'Art of Warfare' campaign software - Changes - by Nikolaj PP: v1.6.1.5 to v1.6.1.7 - Jun 14, 2006 ** Bug fixes/changes: - fixed 'load AB v2 rosters'-bug - 'read composition choice from roster'-opption now works as intended for AB v2 files WH40K: - fixed Chaos Rhino bug - fixed AB v2 bugs for Ulthwe, Chaos, Witcch Hunters - added a seperate Tau armylist for ArmyBuuilder v2 users (it turned out to be to complex to maintain compatibility between Tau AB v2 and Tau AB v3) --------------- v1.6.1.2 to v1.6.1.5 - May 30, 2006 **Changes/additions: General: - added 'loading data'-info when starting a new campaign, to help locating errors when data files have been changed - added 'change default campaign settings'' (and change 'warpstorm' name) to game system data file - greatly increases flexibility for different game systems - added further explanations/info do 'dataa.txt' help file - fixed 'loading non-40k/WHF AB v2 summaryy files'-bug WH40K: - Tau list updated to match new Codex ------------------ v1.6.1.0 to v1.6.1.2 - May 9, 2006 **Changes/additions: - added 'read composition choice from rostter'-option when loading new roster. Checking this box will make the composition of the roster override the campaign software validation. Useful for when playing armylists, where certain options allow some units to count as different composition choices (e.g. troops instead of heavy, etc.). - added GM option to prevent players from using the above option (in order to prevent players from cheating on their armycomposition, if necessary). - 'compress on load'-option now removes 'ssquads' of 0 models from the model list when a roster is loaded. ** Bug fixes/changes: - fixed 'compress on load'-bug - patched 'withdraw outside map'-bug WH40K: - fixed IG Hvy Wpn Team bug - fixed Ilyanden Guardians bug - fixed Orks Warbuggies and Killer Kanz buugs - fixed Tyranid Cluster Spore bug ---------------- v1.6.0.7 to 1.6.1.0 - Apr 30, 2006 **Changes/additions: - Warhammer Fantasy .a-l files updated -> WHF campaigns now again supported (bug testing required, though) ** Bug fixes/changes: WH40K: - fixed Black Templars: Castellan, Marshall and Cenobyte Servitors - fixed Eldar: Wraithlord, Vyper, Defenderrs, etc. ------------- v1.6.0.6 to 1.6.0.7 - Apr 9, 2006 ** Changes: - Garrison units allowed equals units alloowed in first non-special detachment type for that armylist WH40K: - Inquisition: Ordo Hereticus mech detachmment added ** Bug fixes: - WH40K: fixed IG sentinel bug -------------- v1.6.0.0 to v1.6.0.6 - Mar 28, 2006 ** Bug fixes/changes: - fixed wh40k 'min roster size' bug - fixed wh40k Tau bug - fixed 'multiple-roster-load'-bug - fixed 'model pt cost on roster load'-bugg - fixed 'ghost army error'-bug - fixed wh40k Chaos legions bug ** General: - WHF: updated 'empire' and 'high elves' ..a-l files - WH40K: IG Super Heavy detachments min siize 50% normal pt. - added a bit of help text at the initial 'enter install folder name' -------------- v1.5.4.1 to 1.6.0.0 - Mar 14, 2006 - Updated to read Army Builder v3.1 Rosterr files - Added Armylist_File_editor_vXXX : allowss editing/updating .a-l files to match most recent AB data files. Recommended used only for creating ones own .a-l files to currently non-supported game systems. Located at 'help - edit'-folder. - Minor improvements (Roster editor, etc.)) WH40K: - Updated data files to match wh40k 4th. eedition. NB: campaigns based on old data files (3rd ed.) are no longer supported! ------------- v1.5.4.0 to v1.5.4.1 - Jul 25, 2004 ** Bug fixes/changes: - Imperial Guard .a-l: updated ------------ v1.5.3.1 to v1.5.4.0 - Oct 17, 2003 ** Bug fixes/changes: WH40K: - Daemonhunters .a-l file added - Imperial Guard .a-l: updated to match neew codex - Tyranids .a-l: 'warriors not allowed as HQ'-bug fixed - Sisters of Battle .a-l: Repressor added,, Celestian Superior-bug fixed WHF: - Dark Elves .a-l: Raiders of Naggaroth arrmy 'destroyed while at sea'-bug fixed ** General: Added SA's: 135. As [133], but text are 'internal struggle' 140. - Clean corruption in hex always succesful ------------------ v1.5.3.0 to v1.5.3.1 - Aug 9. 2003 ** Bug fixes/changes: WH40K: - Imperial Guard .a-l: Cyclops added WHF: - Empire.a-l: Warrior-Priest fixed, churchh of Ulric added - Chaos Dwarfs.a-l: Greenskin caverns, Greeat Taurus fixed ------------------- v1.5.2.0 to v1.5.3.0 - Aug 4. 