Ultimate General: Gettysburg
Strategy
Only for Mac
$13.99
Ultimate General: Gettysburg is a Tactical Battle Simulator that allows you to lead thousands of soldiers in the famous Battle of Gettysburg as commander of either the Union or Confederate army. The game features the most accurately created map, complex morale, innovative control mechanics and smart AI. You will have the freedom to use different strategies while the battle progresses. Your decisions and military performance play a crucial role in the result. Lead your army and win the Battle of Gettysburg!
KEY FEATURES
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• Smart AI Commanders
Ultimate General: Gettysburg does not use “AI gameplay cheats” because it does not need them. The game’s difficulty is accomplished only by nine distinctive AI personalities, each with their own advantages and special skills. AI Commanders are able to evaluate and gain tactical superiority in real time, reacting according to their different commanding skills, aggressively or defensively, heroically or cunningly and resemble different, competent human players.
• Easy Controls & Unit Self-Awareness
Drag simple movement arrows to command large forces easily. Units do not need your micromanagement because they are able to act on their own initiative and re-align, switch targets, withdraw and form battle lines without player input. Consequently, you are able to give generic commands to your units and can rely on them to fight efficiently without the need for “babysitting”.
• Detailed Map of Gettysburg
Utilizing satellite images and historical maps, every major location, house, ridge and hill are depicted as accurately as possible within the game’s unique art style. If you are an American Civil War enthusiast, you will be especially happy to notice the amount of precision and information that the map provides. Not only will you be able to better understand the historical layout of the map, you will also be able to make use of each location and landmark in battle, thanks to the simulation of cover, concealment, terrain and high ground in the game.
• Advanced Line of Sight
Elevation and obstructions will affect unit visibility realistically. Units may make use of concealment and cover to survive artillery barrages, stage ambushes and more, but beware – the AI will attempt to do the same to you. The units enter or exit the Fog of War gradually with a fade in/out effect that helps you perceive their hiding and course seamlessly.
• Numerous Tactical Factors
In Ultimate General: Gettysburg, you will realize that army units are not “machines” that blindly follow orders, but will need to conserve strength and courage for decisive battle actions. Every basic tactical element that is expected for a strategy game is incorporated into gameplay. Most importantly, morale is affected by many factors including flank or rear attacks, casualties, volley shocks, artillery fire and fatigue.
• Historically Accurate Forces and Leaders
Ultimate General: Gettysburg includes the full order of battle for the Union Army of the Potomac and the Confederate Army of Northern Virginia. Unit sizes range from the small artillery batteries to vast infantry brigades with cavalry and skirmishers in between.
All brigades have troop numbers and differing competencies based on historical facts. Additionally, all artillery battery numbers and types are correctly simulated. Lastly, major generals and officers actively participate in the battlefield to organize and support the armies and appear in after action battle reports to help you monitor battle progress.
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Ultimate General: Gettysburg is developed by Game Labs and designed by Nick Thomadis, known for his successful and popular “DarthMod” series.
more Some enjoyable features— conception, linear battle, artillery, graphics, real-time battle. Map with elevation lines very welcome. Full of excitment, and endless replayability. The “campaign” aspect is good. Controls are instinctive, simple, well designed. The multiple choices for the AI opponent are great. I have not tried multiplayer. But I have a few quibbles:Most crucially, at the end of each engagement, the battle map vanishes, so that you cannot return to ponder casualties and performance for each unit: how do you remember which one was Cutler’s Brigade of Caffrey’s battery ? You cannot choose how to deploy infantry— most importantly, you cannot scatter a regiment as skirmishers. This counts notably for the sharpshooters, but also would be good for other units: skirmish lines played an important role during the battle. Also, skirmish lines should be able to keep up a constant stream of fire, rather than have to reload. I’m not sure of what’s going on during close combat and meleesArtillery seems to be able to shoot through friendly infantryVedettes (mispelled) should dismount to skirmish. As it, they are pretty useless.
