an option next to the Start Game button that will allows players to have the game auto-start when the lobby is full. This is set to “On” by default.

      SKIP THE BEAMDOG INTRO VIDEO
      The Intro Video can now be skipped by left-clicking.

      MAC TOUCHPAD CONTROLS
      More intuitive touchpad controls have been implemented.

      • Pinch to Zoom to zoom in/out
      • 2-finger scrolling to pan the map

      BUG FIXES AND OTHER IMPROVEMENTS

      • AI will not process other game states after hitting an error in one game state
      • Fixed crash related to “Purchased naval units should not exceed available sea deployment locations”
      • Fixed crash related to “cannot retreat to sea_zone_5 as there are no retreatable units remaining”
      • Fixed crash related to “Aircraft Carrier in sea_zone_56 with direct call to move Unit: You must use move Aircraft Carrier to avoid leaving behind
        fighters that cannot move”
      • Fixed crash related to “cannot read property ‘addChild’ of undefined”
      • Fixed crash related to cannot read property ‘commands’ of undefined"
      • Fixed crash related to “AI can deadlock when committing combat move phase”
      • Fixed crash related to “Cannot read property ‘dropTarget’ of null”
      • Fixed crash related to "Error in transport drop: transport has no path to region “philippine_islands”
      • Fixed crash related to “Cannot do a combat roll for a roll target that has already rolled”
      • Fixed crash related to “AI Error committing phase: Aircraft could be saved.”
      • Fixed crash related to “Error in GameController.cancelMoveUnit: Cannot cancel a move that has not yet been made”
      • Fixed crash related to “AI Error in GameControllerAdapter.updateMapNote: GameController rejected with message: Error: Soft reload currently disabled: Original error: Game not found for id=5d56cda5a0060672af11946e.”
      • Fixed crash related to “Error: No meeting destinations for a fighter promised to land on an aircraft carrier”
      • Fixed crash related to “Error in GameController.moveUnit: Could not move to sea_zone_5, it is not a valid move”
      • Fixed crash related to “[object Object]” when double clicking to add computer to a slot
      • Combat Board: Fixed gamebreak where player cannot assign hits, cannot finish battle, cannot continue game.
      • Combat Board: Artillery/Infantry link should be in correct order when infantry is amphibious but artillery isn’t
      • Fixed: URE may fire for “Cannot read property ‘index’ of undefined” during combat
      • Fixed bug that causes game to stall requesting player to assign damage when no troops remain.
      • Fixed bug that let’s player get stuck with return to combat button, but no combat present.
      • Fixed bug causing a large portion of the map to go gray after a combat.
      • Fixed URE fires for “Cannot read property ‘usedStackCount’ of undefined” when applying hits multiple to infantry during an attack.
      • Combat Board: Animated banner should be dismissed by keyboard input
      • Hit selection panel does not close when using enter to accept
      • Stability: Clicking multiple times to amphibious assault, no longer causes more units than you brought to appear in the Combat Board UI
      • Combat Board: Ships will appear as expected in the Roll 2 lane
      • Combat Board: Fixed bug causing black screen when clicking on a bomber on the raid board
      • Aircraft Carriers + Fighters: Fixed bug causing player to be unable to mobilize an ACC underneath a fighter in a sea zone
      • Main Menu: Fixed bug causing game list to appear empty

      Big thanks from the development team to the Axis & Allies. org community for your feedback!

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Any News?

      @DoManMacgee Larry Harris Gencon v3.0 Variant:
      Added UK-DD to SZ 7
      Moved UK-Cruiser from SZ 14 to SZ 13
      German Bomber in Germany moved to Ukraine
      Remove 1 German sub from SZ 5
      Added 2 UK Infantry to India

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Any News?

      Based on the feedback we plan to introduce an alternate game setup to the out-of-box experience - https://steamcommunity.com/app/898920/discussions/0/1643170903490462635/?ctp=2#c1639794651166372767

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Further Features and Ideas

      @DoManMacgee I watch everything everywhere. The blank screen issue will be fixed (hopefully) by the next patch.

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: I'm enjoying Axis & Allies Online

      @Imperious-Leader Thanks for the feedback. We launched the game into Early Access so that we could create a game players want based on their feedback. It can’t be done without reports and feedback like yours. We don’t demand from anyone to be a “beta-tester” - even the smallest feedback can greatly help us.