2003 ** General: - Roster Editor added (use 'new roster'-buutton at the 'Detachment Data'-screen). Simple editor which allows rosters to be created and saved in the same format as Army Builder text summary files. AB is still recommended, but the editor can be used instead if preferred. Note: if using the editor, 'rare' and 'very rare' items must be selected if they are to be included in the roster. In the generated text summary file they are assigned to the first model of the roster. This is for technical purposes only, and should be disregarded when playing tabletop battles. Individual names for units/models not yet supported. -------------- v1.5.1.1 to v1.5.2 - July 27. 2003 ** General: - Major editing of the rules files. Thankss a lot to Tyfe for the large amount of work he has put into this! - Pop-up hint at 'terrain-type' at 'map-keeys' window, shoving mv-cost of terrain, as well as any rivers in hex ** Bug fixes/changes: WH40K: WHF: - Empire.a-l: Pegasus/griffon bug fixed - Chaos Dwarfs.a-l: Chaos dwarf army: 3 MVVP - Tomb Kings.a-l: updated as per Armybook - Lizardmen.a-l: updated as per Armybook ----------- v1.5.1.0 to v1.5.1.1 - May 12, 2003 ** General: - 'Recover': allowed to move 1 MVP, cannott enter enemy ZoC or enemy controlled hexes. - Default battle order option (default: 'ddefend') - Hex grid on/off option for image based mmaps (see below) - Hex coordinates on/off option - GM option to disable discoveries in newlly claimed hexes - GM option to set all discoveries to 'hiddden valuables' - Armylists sorted when starting new campaaign ** Map Editor (v.1.1.1) - Maps can now be based on (background) immages as well as/instead of the usual terrain tiles. The .map file must be located in the 'Maps/' folder, and the image file (must be .bmp format) must be located in the 'Maps/Map Images/' folder. Both GM and all players must have a copy of the .bmp file. Maps and the corresponding image files can be downloaded seperately at the download site. - Terrain tiles transparentcy options ** Bug fixes/changes: WH40K: - Alpha Legion added (by TheProphet) WHF: - 'Point size for promoted detachments'-buug corrected ------------ v1.5.0.7 to v1.5.1.0 - April 28, 2003 ** General: - Reduced/enhanced damaged in computer batttles now shown (e.g. Necrons) - Skimmers/flyers will only retreat into aa sea hex if no other hexes are available - 'Compressed model data'-option when loadding rosters (allowing slot choices with a large number of units/model types to be loaded, such as IG Platoons) ** Bug fixes/changes: WH40K: - Chaos Black Legion (standard Chaos Spacee Marine list) added. Old Chaos list removed (ongoing campaigns using this list can still be played, though) - Damage to Necrons in computer battles coorrected - Necron 'Major Influx Matrix' building noow treated as a webway portal (i.e. ignores warp storms) - Necron Scarab detachments no longer speccial - limit reduced from 20 total units of them to 10 - 'Obliterator'/'Obliterator Cult' fixed ((added to ABcorrections file) WHF: - Fanatics added to Orks & Goblins .a-l fiile ** 'Game developer' related improvements: - added option to exempt unit from 'vehiclle required'-check (for mechanised det.) - improved 'shared files' usage - .a-l files can now be included but stilll be unavailable when starting a new campaign (i.e. the old chaos.a-l file) ------------ v1.5.0.6 to v1.5.0.7 - February 7, 2003 ** WHF: - Dogs of War/Regiments of Renown added too all armylists - Dogs of War armylist added (no special rrules yet, though) ** Bug fixes/changes: - special characters/'rare' units now workk properly - units no longer 'inactive' in the battlee phase the first turn after deployed WHF: - Empire .a-l (combined units) - DE (building info) ----------- v1.5.0.5 to v1.5.0.6 - February 1, 2003 ** Bug fixes/changes: - garrison construction time now shows prooperly WHF: - increased # of heroes allowed - Vampire Counts .a-l (buildings) - Chaos .a-l (flamers, daemonettes) - Dark Elves (witches) - Chaos Dwarfs .a-l (removed sa #164:uh siize>3 double upgrade cost) WH40K: - Necrons .a-l (Monolith deep strike, smalll scarab detachments, Nightbringer spec. char) ** General: Added SA's: 332. - Detachment size restricted to 75% normal 333. - Detachment size restricted to 50% normal 334. - Detachment size restricted to 30% normal 335. - Detachment size restricted to 20% normal 337. - Detachment must include at least one vehicle/war machine 338. - No vehicles/war machines allowed in