Some enjoyable features— conception, linear battle, artillery, graphics, real-time battle. Map with elevation lines very welcome. Full of excitment, and endless replayability. The “campaign” aspect is good. Controls are instinctive, simple, well designed. The multiple choices for the AI opponent are great. I have not tried multiplayer. But I have a few quibbles:Most crucially, at the end of each engagement, the battle map vanishes, so that you cannot return to ponder casualties and performance for each unit: how do you remember which one was Cutler’s Brigade of Caffrey’s battery ? You cannot choose how to deploy infantry— most importantly, you cannot scatter a regiment as skirmishers. This counts notably for the sharpshooters, but also would be good for other units: skirmish lines played an important role during the battle. Also, skirmish lines should be able to keep up a constant stream of fire, rather than have to reload. I’m not sure of what’s going on during close combat and meleesArtillery seems to be able to shoot through friendly infantryVedettes (mispelled) should dismount to skirmish. As it, they are pretty useless.
Much of what one reads from previous reviews summerizes this game. When it’s rolling the game is engaging, colorful and intelligent. Apart from what other gamers mention in their reviews is that one downside I keep facing is that at some point the game freezes and instead of Pickett’s Charge or the Peach Orchid I end up getting the beachball of death. Not sure why this keeps happening. For the value its a good game just not sure if with the game bugs and this freezing issue I will keep trying to play it.
Much of what one reads from previous reviews summerizes this game. When it’s rolling the game is engaging, colorful and intelligent. Apart from what other gamers mention in their reviews is that one downside I keep facing is that at some point the game freezes and instead of Pickett’s Charge or the Peach Orchid I end up getting the beachball of death. Not sure why this keeps happening. For the value its a good game just not sure if with the game bugs and this freezing issue I will keep trying to play it.
Great ACW game. Graphics good even though I have to play it windowed on my IMAC. Once you learn how to move the counters the game is pretty straightforward. Several different settings for the AI opponent. Union player will come out ahead most of the time especially as reinforcements stream onto the battlefield. Playing the rebel side is the most challenging so it is historically accurate. Forgone conclusion that the South would lose the war.Cheap enough to not have buyers remorse if you simply hate it.Multipalyer option but I have not used it yet.
Great ACW game. Graphics good even though I have to play it windowed on my IMAC. Once you learn how to move the counters the game is pretty straightforward. Several different settings for the AI opponent. Union player will come out ahead most of the time especially as reinforcements stream onto the battlefield. Playing the rebel side is the most challenging so it is historically accurate. Forgone conclusion that the South would lose the war.Cheap enough to not have buyers remorse if you simply hate it.Multipalyer option but I have not used it yet.
I only can play a Gettyburg single player but I can’t use multiplayer due to could not connect to server, so I am still waiting for update for a couple of months, but for how long ? I am just wondering. Thanks, Jeff.
I only can play a Gettyburg single player but I can’t use multiplayer due to could not connect to server, so I am still waiting for update for a couple of months, but for how long ? I am just wondering. Thanks, Jeff.
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
====================================
• 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.
1.8 05/16/2017
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.
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.
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
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• 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
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• 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.
1.7 07/15/2016
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. So finally, here it is the patch v1.6 and its contents.
Ultimate General: Gettysburg v1.6
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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 the 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 the Union overstretches too much then it is in danger to be flanked and crushed 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.
1.6 12/09/2015
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.
Ultimate General: Gettysburg patch v1.55
==============
• 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.
1.1.7 09/12/2015
SINGLE PLAYER
• Radical gameplay improvements to make the game more realistic. Combat actions will have a "clear loop" meaning that each one of your decisions, to charge, assault an area will have devastating results with one clear winner.
• Many AI optimizations. AI should be more effective in attack and defend overall and is more active (mobilizes units to reinforce areas promptly).
• Melee fixes to inflict more casualties. Previously the damage was too low.
• Artillery damage tuned better. Previously it could be too powerful.
• Artillery more vulnerable to projectile fire. Now you will think twice to risk your arty on the frontline,
• Several balances to Union and CSA combat effectiveness.
Pettigrew and Brockenbrough and Pender Division will delay less to arrive so that • • Union is pressed more in defense at the first stages of the battle.
• Improved how unit auto-react and make lines (snap to each other).
• Improved retreat direction of units. Now the only case that a unit will seek to head towards your lines is when it has no escape rout and so it heads to the army rally points.
• Balances in some Multiplayer/Custom Battles:
- "Chance to change history" map got VP increase of Cemetery Hill and Culp's Hill so it is possible for the Union player to win after a successful delaying tactic.
