Changes/Bugfixes in WIR v2.0
=========================================================================

PBEM feature has been added.

New splash screens added.

Allied strength in the Med has been slightly reduced so as to reduce the
Axis Med Front's chance of shattering in 1941 to practically nil (unless
axis forces are withdrawn).

Axis light-armored Tank Destroyers (attack > 7 and armor < 5) now contribute
half of their strength and take half losses when attacking, as it was German
doctrine to use such armored vehicles for defensive warfare.

Combat tweaking (attacking has now a little more difficult).

SU-2 factories were automatically upgraded to P-47D factories. They now
upgrade to Sturmovik production.

Corrected a bug which could prevent some air groups from being automatically
upgraded to new equipment by the AI (the result was that the AI still had
some LaGG-3 groups in 1945 !).



Changes in v2.001
=========================================================================

Fixed readiness display bug in corps and HQ display.

Leadership now displayed to the right of a leader's name.  This makes it
easier for players to compare current leadership to the leadership of
available leaders.

A marsh hex now correctly reduces supply by 2 (as indicated in the manual),
instead of 1.

The loss of readiness due to desorganization (i.e., overstacking) now takes
place at the start of the turn the player's plotting phase, so that the
player can now see its effect on his units when his turn comes. Only the
phasing player's units are affected at the start of a turn.

The computer no longer cheats as far as disorganization is concerned. Normal
overstacking effects apply to his divisions. armor/artillery/antitank units
attached to a corps now suffer disorganization like every one else, Though
they still contrinute 0 stacking points like before.

A bug which made off-map (non-existent) units contribute stacking points has
been squashed. This caused some corps/armies to suffer disorganization
readiness loss. This was not seen by the players (it took place before the
combat phase) but could have a severe impact on combat.

The routine which checks success or failure of entrenching beyond level 3
now works (it was bugged and entrenching never failed).

The air combat routines have been altered. Numbers now have a lesser
influence, giving aircraft & pilot quality a higher importance. Small Elite
units will now give a good account of themselves.

Figures for men lost are now much higher (50 men per squad instead of 10,
which made most divisions look like they had only 2000 men) in combat
reports, to make losses more realistic and typical of the Eastern Front.

The player is now warned when an air mission is refused due to insufficient
HQ ops points.

The number of flak guns defending a target hex is now displayed.

A message is now displayed when a player has insufficient HQ OPS points to
move units.

Causes for move failures are now displayed in several messages.

The Axis players is now warned when his units suffer blizzard attrition
losses when moving.

Axis group #0 now can intercept (a bug existed whereby this unit never
intercepted).



Changes in v2.002
=========================================================================

A message is now displayed when there are insufficient rail points to rail a
unit. Morevover, when points were insufficient the unit was marched instead
of being railed, causing it to lose huge amounts of readiness. This no
longer happens, the player now has the choice to make it march or not.

Increased non-production delay from 4 to 10 weeks when a player voluntarily
changes the production of a factory. This is an important change.
Historically, the USSR and Germany were much more reluctant to change
production than WIR players were. Changing production often meant extensive
retooling. This largely explains why the Soviet Union kept producing T-70s
and obsolete tanks late after the introduction of better types. This change
should make players think twice before changing production of factories
every few months, and should lead to a more historical behaviour.

A major bug which caused the following effects has been fixed:
    * Valentines & Grants never took losses in the anti-tank fire phase.

    * Artillery & flak guns took losses in the anti-tank fire phase
      when they should not.

After an air group has been transferred from one HQ to another, a
"transferring" status is now displayed when examining this air group.

Escorting fighters no longer bomb cities.

The flak defending cities was limited to the number of flak guns in the
player's pool. At each scenario's start this pool is empty. The flak was
therefore null over cities (Germany was defenceless) until a sufficient flak
pool accumulated. This limitation has been removed.

Transport air groups and groups which do not bomb (having aborted, or not
able to use bombs or cannon) no longer gain experience during air
attacks. This fix prevents players from sending transport aircraft on
bombing missions just to make them accumulate experience.

HQs were protected from air interdiction. They took only 1/3 damage from
bombs. The routines have been modified so that they are now similarly
protected from air anti-tank (cannon) fire. This prevents players from
accumulating huge tank kills by striking at the units refitting in
headquarters. It is assumed that tanks deployed in reserve are far behind
the front, are camouflaged, and not easy to find (maskirovka).

Airfield flak has been strengthened. City flak has been slightly
strengthened.

The lethality of aviation against ground targets has been heavily reduced.
It has been found that in the original game the killing power of aviation is
huge compared to that of ground forces. This fix, which has an important
impact on the game, strives to restore the importance of air support to more
realistic levels.

Attacking armor units directly attached to a corps (i.e. not part of
a division) never contributed any firepower to attacks, though they did take
losses.

Fixed a bug which let more aircraft intercept than actually exist.



Changes in v2.003
=========================================================================

The computer cheated by losing 10% readiness at the start of his turn,
instead of the normal 40%. This cheat has been removed when balance level is
"Even".

Removed a routine which allowed the Med and Western fronts to collapse
whatever the strength of the German forces in these HQs. Germany can now
hold the Western Allies at bay indefinitely if sufficient forces are pitted
against them.