detachment ----------- v1.5.0.4 to v1.5.0.5 - January 14, 2003 ** Misc. additions: - new .exe file icon ** Bug fixes: (thanks to Tyfe, who has pointed out a considerable number of bugs, including most of the (now fixed) bugs below) - retreat off map bug fixed - skimmers cannot be deployed in sea hexess - convoys can build camps again - Strongholds in enemy ZOC can only be upggraded if a friendly detachment/garrison is in the hex - units now able to enter hex with allied garrison - garrison can now be built in stronghold occupied by allied detachment - orbit window now 'stays on top' when a eedtachment in orbit is assigned an order - detachments can now be transported to orrbit, even when a warpstorm is raging - garrison no longer destroyed if losing aa battle to a raiding attacker - tunnel exits don't dissapear - detachments emerge from tunnels at rightt hex - 'rare' units bug fixed - 'rare' units now listed properly at the info screen - skimmers cross rivers with no movement ppenalty - modified units no longer on recovery ordder the turn they arrive - own roadbuilds/tunnelbuilds now shown inn non-controlled hexes - tunnel entrances now shown in non-controolled hexes if tunnels visible here - multiple fixes for the various WH40K armmylists - multiple fixes for the various WHF armyllists ** WH40K specific changes: - World eaters: Battle initiative bonus (++1) and increased chance of killing enemy models (-1 to the after battle dice rolls to see if the enemy models are wounded/killed - Sisters of Battle: Ordo Hereticus Strikee Force Detachment (1 in 6, drop pod) from Citadel Journal 49 added - Necrons: destroy Strongholds when claimeed. Scarab detachments cannot claim hexes - IG pay half cost for mixed obstacle defeence ---------- v1.5.0.3 to v1.5.0.4 - October 21, 2002 ** General rules changes: - Fortifications cannot be built if the coonvoy is in enemy ZoC and no friendly detachment is in the same hex - Tabletop battles can be postponed to nexxt turn. The following rules are in effect for postponed battles: -Participating units cannot be given new oorders, they don't 'recover', and they cannot be disbanded -Later arrived non-participating detachmennts cannot support in any way -New detachments can't be placed in hex -Units cannot enter the battle hex (by movvement or retreat) -Fortifications in hex can't be upgraded/ggarrisons can't be built here -Urban hexes can't be upgraded, Convoys caan't be created, no new buildings or detachments can be built, detachments can't be reinforced -Fortifications/cities can't be built in hhex -No forest spread, corruption or infestatiion into hex ** Misc. additions: - Special rules no. [301]-[330] implementeed (for a full list of available special rules, see 'special abilities.txt' in the 'Help - editing' folder ** Bug fixes: - Detachment complexity bug fixed - Battle resolvement yellow hex bug fixed - Map Editor: 'Read map'-bug fixed ** WH40K specific changes: Necron special rule added: 317. - May always withdraw, but shattered if caught Full set of Tau special rules added: 44. - +2 to recover roll for models 58. - Connect initial resources with roads ( flourishing civilisation ) 65. - All claimed stringholds destroyed (tau don't use fortifications much) 52. - 'Taxation office' increased effectivity (75%) ( represents the civilised, ordered society - counters the lack of 'exploitation centers') 305. - Detachment complexity: -25% 315. - Radar tower shows all hexes regardless of terrain 316. - If caught when trying to withdraw: may withdraw anyway 33% of the time 319. - Evacuate cities: half population (rounded down, new city size: min 1) (happens if a city with only a garrison is attacked) 321. - Immigration. City growth 5% chance/city/turn [GM opt.] 323. - If capital lost new capital is immidiately appointed ( - largest city, if more than one choice the one nearest the old capital selected. The city must meet the size normally required to be appointed as capital (size 3 - GM opt.) ) 326. - 30% [GM opt.] chance each turn that spaceports cannot be used 328. - Always on 'withdraw' battle order if below 50% strength (preserve life) 329. - May not be ordered to enter enemy ZoC if below 50% strength (unless already in enemy ZoC, or friendly detachment in hex) 330. - May not be ordered enter enemy controlled hex if below 50% strength (unless already in enemy controlled hex, or friendly detachment in hex) ** WHF