- In "Battle of McPherson Ridge" the CSA get precious cavalry support.
-In "Meeting at Cemetery Ridge" starting positions have been balanced so CSA can arrive faster to the ridges while 2nd Division of Sickles army has been removed, because Union had too many troops.
-Vincent, Reserve artillery, Slocum and Stannard arrive sooner at "Battle of Devil's Den".
- In "What if Buford had not held McPherson" the CSA get more reinforcements but tired. In the same scene it was fixed bug that did not show event message when Union arty arrived.
- In "Union attack's Benner hill;" the objective's value is balanced to force Union for more offensive actions. Additionally Union receives more reinforcements and CSA cavalry will always arrive as reinforcements. (previously it could not arrive at all).
- "Fight for two hills" central objective placed in the center for more equal battle. - - New objective added on Benner's Hill to balance the tactics needed for both sides.
• Fix of melee collisions issues after loading a save.
• Fix of invisible units after loading a save.
• Fix of units stuck at edges of map.
• Fix of "eternal" melee collision bug that was especially frequent in multiplayer.
• Fix of units not firing to nearby enemies (or it can be now a very rare bug)
• Fix of melee mechanics problems showing soldiers fighting too frequently without an opponent. Now melee should look much smoother.
• Fix of unit collision issues that affected negatively the shape of units on the battlefield, melee mechanics, LoS visibility, targeting and AI.
• Other minor fixes in scenarios.
MULTIPLAYER
• All the Single Player improvements.
• Fix of artillery limbering animation that was not visible for opponent.
• The Multiplayer maps balances mentioned above.
• New Multiplayer maps that are also available in Single Player version as custom battles:
- Union on the offensive: "The Confederates are entrenched along Cemetery Hill heights and the Union assembles with superior forces to attack. Stuart's cavalry rushes to aid the defense!"
- Defensive line along Warfield Ridge: "The Union has fortified a long line of defense across Warfield ridge. The Confederates need to find a breach and take Cemetery ridge which is lightly defended!"
- Night battle on the Round Tops: "The two armies are facing each other at Devil's Den area and night approaches. The Confederates assemble for a large scale assault to take the ridges from the Yankees!"
- Corner your opponent: "In this battle there are no objectives. Inflict 350 more casualties than your opponent to claim victory!"
1.1.4 06/18/2015
ARTIFICIAL INTELLIGENCE
• AI is more positional, protects defensive ground and objectives more persistently.
• AI will respond faster to player's threats.
• AI will decide to charge with better decision making.
• AI uses Generals more efficiently.
• AI Union will choose always to defend its ground in phase 2 and not withdraw south to Cemetery ridge area.
• AI will choose to fall back when needed more efficiently.
• AI will press the attack more on weakened areas of your army.
• AI protects flanks more.
• AI overall attacks and defends more efficiently, making lines, flanking and deploying cannons on hills.
• Fix of bug that could cause player units to have enhanced charge and ranged attack vs AI.
• Fix of internal AI clocking which could cause freeze on low-end machines.
GAMEPLAY
• Various fixes in targeting for better auto-management of units, especially the artillery.
• USA vs CSA balance of military strength is better balanced. The Confederates should not be overpowered now.
• Union and Confederate Generals have increased command radius for better management of their units.
• Fatigue balanced so that charge and run has more cost. Now, over-charging your troops will usually have negative impact.
• Melee now endures more and can be devastating.
• Melee mechanics improved. Soldiers group to attack better.
• Artillery has less cover bonus (it was requested so infantry has better chances to assault fortified artillery positions + artillery fire fights become more interesting).
• Artillery has been rebalanced so that solid shots are more useful from long range while Shell and Canister are still devastating for the attackers.
• Slocum may arrive sooner in some battles when Union is desperate to defend.
• Multiplayer battles slight re-balances on some maps. With the new gameplay changes, the Confederates will no longer be overpowered but will continue to be superior in their spirited charges and in morale.
• Column is now more vulnerable to melee and ranged combat attacks. You should think twice now to use such "irregular" tactics in your multiplayer matches.
BATTLE FLOW
• Battles of 2nd Day morning in which Union prepares for major counter attack the battle duration is now longer (it was too short in some battles).