      Anyway, here is what our development team has to say about your concerns:

      We have a few tracks, but possibly not as much variety as may be desired over time.
      Technology and new unit types aren’t faithful to this ruleset (1942, 2nd Ed). We may be able to look at other boxsets in the future. In terms of timer, we’re aware of requests for customizable timeouts, which may help address this concern.
      This is temporary. We will address a map that lines up appropriately but wasn’t achievable in the timeframe/with the resources we had.
      We have changes planned for our movement system, which may make it easier to assign bombers to raids vs an attack.
      We currently don’t allow players to choose movement paths (except for blitzing tanks and transports), but have a feature request logged to address this.
      We can log this as a feature request, as we’ve heard this from other fronts as well.
      We’re not really sure that this is the best solution for the desired outcome (more competitive AI), but it could be logged as a feature request if you feel strongly enough about it. Please, log it at https://beamdog.atlassian.net/servicedesk/customer/portal/3
      We have plans to add in a chat to the pre-game lobby, but this will be a little while coming.

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Notes on Things I've Observed

      @taamvan

      1. We don’t have any quick solution for that particular bit of lag at the moment.
      2. We have plans for a replay system so you can more easily see what happened when it wasn’t your turn.
      3. Yes, we agree and have some redesigns in process for the cards, with one of the goals being to make who’s who more clear to the player.
      4. Indeed, unit arrows are confusing. We have some plans to revise these.
      5. Bombers and fighters - we have a bug in the system that bombers should be clearly larger than fighters, but overall the design is based on the pieces from the board game.
      6. We have a few open tickets in the backlog for unit crowding leading to cases where you can’t see stack numbers. We still need to design an elegant solution and run another unit placement pass .
      7. Yay, thank you! :slightly_smiling_face:
      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Any News?

      We released another hot fix yesterday to fix the AI in Online MP. https://steamcommunity.com/games/898920/announcements/detail/1616149305736279171

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Notes on Things I've Observed

      @DoManMacgee I’ve joined a game which missed a 5th player with douchemanmacgee as another player. Try starting the game if you’re a host there, or let’s wait till the host starts it. Currently, I recommend to use the Discord channel to find players (til we implement a way for communication between players into the game, other than the map notes to your allies).

      The issue with 10 games not starting - might be related to the AI in Online MP, see https://steamcommunity.com/app/898920/discussions/0/1643170269568379700/?ctp=2#c1643170903491797024

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Any News?

      A big patch rolled out for Axis & Allies 1942 Online, which includes Improvements to Front-end Performance, UX, UI, and more! https://www.beamdog.com/news/patch-1-axis-allies-1942-online/

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Feedback and questions for other players

      @DoManMacgee That is about no combat during T1 as a very good solution to “the game favors Axis”. As for the patch, we plan to release a big one today at 12pm PDT.

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Feedback and questions for other players

      @Black_Elk All the credit is yours: https://steamcommunity.com/app/898920/discussions/0/1643170903490462635/

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Any News?

      And it’s live! https://steamcommunity.com/gid/103582791464211243/announcements/detail/1616148671813532398

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Any News?

      Just as we’ve promised - we’ve got another Hot Fix for Axis & Allies 1942 Online coming out today. We’ll be implementing some updates that should reduce lag, increase stability, improve networking performance, and return the AI player option to Online Multiplayer.

      Note: There will be a brief outage at 1 pm PDT.

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Any News?

      I personally passed your extensive feedback (thanks for that, btw) to the dev team, and the communication feature request is top on the list of community feature requests. The devs will triage them.

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Day 2 Feedback (Post Hotfix)

      Thanks for the feedback!

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Any News?

      The fix is live!

      https://www.beamdog.com/news/hot-fix-today-stability-speed/

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Any News?

      We will be deploying a hot fix to Axis & Allies 1942 Online later today to address the main concerns of online multiplayer stability and the gameplay speed.

      A short outage is planned for this patch at 1pm PDT today. Login to the game will be unavailable during the update.

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
    • RE: Feedback and questions for other players

      Thanks for the feedback! We’re reading and listening.

      posted in Axis & Allies 1942 Online
      J
      JuliusBorisovBeamdog
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