specific changes - Chaos .a-l file now includes warehorses ------------- v1.5.0.2 to v1.5.0.3 - September 10, 2002 - the notorious 'detachment pointer error'' and 'ghost detachment' bugs fixed ------------- v1.5.0.1 to v1.5.0.2 - August 30, 2002 - 'convoy move into enemy ZoC' bug fixed ------------- v1.5 to v1.5.0.1 - August 24, 2002 - 'rare' bug fixed - 'convoy 1 MVP' bug fixed - 'wrong file' bug fixed ------------- v1.42 to v1.5 - August 5, 2002 Important: The name of the 'WH40KCampaign.exe' file has changed to 'Campaign.exe', as the program is now a generic campaign program: Art of War - All Purpose Interactive Campaign System Rules changes/additions: - Full WHFantasy support - Force Pool added. Can be used either as a fixed 'at any time max # of models'-limit, or as a pool of models used up as they are built - Detachment Complexity dependent on detacchment size: The basic complexity is increased by: (3*pt. size) DIV (2* max. size) - changed limitation of 'rare' models/unitts. Now max of 1 choice for each (5 detachments and Urban Hex city size or larger) - fortification size reduced when claimed by enemy - Detachments have 'limited vision' (only,, regardless of scouts) of the adjacent hexes as they move. They will be able to see hexes as normal in the battle order phase. - Rivers: +2 MVP to cross a river (wheeledd units cannot cross), unless a bridge is present - All initially placed cities are connecteed by roads - Multiple 'rare' models/choices are allowwed in the same detachment. - Convoys cannot be ordered to enter enemyy ZoC unless the hex is occupied by a friendly detachment - Tunnels added and AA towers rules slighttly changed (see rules in 'Campaign Rules.rft' file) - WHF: Lord and Rare choices: double 'compplexity cost' Bug fixes: - WHF AB txt summary files read fix - Tyranid 'BP for battles'-bug fixed - Required are only buildings for models aactually bought - Battle Resolvement window stay on top - fixed 'read Necron AB file' bug Misc Improvements: - Shortcuts added: Movement Orders:

or : path (standard move) :reserve movement :claim area :mov and claim <7>,<8>,<9>,<4>,<5>,<6>: direction move (1 hex) :done Battle Orders: :attack hex :planned attack hex :raid hex :planned raid hex :defend :guard :withdraw Misc: :select next in hex :view :options :info - Help buttons added - Terrain types: plains -> grasslands, baddlands -> plains, badlands and desert added (no battlemods yet). - Added coast graphic around sea hexes - New road graphics - when creating new campaign - new player:: keep settings as previous player as default (# UH, etc) - credits added (let me know if I have forrgotten anyone ;-) - GM option [101-105]: disable non-officiaal detachments etc. ('official status' data added to .a-l files) - GM option [106]: unlimited 'rare' - GM option [108]: Disable fortification ssize reduction on claim by enemy - GM option [110]: all units hidden - GM option [111]: all enemy territory hiddden - WHF Campaign Rules in .rtf file in Help folder 'Game developer' related improvements: - Ability for individual detachments to bee able to receive special ability assignments - Battle Resolvement window stay on top - Added new features to Map Editor (riverss, roads, fortifications, cities and resources can now be edited) - To data.dat file: added new movement typpes: Amphibious, Naval, Air (Airspace), Orbital and Space flight (the 3 latter for later use). Note: Amphibious detachments that end their movement in sea hexes are destroyed in the same way as skimmers - To data.dat file: added basic game systeem names/unit names (allows basic names to be specified for each game system, i.e. detachments/armies/fleets, etc.) - .a-l files: detachment data now includess 'detachment list 'officiality' status (rules): 0: official, 1: recommended optional, 2: optional, 3: other sources, 4: campaign only, (5: other)' (see the 'a-l files.txt' help file) - .a-l files: special abilities data formaat changed (see 'Special abilities.txt') Old format can still be used (see 'Special abilities_old.txt') - Game systems listed in 'Game Systems.datt' file in 'ArmyData' - more than 100 (!) new options for speciaal abilities added (for a full list of all special abilities see the 'special abilities.txt' help file): WH40K Campaign changes: The following special rules added: Dark Eldar: 33. - Detachment has 2 hex range 'limited vision' 60. - No initial roads between cities 