• Some 3rd day battles got improvements (better positioning of units, objectives captured faster per second, position of Union XI corps replaced with VI corps as more rested and logical to be used.
• Union VI Corps participates in more speculative 3rd day battles. Reinforces Union Defenses more logically on the critical battles.
• Union reinforcements do not delay so much to arrive in the first battle.
OTHER
• Unit formations bend more realistically on hills, increasing the 3D terrain perception.
1.1.3 04/17/2015
We perfect the latest big update with a quick gameplay & AI hotfix which is based on the first feedback we got. Additionally, the Multiplayer balance is better balanced and challenging for any side you choose to play.
• AI behaves more realistically and decides to charge less frequently.
• AI makes better lines and protects flanks more.
• AI run decisions do not swap so frequently as before.
• AI is more sensible and keeps distance when overwhelmed without risking more casualties. This behaviour depends on the personality and is more frequent for the defensive AI characters.
• Slight reduce in combat tempo/battle speed to feel more realistic.
• Column formation is not so fast moving as before.
• Moving in column and advance will have severe penalty in casualties if executed near enemies.
• Union infantry has more morale to be able to hold their defensive formations. This change affects especially the multiplayer as the Union was quite underpowered in latest patch in online matches.
• Various gameplay balances for not having overpowered Confederates and also have more challenge whichever side you choose to play.
• Units' reload slower while they move so that advancing to a defensive position will be even more difficult for attackers.
• Increased projectile lethality that makes battles more realistic and difficult to predict. A single mistake can cost the lives of many and the battle to be lost prematurely, especially in multiplayer.
• "Chance to change history" map which simulates the whole first day of the battle has been expanded more south so that the fighting at Cemetery hill area has more room for tactics.
• A battle of third day, which leads to the conflict on Benner's Hill with the Union line overstretched is balanced better (it was favoring too much the Confederates).
1.1.2 03/10/2015
NEW FEATURES
• Melee and Fire: Units will be able to shoot each other while in melee creating a realistic battle havoc.
• Night, Dawn and Evening Battles: You will feel the importance of daylight that changes dynamically according to time of day and affects the visibility and accuracy of your units.
• Artillery limbering: Battles become much more realistic with this feature. To enable you simply draw a large enough movement arrow and the artillery will auto-limber and deploy to destination.
• New icons indicate in Morale bar if the unit is at melee, is targeted or receives a morale boost from its general.
• New icons indicate not only the kills but also the losses of units (for General units too).
MULTIPLAYER
• Fix of some reinforcements delaying too much to arrive.
• Fix of some multiplayer objectives not being able to be captured easily.
• Fix of very small battle delay for battle "Chance to change history".
• Fix of some reinforcement units not positioned properly at arrival point.
• "Conquer the map" scenario is rebalanced because previously it was heavily favoured for the Union.
• "Ewell advances" is rebalanced to increase the tension of fight. More Confederates and Union reinforcements arrive.
• "The Confederates counterattack Seminary Ridge" map is smaller and received balance to be interesting to play for both sides.
• "Chance to change history" map is now simulating the full day 1 of the battle, from the morning when Buford tries to delay the Confederates, till the evening when the Confederates swarm the Union forces.
• Fix of multiplayer army force bars that could show wrong balance of power.
• Fix of multiplayer losses/kills that could differ in the end result.
• +1 New Multiplayer map "Night Assault".
GAMEPLAY
• AI will evaluate strategic positions and cover much more efficiently.
• AI will be able to choose to double quick its units when it is needed, a behaviour that up to now worked only for the human player and could be used to overwhelm the AI.
• AI will be able to deploy artillery even better, to gain fire superiority from distance or support fire lines.
• AI will use its Generals much more effectively, supporting needed areas of the conflict.
• AI will manually fall back as the human player much more efficiently.
• AI will make defensive line formations facing always the nearest threat as a human player.
• Slight reduce of artillery vulnerability to direct ranged attack (requested in forum).
Some undesirable too slow soldier movement issues are resolved.
• Artillery is more effective from medium/long range. Especially the Confederate artillery got an additional increase in effectiveness.
• Combat balance overhaul with aim to intensify defensive positions value and make charge decisions more crucial.
BATTLE FLOW
• Multiple fixes and improvements for proper continuation of the battle.
