Posts by Arcorian

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    Attention Generals!


    Today’s release brings several updates to Supremacy 1: The Great War. We redesigned the country chooser, added a new army stack positioning system and fixed several bugs.


    The new army stack positioning system displays the images of units closer to their actual position, unless a bigger number of different units are positioned in a close area at the same time. In these cases the system displays the units slightly more separated from each to significantly improve the map overview and make it easier to distinguish between different troops.


    See the list below for a complete overview of what we are releasing today.


    General:

    • We implemented a new army positioning system to improve overview on the map.
    • We implemented sound in Supremacy 1: The Great War.
    • We re-designed the way player’s choose their country in game to improve the overall game experience in game rounds.
    • When joining a team map player’s now only choose the team they want to join, not the country.
    • The AI is now more active when taking over a country from a player who went inactive.
    • MG Infantry units are now available from day 1 instead of day 3
      • MG Infantry units have 6 levels now.
      • We adjusted the progression of stats of MG Infantry units to fit to the new 6 level layout.
      • We changed the armor class of MG Infantry from unarmored to heavy armor.
    • We reduced research money cost for level 1 and 2 of units that are available from day 1
    • We reduced upkeep costs for units available from day 1

    Bug fixes:

    • We fixed an issue that caused sea transports, airplanes or airplane convoys to have negative health and as a result being indestructible sometimes.
    • In the past, increasing province morale didn't instantly shorten the remaining conscript recruitment time but was only applied to the next recruit in line. This has been fixed: recruitment times are now instantly recalculated.
    • We fixed an issue that occasionally caused the redirect to the payment provider to fail in the shop.
    • We resolved an issue that caused newspaper editors to refuse to show respect for new heads of state when writing about them. Instead of addressing the new rulers as “null” the heads of state are addressed with their correct names when taking office.

    We hope you like these changes and wish you best of luck on the battlefield.


    Your Bytro Team

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    Attention, Generals!


    Wednesday’s release sets out to greatly improve your game experience with a number of noteworthy changes to the AI, the timing of the day change event, and a whole new way to track your progress towards victory.


    Responding to feedback from the community and our own analysis, we adjusted the behaviour of AI players to be slightly less aggressive. To achieve this we adjusted the way the popularity with the AI is affected by certain actions (like surprise attacks and unit production). We also taught the AI that it is more beneficial to attack provinces on the front-line instead of trying to occupy provinces all over the place.


    Another rather big change that you should be aware of is that the time when the day change occurs now varies between game rounds. This was done for performance reasons and to allow players of different time zones to join games that suit their online times best. So what changed? Game rounds now start at 0 hours the moment they are created. When a game gets created at 10:00 AM CEST the first day change will happen at 10:00 CEST the next day. If the game round is full and another new game round gets created at 10:45 AM CEST its first day change will happen at - you guessed it - 10:45 CEST the next day. You can always check the World Herald newspaper of a game round for when the next day change will happen.


    Finally, we made some important changes to the way victory rewards work. For details check the complete list of changes below.


    Victory Progress and Reward Changes:


    • We completely reworked the 'game end timer' popup to display your current progress towards victory – both as a single player and as part of a coalition.
    • When a game is finished due to a timeout, the player or coalition closest to reaching victory on the map will win. Prior to this update only single players could win a round after a timeout.
    • Victory rewards are now based on each player’s or coalition’s relative progress towards their respective victory condition. This progress is reflected in a joint ranking table, accessible through the timer in the top right corner of the screen or from the new ranking indicator in the top bar.
    • Finally, the new reward structure allows for coalitions that rank 2nd, 3rd, or 4th on the joint ranking (depending on the map type) to receive Gold rewards matching their ranking position as well. In the past, only a winning coalition could receive a coalition victory reward.

    AI:

    • The negative effect of unit production on a player's popularity with the AI has been drastically decreased.
    • When a player declares war on another player:


      • Only the aggressor receives a popularity penalty with the AI depending on the victim's popularity with the AI. (Before, the defending player also received that penalty in certain cases.)
      • We removed the popularity penalty for players who react to a war declaration by declaring war back.
      • When war is declared against a player he receives a solidarity bonus at the same height as the penalty received for declaring war by the opposing player
      • AI players preferably attack front-lines and undefended provinces. It may still use neutral provinces (roads) to attack a player’s core territory, though.
    • We fixed a but that allows the AI to give Right of Way to players on the Dominion Mesopotamia map.