78. - Additional BP when raiding/attacking cities [slave raid] 91. - # of Cities doubled when determining # of 'rare' models/items allowed 263. - 10% chance each turn that Detachment is inactive in movement order phase [betrayal and treachery] All marines (except white scars) and all Chaos: 284. - Move through tunnels (slow speed) White Scars: 109. - +1 Battle Initiative Death Guard: 74. - Vehicles cannot 'recover' - must be repaired in appropriate center (Repair Facility) 89. - Risk of plague in each enemy urban hex Eldar: 90. - # of Cities +50% when determining # of 'rare' models/items allowed Iyanden Ghost Warriors: 284. - Move through tunnels (slow speed) Imperial Guard: 59. - Connect initial fortifications with roads 270. - Build tunnels/mines allowed 271. - Tunnels named mines 282. - Tunneling allowed in Hills, Mountains or Badlands only Necrons: 29. - Cities double build and Triple upgrade cost 56. - Cannot build roads 60. - No initial roads between cities 70. - 100% BP gained from enemies defeated in battle 91. - # of Cities doubled when determining # of 'rare' models/items allowed 257. - Computer Battle: inflicts damage as roll is 2 lower 272. - Move through tunnels (full speed) Orks: 270. - Build tunnels/mines allowed 276. - Decreased chance of succesful tunnel-build 282. - Tunneling allowed in Hills, Mountains or Badlands only 284. - Move through tunnels (slow speed) Kult of Speed: 285. - Not allowed to move through tunnels Tyranids: 4. - General improved movement through terrain (4 MVP terrain: 3 MVP, 6 MVP terrain: 4 MVP) 56. - Cannot build roads 60. - No initial roads between cities 270. - Build tunnels/mines allowed 280. - Half normal chance to discover new resources in hex when tunnels are first built 281. - Tunneling allowed outside controlled hexes 284. - Move through tunnels (slow speed) World Eaters: 124. - No raid battle order 125. - No withdraw battle orders ----- v1.41 to v1.42 - April 15, 2002 IMPORTANT: Because of changes in the file format this version cannot be used in campaigns, in which some players or the GM use older versions of the program. This means that if one player/GM in a campaign updates to v1.42, then all players and the GM *must* also update. Changes/additions: - New terrain pics - by Sandy - Updated CampaignRules file - by Brad - Deathguard, World Eaters armylists addedd, and Chaos and Night Lords armylists updated - by The Prophet - White Scars armylist added - by Dave C - Cityfight defences for fortifications addded - by The Prophet - Demolishing a fortification can be done as long as the fortification is not in enemy ZoC Razing an urban hex also requires no enemy ZoC, and a detachment in the hex (garrison not enough). Both these actions can only be performed in the build phase - Unprepared/long range artillery support reduced effectiveness. Computer battles: Bonus for artillery support are be halved (rounded up), except if fighting detachment is on 'planned attack' or 'defend' battle orders. Bonus for 2 hex range artillery support will be halved (rounded up) (cumulative with above, ie. supporting a non-planned attack from 2 hexes away will result in the bonus being halved twice (rounded up each time)) Tabletop battles: see the CampaignRules help file. - Increased detachment maintenance cost (aarmy upkeep). 1 BP per 25 pts of detachments up to eg 10,000 pts of detachments, then 1 BP per 20 pts of detachments between 10,001 and 20,000, etc. to a minimum of 1 BP per 10 pts of detachments at more than 30,000 pts. [Settings can be changed by GM] - Detachment build error code explanationss added Bug fixes: - Super hvy detachment HQ bug fixed - One-way bridge bug fixed - Detachment max size bug fixed ------ v1.405 to v1.41 - February 25, 2002: IMPORTANT: Because of changes in the file format this version cannot be used in campaigns, in which some players or the GM use older versions of the program. This means that if one player/GM in a campaign updates to v1.41, then all players and the GM *must* also update. To update an ongoing campaign, do as follows: 1. The GM receives all required .plr files (all created by the 'old' version as usual) 2. The GM updates to v1.41 *before* he creates a new turndata file (so let the updated program read the 'old' .plr files). So the turndata file is created by v1.41, and then sent to the players as usual. 