los chicos de Matrix siguen trabajando en el Forge of Freedom. Han sacado un nuevo parche atendiendo a las demandas de los foreros.
Está ne fase beta, pero los usuarios se lo pueden descargar desde la zona de usuario registado de su web.
Los cambios son estos:
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Forge of Freedom Version History V1.10.5
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* Quick Battle *
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- Increased chance for retreating units to surrender a small amount in quick combat.
- Decreased the defensive effects of forts/terrain slightly.
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* Detailed Battle *
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- Supply caissons that are part of military groups should not appear behind the line of battle more frequently.
- Attacks/counter-attacks that do less than 25 casualties damage now do not consume supply.
- Fixed a facing problem bug with AI.
- Supply levels of brigades now displayed when a supply caisson is the currently active unit.
- Increased chance of smashing forts by 10% per attack.
- Lowered the quality of some of the auto-created garrison units.
- Rule change: Reinforcements arriving with the "rail bonus" enter the map fresh.
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* Sieges *
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- Rule Change: Two Siege Phases. There are now two siege phases, one before movement and one after. Many siege values have been halved to compensate for the fact that there are now two siege phases.
- Encirclement siege: all units now do flat rate of damage (except for defending cavalry, which are unchanged). Adjusted the siege progress rate.
- Increased the minimum chance of making siege progress, and increased the minimum damage done by regular infantry.
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* AI *
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- Tweaked AI's allocation of generals.
- Scripted CS AI not specifically to target Ft. Monroe.
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* Interface *
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- Fixed bug that allowed player to detach enemy brigades from forts.
- Wounded generals are now automatically removed from any military groups.
- Main screen: The 'w' key repeats the last weapon purchase you made, attempting to buy that weapon for all currently selected units. (Remember you can select more than one unit by CTRL+Left Clicking in the Attachment Box.)
- Fixed CTD related to clicking on extreme edges of the map.
- Unit Quality is now reported with a finer grain of detail in the Overview Statistics screen.
- New feature: City list should now mark cities that can no longer build buildings because full.
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* Generals *
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- Changed distribution of stats for randomly generated generals.
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* Units *
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- Increased quality gained by Raiders/Partisans that are successful in a mission from .1 to .5.
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* Economy *
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- Changed Infantry Labor cost from 50 to 30.
- Camps in provinces that have zero Men provide half the normal level of reinforcements (replacements).
- Fixed bug in governor attitude update. Governors should now properly:
* Lose 1 attitude for every province containing enemy units each turn.
* Lose attitude for unmet brigade demands.
* Lose attitude for low levels of National Will.
- Changed Muster Rule: Base muster now recruits an infantry of 2,000 strength and 2.0 Quality. Governors that support Muster now increase the strength of mustered units to by 500 and their Quality by .5.
- Changed Conscription Rule: Base Quality for conscripted units is now 1.7 (instead of 1.

- Rule Change, National Will loss for losing cities:
All cities now cause a loss of National Will when captured in addition to any losses that might be incurred from the state capital loss rule. The amount of National Will lost is 1+Maximum Population of the Province/5; the U.S. player loses an additional point of National Will for the loss of any city. Additionally, all players now gain exactly one point of National Will when they capture any city.
- Increased chance of ships damaging Blockade Runners to 25%.
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* Upgrades *
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- "War Department" upgrade now reduces the cost of infantry by 20 Money (instead of 10).
- "Cavalry Department" upgrade now reduces the cost of cavalry by 30 Money (instead of 20).
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* Scenarios *
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- Updated scenario files with improved OOBs and generals data.
- Some generals may now enter the scenario attached to the proper military group.
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A disfrutarlo!!