    General:

    • Game rounds now start at hour 0 when they get created. This means that day changes in a game round always happen in 24h intervals from the moment the game is created.
    • The day change timer is now also visible in the mobile version (on the bottom right corner).
    • We have improved the positioning of unit sprites on the map: they are now displayed closer to their actual position and overlap each other less often.
    • Joining a new game round through our game suggestion popup now grants a small Gold reward.

    Bug fixes:

    • We fixed an issue that prevented players from buying small amounts of resources with Gold when they lacked some for building units and buildings.
    • We resolved an issue that prevented players from closing a pop-up after a payment was finalized.
    • We fixed an issue that sometimes led to players getting an error message after being redirected from the shop to the payment provider.
    • We resolved an issue that led to the coalition flag of the last selected army being shown for the subsequently selected army in some cases.

    We hope you like the update and wish you best of luck on the battlefield.


    Your Bytro Team

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    Attention, Generals!

    Today’s release sets out to greatly improve your game experience with a number of exciting changes to the overall look and feel of the game, some noteworthy balancing adjustments, and a whole new way to track your progress towards victory. See the list below for a complete overview of all improvements – including some important changes to the way victory rewards work:

    Victory Progress and Reward Changes:

    • We completely reworked the 'game end timer' popup to display your current progress towards victory – both as a single player and as part of a coalition.
    • Victory rewards are now based on each player’s or coalition’s relative progress towards their respective victory condition. This progress is reflected in a joint ranking table, accessible through the timer in the top right corner of the screen or from the new ranking indicator in the top bar.
    • We removed the special Gold reward in the amount of victory points for single players to give more weight to the position of each player or coalition in the ranking. To compensate for this we adjusted the single-player and coalition rewards for a position in the joint ranking. top positions now get significantly more gold and also active lower ranked player will receive a gold reward.
    • Finally, the new reward structure allows for coalitions that rank 2nd, 3rd etc. on the joint ranking to receive Gold rewards matching their ranking position as well. In the past, only a winning coalition could receive a coalition victory reward.

    General:

    • Due to game rounds ending rather fast we adjusted the balancing so that the late game can be reached earlier.
      • Resource production peaks faster
      • high level units will be produced faster
    • Unit speeds received slight adjustments.
      • slow units got a speed increase
      • fast units got the speed reduced slightly
    • Conscripts are the backbone of each army but were represented too much on the maps. That is why we increased their spawn time and made them more effective against unarmored units. That way they will die faster in combat and spawn slower, which increases the value of produced units.
    • In the research panel we added the information which building is required to produce the unit that is unlocked by the selected research task.
    • Joining a new game round through our game suggestion popup now grants a small Gold reward.
    • We introduced a minimum size for stock market offers created by the AI to prevent it from spamming the market with a high amount of very small offers.
    • We changed the way we display view range in the unit details panel: We now display the view range value of the inner view range which only includes the area of 'perfect' vision. In the past we displayed the view range value representing the outer view range (including the area that showed the preview of approaching units without detailed information on army size and type).
    • We made small but significant adjustments to the overall art style and color palette of Supremacy 1: The Great War to immerse you even more in the WW1 era.

    Bug fixes:

    • We resolved an issue that led to the coalition flag of the last selected army being shown for the subsequently selected army in some cases.
    • We fixed a bug that led to wrong resource icons being displayed in the province administration.

    We hope you like the update and wish you best of luck on the battlefield.


    Your Bytro Team

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    Attention, Generals!


    Today’s release brings some major changes to the AI behaviour, additional features, changes and bug fixes to Supremacy 1: The Great War. Let’s dive right in...


    Responding to feedback from the community and our own analysis, we adjusted the behaviour of AI players to be slightly less aggressive. To achieve this we adjusted the way the popularity with the AI is affected by certain actions. The negative effect of unit production was decreased drastically, to give just one example. We also taught the AI that it is more beneficial to attack provinces on the front-line instead of trying to occupy provinces all over the place.