3. The players update to v1.41 *before* they make the new .plr file (ie update before the new turndata file is loaded) In this way everyone will have updated to v1.41 without the file format change causes any problems. A few settings have to be manually altered by the GM (only in ongoing campaigns - they are implemented as default values when new campaigns are started): [82] - set to 3 [85] - set to 2 (or 1 on small maps) [89] - set to 50 [90] - set to 50 If preferred the following variables can be set also: [60] - reduce to 2 [86] - change to 1 Changes/additions: * Instead of 2D6, the computer now rolls 4D6 and discards the highest and the lowest die * Total of all fortifications size is limited by 'total of all urban hex's size times 3 (GM setting 82) [the fortifications need supply etc.] * 'total of all urban hex's size is limited to one 'size' per 3 (GM setting 81) controlled hexes [urban hexes need surrounding land for supply, etc.] * Urban hexes can't be built within 2 (GM setting, default may be changed to 1 hex instead) hexes of each other. Urban hexes of size 5 (GM setting 84) (ie Hive City) allows urban hexes nearby, though * Urban hexes can't be built near the edge of the map (Black hexes count as urban hexes in the above restrictions). (GM setting 86, default: off) * Units in mountain or jungle hexes can't be detected by radar * Owner (colour) of units shown by radar are now revealed * Small info panel with pop-up hint that explains why camp/village can't be built if applicable * Detachments don't exert a Zone of Control into a hex unless they are able to move into the hex. Fortifications with garisons always exert Zone of Control into all adjacent hexes, no matter the terrain * Supporting a defender provides a +1 bonus with a 50% (GM setting 89) chance of +2 bonus instead * 'Guard' battle order (as opposite to 'support') has been slightly reduced: always +1 bonus in defence, attack bonus: front +1, rear: +1, back:+2. No artillery bombardment (** also true for tabletop battles) * Raids cannot be supported [raids are hit and run, not large scale operations]. Artillery bombardment cannot be used against raids (** also true for tabletop battles) * If a detachment cannot enter a battlehex (due to terrain) it may only provide artillery support (** also true for tabletop battles) * Detachments unable to retreat except into own detachments not in enemy ZoC are 'scattered' instead of destroyed, and reappears in the capital 5 (GM setting 83) turns later. * Ork exploitation center only adds 50% to BP income (GM setting 90) * Ork villages cannot create convoys * Chaos can build Warp Gate (similar to Eldar Gateway Portal, but costs 150 BP/turn in upkeep) * Sisters of Battle "Our Faith Shall Prevail" has been moved to after the battle have been fought (so it can now change the result of tabletop battles as well as computer benerated battles) * GM options have been numbered for easy reference * GM can set min and max basic detachment size * Updated to match changes in ArmyBuilder data files * As well as some minor corrections Bugs fixed: * no retreat into (0,0), other battle, or garrison * detachments and garrisons cannot be deployed in an urban hex occupied by the enemy * espionage center no more reveals own treaties * walk across sea hexide without bridge not allowed * ork exploitation centers decrease population * warp portal removed from chaos default start buildings * Iron warriors warsmiths and corrupted vehicles now load properly * Noise Marines now count as either Troop or HS in a Emperors Children Detachment * And a number of other minor bugs/corrections ----- v1.401 to v1.405 - * VP bug fixed * Detachment/unit cross reference pointer check routine added * Installation-lock up bug fixed * Detachment min/max size settings added v1.4 to 1.401 - January 8, 2001 * Fixed second 'convoy (0,0)'-bug * Main screen set to 'always stay on top' v1.33 to 1.4 - January 5, 2002 Bug fixes: * SH with garrison upgrade * no claim/events in 'black' hexes * 'convoy (0,0)'-bug * minor bugs Added: * error correction routine * GM file status check * reduced file size option * detachment names now shown in battle reports * reinforcements cannot arrive in urban hexes occupied by enemy * +1 DXP to units supporting in battle * treaties - allainces and non-agression pacts * espionage center * detachments allowed to move through own detachments * player eliminated if controls no urban hexes, garrisons or detachments * sacking