• CSA Johnson Division may arrive at the 3rd battle phase of the 1st day.
• Stannard's Brigade may reinforce Cemetery Hill if the 2nd battle phase of the 1st day is delayed enough.
VISUAL
• Improvement on how unit formations bend on hills that increases the 3D depth perception.
• Intensification of soldier unit shadows for better perception of 3D depth. (You need to enable shadows from the graphics options to see this subtle effect).
• Removal of Tilt-Shift option because it could not work well with the night battles. We may re-add it later an improved version.
BUG FIXES
• Fix of music volume reseting after a play session.
• Major Fix of AI bug ignoring sometimes the nearby threats and exposing flanks (AI zombie fix).
• Fix random freeze when exiting MP menu.
• Fix of "traitor" bug that could result units to target friendlies.
• Fix of "ghost" bug that made units to target dead enemies.
• Fix of saves sometimes malfunctioning AI and melee collision.
• Fix of targeting bug that sometimes made units to not fire at a targeted enemy.
1.1.0 03/02/2015
Ultimate General: Gettysburg is now available on App Store!
The following changes are included:
***Fully synced with the latest patch version of other stores (1.03)***
Gameplay
•Various AI improvements to all characters. AI will defend and attack much more efficiently.
•New optional AI boost settings to increase the challenge. Boost enhances subtly the long range accuracy, the condition recover when idle and the charge bonus, according to AI character. Indirectly of course morale, efficiency and other factors are affected but overall the boost should provide more challenge without overwhelming odds against the player.
•Artillery will move faster according to distance of waypoint making maneuver columns.
•Skirmishers condition will not decrease so fast when they move.
•Artillery will be more vulnerable in direct projectile attacks (Something that up to now made AI effort very difficult, as Artillery got minimal damage and inflicted 100's of casualties with canister volleys). Additionally artillery vs artillery fights will cause more casualties.
•Slight Union decrease of long range combat effectiveness vs the Confederates.
•Slight Confederate artillery more accurate at long range fire.
•Condition changes more dynamically and will not remain to zero state during firefights so often. Careful management of units now is creating a dynamic, more challenging tempo throughout the battle.
•Various gameplay balances to morale, combat lethality and melee.
•Improved auto-targeting, especially for artillery which will choose the closest threats much more effectively.
Battle Flow
•Confederate Thomas brigade is available on speculative 1st day 3rd phase of the battle (requested in forum). Historically it was kept in reserve but since Slocum and Stannard are coming it is logical to appear in the battlefield.
•Confederate McLaws division arrives in a more south position in battle of Devils Den (requested in forum). This is more historically correct to make possible the planned envelopment maneuver for the Confederates.
•Iron Brigade and Cutler will arrive in a slightly more northern waypoint in the 1st engagement and reinforcements arrive in more varying delays.
Multiplayer
•New multiplayer map: "Chance to change history". In this historical scenario of 1st July 1863, the Confederates attack with great numbers from West, North and East, heading to Gettysburg and Cemetery hill. The Union forces have a hard task to delay them and hold their ground.
•Various fixes to existing multiplayer maps according to feedback. The most important are:
- Reduce of battle delay in some maps that was too big.
- Balance of VP in some maps that was needed for more balanced battles.
- Blended in time the reinforcement arrival time for many maps.
- The Battle of Devil's Den has McLaws to arrive in a more south position (see above in Battle flow).
- "The confederates counterattack seminary ridge" map is extended to the west, including Cemetery hill and Cemetery ridge and Stannard does not participate. As a result, many more tactical choices are available.
•Updated the gameplay to fit new single player improvements.
•Chat messages include punctuation characters (Chat was incomplete without them).
Bug fixes
•Fixed targeting bug which made units in wavering mode to stop firing. This was very annoying for artillery units which stopped to target and fire until their morale increased or they routed.
•Fixed morale code bug that affected mostly AI actions, eventually making it weaker vs the player. Units that were standing did not receive the proper morale impacts, resulting eventually to just stand and win easily in many cases when in defense. This bug affected also the multiplayer.
1.0.8 01/09/2015
bug fixes
1.0.7 01/04/2015
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
====================================
• 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.
more Version 1.8 05/16/2017
No Details Provided The developer will be required to provide privacy details when they submit their next app update.