    Another rather big change that you should be aware of is that the time when the day change occurs now varies between game rounds. This was done for performance reasons and to allow players of different time zones to join games that suit their online times best. So what changed? Game rounds now start at 0 hours the moment they are created. When a game gets created at 10:00 AM CEST the first day change will happen at 10:00 CEST the next day. If the game round is full and another new game round gets created at 10:45 AM CEST its first day change will happen at - you guessed it - 10:45 CEST the next day. You can always check the World Herald newspaper of a game round for when the next day change will happen.


    Those were just some highlights of what we released today. Read through the complete list of features and bug fixes below:


    AI:

    • The negative effect of unit production on a player's popularity with the AI has been drastically decreased.
    • When a player declares war on another player:
      • Only the aggressor receives a popularity penalty with the AI depending on the victim's popularity with the AI. (Before, the defending player also received that penalty in certain cases.)
      • We removed the popularity penalty for players who react to a war declaration by declaring war back.
      • When war is declared against a player he receives a solidarity bonus at the same height as the penalty received for declaring war by the opposing player
    • AI players preferably attack front-lines and undefended provinces. It may still use neutral provinces (roads) to attack a player’s core territory, though.

    General:

    • We improved the production menu in a way that it automatically preselects the strongest available unit that the player can build in the selected province.
    • When clicking on a province which does not meet any requirements to build units in it, the button in the province bar is now greyed out. The button is still clickable when greyed out.
    • Game rounds now start at hour 0 when they get created. This means that day changes in a game round always happen in 24h intervals from the moment the game is created.
    • We reworked ingame tooltips to make them more attractive and consistent. Some tooltips also include additional information.
    • When a game is finished due to a timeout, the player or coalition closest to reaching victory on the map will win. Prior to this update only single players could win a round after a timeout.
    • We switched the tutorial to be hosted on the Europe map instead of the Flanders Front map.
    • We rearranged the settings menu to make it easier to navigate. Players now find two tabs when opening the settings: one tab for game settings and one tab for account settings.
    • Clicking on the player status icon (human player, inactive, AI) in the province bar now opens the in-game profile of that player.
    • Clicking on the national flag in the province bar or army panel now opens the diplomacy screen and selects that nation.
    • We planted additional trees next to roads to improve your units’ travel experience.
    • We removed the unit and fog of war toggles and added bug reporting to the settings pop up.

    Bug fixes:

    • We resolved an issue that caused the wrong amount of Gold to be displayed for increasing hitpoints of a mixed stack of units.
    • We fixed an issue that prevented players from buying small amounts of resources with Gold when they lacked some for building units and buildings.
    • We resolved an issue that prevented players from closing a pop-up after a payment was finalized.
    • We resolved an issue that could cause players getting stuck in the tutorial.
    • We resolved some issues with the Polish localization of units and buildings.
    • We fixed a bug that could cause units to be displayed incompletely and with an inaccurate position.
    • We resolved a bug in the country selection screen that could cause long loading times for the map preview.

    We hope you like the update and wish you best of luck on the battlefield.


    Your Bytro Team

    I'll try to open another ticket but i don't get the email about the opened ticket neither any responses, Is it possible that outlook with them new features are blocking support mail? could you give me the support account to add it to whitelist?

    Assuming that you added an email adress to your account you will receive ticket updates from the email support@supremacy1914.com.

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    Attention, Generals!


    Today’s release brings some new features and bug fixes to Supremacy 1914. Coalitions can now win game rounds when time runs out before someone was able to win the map in time, we improved user experience by leading players directly to the diplomacy screen of a country, when clicking on a national flag in the province bar or army panel, and we fixed an issue that prevented players using the app on Android from scrolling down in some menus.


    General:

    • When a game is finished due to a timeout, the player or coalition closest to reaching victory on the map will win. Previous to this update only single players could win a round after a timeout.
    • We rearranged the settings menu to make it easier to navigate. Players now find two tabs when opening the settings. One tab for game settings and one tab for account settings.
    • Clicking on the player status icon (human player, inactive, AI) in the province bar now opens the in-game profile of that player.
    • Clicking on the nation flag in the province bar or army panel now opens the diplomacy screen and selects that nation.