of urban hexes --- v1.32 to v1.33 - December 8, 2001 * 'Destroy enemy defeat' bug fixed * 'Build/upgrade Stronghold/Urban hex not allowed' option added * Increased BP production to: City: 100, Metropol: 150 * Added Hive City * Updated AB txt file format changes (IG) --- v1.31 to v1.32 - November 8, 2001 * Tau and Iron Hands armylists added * Minor armylist corrections Thanks to TheProphet for these additions/corrections --- v1.3 to v1.31 - October 18, 2001 * Frame for WHF added * Minor changes in Data.dat file format * A few bugs fixed ---- v1.22 to v1.3 - October 17, 2001 * New AB text summary file format supported (AB WH40K data file 3.00 +) * Chaos Iron Warriors, Emperors Children and Night Lords armylists added/updated (by TheProphet) * Sisters of Battle and Necrons armylists updated to Chapter Approved rules (by TheProphet) * 'Campaign dir already contains files'-error message added * All buildings destroyed and army type changed, when an Urban Hex is claimed from enemy * All defences/turrets destroyed and army type changed, when a Stronghold is claimed from enemy * SoB special abilities added * Chaos Iron Warriors, Emperors Children and Night Lords special abilities added * New terrain type added. Map files updated to include this. * Radar added * File structure changed - multi game support allowed (Warmaster, WHFanatsy etc.) * Special abilities now independent of army list number (allows use of special abilities for multiple armylists, independent of game system) * Various bug fixes Computer Battles: * 'Max bonus for terrain/composition' option added. Default value: 3 * Pts required for bonus changed from 300/600/1500 to 400/800/1500 * Model/unit battle modifiers corrected ---- v1.21 to v1.22 - September 19, 2001 * Chaos: Iron Warriors armylist added (by TheProphet) * No Fog of War option added * Random placed start resources added * Chaos corruption/tyranid infestation spread default percentage reduced * Minor bug fixes/text corrections ----- v1.2 to v1.21 - September 9, 2001 * Battle casualty bug fixed * Game setting info bug fixed * Battle modifiers updated ----- v1.15 to v1.2 - September 3, 2001 * Computer Battle System enhanced further (incl. range & composition) * Campaign history added * Chaos legions armylists added (by TheProphet) * 'Experience stars' indicate detachment rank * GM options can be set during the campaign * Resolution info now loaded at startup * Random events added * Cleansing of hexes now depends on detachment size * A number of bugs fixed ----- v1.13 to v1.15 - August 25, 2001 * Enhanced Computer Battle system * 'Urban hex zero generation'-bug fixed * 'Upgrade special detachments limit'-bug fixed * Other minor bugs fixed ------ v1.12 to v1.13 - June 11, 2001 * ABcorrections file added * Chaos Mechanised, Iron Warriors and Emperor's Children detachments added * Map added: 5 pl. med ------ v1.1 to v1.12 - May 18, 2001 -Bug Fixes: * Emperor's Champion bug fixed (v1.12) * 'unit-army type' bug fixed (v1.11) ----- v1.01 to v.1.1 - May 9, 2001 - Rule changes - campaign rules/program: * Stronghold defences cannot be build and garrisons cannot be repaired, if attacked the previous turn * Capital can be rebuilt if lost * Corrupted hexes are visible to the chaos player * Tyranid Seeding Swarm replaces Mycetic Swarm -Additions: * Maps added: 4 pl. med.; 6 pl. med.; * 'Help/Battle-Summary.doc' added * 'status' shows hexes controlled * Chaos Q&A added to 'Help/Campaign.html' * GM can change variables for each game * GM 'exclude player'-option added * Option for unrestricted use of special detachments * Additional victory conditions added: - Claim portion of map - Gain number of VP - Eliminate all other players - Eliminate one random player ('the Risc-mission') -Corrections: * Chaos special detachment name corrected * Tyranids cannot build garrisons * IG Artillery detachment 'leftovers' removed -Bug Fixes: * 'Garrison to large'-bug fixed * 'Dark Eldar raid two hexes'-bug fixed -Campaign Rules (file): * Necron Lord clarifiation added * Dense forest vehicle movement changed * DE income from space: 150 BP * (# of starting resource hexes) * Tyranid income from space slightly altered * Sight radius corrected - Rule changes - 40K battles: * Artillery Support rules changed * Reinforcements from other detachments cannot assault in the turn they arrive ---------- v1.0 to v.1.01 - Mar. 1 2001 - Bug fixes: * Tyrant Mutant bug fixed