A new update to The First World War is now live. In this release we’ve continued improving the Naval Mining system. Mines will now sink enemy trade by destroying shipping capacity in the same fashion as regular trade interdiction. A successful hit also reduces the mine coverage % to represent detonation. The interdiction system has been modified to have some variance in strength to simulate a measure of luck inherent in navigating waters with mines present.
Some UI features involving Unit Groups are now extended to the Groups List in the Military Panel. You can now toggle between Mobilize and Demobilize plus take command of your Colonial forces with one click on the list. We’ll be adding a method to stop nations from setting too many units to Mobilize when their Readiness is low. This will prevent the use of the mobilize buttons to ramp up unit strength without raising Military Readiness.
Colonial Empires can now take command of all their Colonies or Protectorates units using the Empire Military Command button. This is located on the Colony Government panel.
The German AI had a bug that was preventing it from employing tactical attacks on Belgium. This was sometimes leading to a Belgian victory and even invasions deep inside Germany. The changes may end up making Germany too strong in the early stages. We promise to keep testing to achieve a better balance in every area of the game.
The feedback we receive from the community is a key element of Early Access development. User reports have alerted us to several bugs we have been able to fix for this release. Some were simple string edits, but others turned out to be important flaws. We had particular trouble resolving some movement bugs that were keeping some units from moving 1 region through Mountains and Deserts. Hopefully that issue is behind us now.
A description of all the changes in the latest version of Making History: The First World War Early are listed below.
Comments will be approved before showing up.