    Bug fixes:

    • We resolved an issue that caused units and buildings to temporarily disappear in the production menu when it was researched or built.
    • We fixed an issue that caused an infinite loading symbol to appear when scrolling down the “New Games” list on Android devices.
    • We resolved an issue which prevented players from scrolling down in the “All Offers” section of the stock market when using an Android device.

    We hope you like these fixes and wish you best of luck on the battlefield.


    Your Bytro Team

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    Attention Generals!


    While we keep working tirelessly on Supremacy 1: The Great War to get it ready for its world wide launch, we would like to take the time to thank you all for your amazing help on this journey. Your feedback and the personal gaming experiences that you shared with us during the last couple of weeks helped us tremendously!


    We are not able to thank each and every single founding member of the Supremacy 1 community, but we feel some names need to be dropped here as representatives for all the players who took the time to let us know what they love and what they dislike in their Supremacy 1: The Great War gaming experience.


    THANK YOU!


    _Pontus_

    [SPQR]cZw0

    boris.de

    Cycle9

    Dr.Leipreachàn

    Golden Frieeza

    Hastings TNT

    j10211647

    Keji Gima

    Lem

    Lord Dragos

    Lordcmd

    Mr.Dutch

    nemuritor98

    Oktan

    ProfessorComs

    straw-hat

    THE BEHOLDER

    war-play

    Warriorgu

    Whitetiger89


    We continue working on Supremacy 1: The Great War and your feedback is still extremely valuable for us. So if you have something that you wouldn’t want to miss in the game, if you noticed something we should do differently, or if you figured out that something is missing completely head to the forums, Twitter or Facebook and let us know!


    Your Bytro Team

    Attention iOS Generals!


    We received reports that the shop on the iOS app is not available in app version 0.36. A fix of the issue will be available with app version 0.37 in a few hours. In case you need to use the shop urgently, you can login to your account using your internet browser.


    In case you are using iOS but do not experience this issue, please wait with updating your game until version 0.37 is available on the App Store.


    We apologize for the inconvenience.


    Your Bytro Team

    Hey j10211647  
    Thank you for bringing this up. We already adjusted the cool downs for the Rush for Europe map (6x speed), but missed to do the same for the other speed maps.


    With our next release (end of October) future events cool downs for leaving or getting kicked will be as follow:

    6x Speed:
    Leaving a coalition = 24 real life hours
    Getting kicked from a coalition = 8 real life hours

    4x Speed:
    Leaving a coalition = 36 real life hours

    Getting kicked from a coalition = 12 real life hours


    2x Speed:

    Leaving a coalition = 48 real life hours

    Getting kicked from a coalition = 16 real life hours

    Popularity is still a topic in the office. Something that helps to avoid getting overwhelmed by morale issues is to not rush through another country. Rather assimilated enemy provinces slowly. Since Moral also has a major impact on the productivity of your provinces, you are at risk to start a negative chain reaction if your country grows too quickly and/or gets too big. Also keep in mind, that you can move your capital to a more centered province. That might help you as well.

    Thanks, it would be good to give such information in the unit description that it is able to bypass the enemy unit, without detection

    We tested the spy behaviour and couldn't verify the issue you described.
    What might have happend there is that the enemy had a scout in the stack in the province in question. In that case the spy was visible to the stack and the stack would have attacked the spy.

    Another possibility is that the spy was spoted by an enemy scout. Scouts have a slightly bigger view range then spies, meaning it is possible that the spy was spotted without you even notecing. However, even in that case the spy would just walk through enemy lines, unless the other player is actively attacking the spotted spy.

    I might be able to share some insights on those "empty" provinces....

    Urban provinces being "empty" has game design related reasons. Although you can make the argument that there is a big amount of citizens living in these provinces, hence they should produce a decent ammount of tax revenue. However, the urban provinces are located at strategic points on the maps and are connected with the road system. Wich make them quite valueble already, as you can produce troops here and move them very fast to whereever you need them. On top of that they are the provinces that give Victory Points. In order to balance out the high value of these provinces it was decided to have them not produce anything.