Fighter-bombers which have a low dogfighting value (like the Me110) will no
longer intercept unless set to CAP, if dogfight value < 17 + (year-1941)

Air combat messages now indicate the number of damaged aircraft if the
detail level is set to 'high'. Note that the damaged aircraft are part of
the indicated losses, not in addition thereof.

The lethality of flak has been increased.

Weakly-armored tank destroyers like the JPZ-I, MARDER, NASHORN, and SU-76
did not participate in attacks. They now do.

The effects of ground support from air bombardment have been increased
(continuing the tuning after the drop in v2.002).

The "Flak guns firing" message is now displayed for both sides.

Corrected two bugs which could increase the force committed in combat to up
to 200% of what was actually available in units.

21st NKVD division should now function normally, i.e., receive reinforcements,
etc.



Changes in v2.004
=========================================================================

Fixed two bugs which led to a wrong calculation of the number of attacking
tanks.

Fighters will no longer escort missions from other HQs directed at 6th Fin
Corps.

Fighter groups are no longer displayed as "used" after performing missions.

Western and Med Front routines have been further modified to give the Axis a
much better chance of holding against the Allies if sufficient force is sent
on these two fronts.

Weak units should no longer shatter as often as in previous versions.



Changes in v2.005
=========================================================================

Moving HQs no longer causes random operation points losses.

The delay for changing factory production has been restored back to 4 weeks.

The delay before a non-functioning factory becomes functional is now
displayed in parentheses in the factory lists. For example: "KV-1 5*(4)"
means that the factory will start producing 4 weeks later.

Troops should now be transferrable with the keyboard command 'g' at all
display levels.

Flak is now divided by 10 (instead of 4) against escorting aircraft, which
are assumed to stay clear of flak.

The size of units is now displayed correctly.

Tank units no longer suffer losses when not attacked.



Changes in v2.006
=========================================================================

Fixed several bugs in the OB report, which now works by pressing ALT-R.

The armor combat routines have been improved, resulting in slightly higher
tank losses.

Med Front routines have been tweaked to increase Allied strength. This
prevents the Axis from staying in Africa until 1945.

Combat reports will now display correct dropped bomb tonnages, in tons, not
lbs. In the case of city attacks, the bomb tonnage displayed in the report
is the actual tonnage dropped. It can be very random, being dependent on
whether the bombers found their targets or not.

Finnish units no longer suffer from blizzard. They are now as good as Soviet
units in this respect. Their readiness is now significantly higher and they
do not take attrition losses when moving in blizzard.

Removed a bug which prevented oil production from increasing normally.



Changes in v2.007
=========================================================================

Increased the cost of special supply from 1 to 5 points per unit. This is to
prevent the overuse of this extremely efficient function.

Halved the efficiency of all strategic bombing, except USAAF raids after
March 1944.

Corrected a display bug which made city bombing reports display wrong damage
levels.

Soviet air units are less affected by blizzard, they now fly as they do in
snow weather.



Changes in v2.008
=========================================================================

Axis divisions only take 2% losses per turn in blizzard in 1941, instead of
10% per turn.

Axis forces now lose less readiness from blizzard.

Aircraft mission availability is now dependent on weather as follows :
    * Clear                               82%
    * Snow, Soviets & Finns in Blizzard   66%
    * Germans post-1941 Blizzard          51%
    * Mud, Germans 1941 Blizzard          37% (capped at 50%)
These are averages, actual numbers being dependent on random rolls.

The use of special supply no longer causes HQ OPs points to soar to 60,000.

Air groups with 0 aircraft now get replacements.



Changes in v2.009
=========================================================================

Rumanian air groups will no longer disappear when Italy surrenders. Italian
air groups now disappear instead.

Slight change in the efficiency of strategic bombing.

Obsolete fighter-bombers like the ME-110 now fly correctly during the owning
player's turn.

Entrenching is now less likely in swamps and impossible in mud and blizzard
weather, except in minor and major cities.

Eliminated a message display bug which stated "bombardment causes /-
damage". "VERY HEAVY" damage is now displayed correctly.

Terrain fort levels now are as follows:
    * swamps, woods, minor city:  +1
    * mountain, major city:       +2

The following cities are fortified cities and add the following fort levels
to defending units in addition to the +1 or +2 fort level for being a city:
    * Leningrad:      +2
    * Helsinki:       +1
    * Brest-Litovsk:  +1
    * Constanta:      +1
    * Sevastopol:     +2
    * Koenigsberg:    +2
    * Breslau:        +1

The bombardment phase of combat is now more effective.

Air attacks are now more effective against armor.

The HQ OPs points cost of special supply has been lowered to:
    * 4 per division
    * 2 per subunit (Armor/Artillery/AT/Flak)



Changes in v2.010
=========================================================================

Corrected a bug which affected city bombing ("0 tons of bombs causing
MASSIVE damage").

Allied strength has been weakened on the Med Front. Barring serious Axis
weakening, Axis forces should no longer shatter in Africa in 1941.

Bombs (as opposed to cannon) are now much more efficient against armor
(bombs were virtually useless).

Complete overhaul of the supply routines: Units no longer suffer 40%-60%
supply attrition at the start of their turn unless they are totally
unsupplied. To compensate for this major change, units receive less supply
in the supply phase. An immobile, but supplied, unit should now be able to
reach 99% readiness if it remains motionless long enough. The less supplied
its hex is, the longer this will take.

Major overhaul of the combat routines: Fortifications have a lesser effect,
they now divide the defender's losses by the square root of (fort+1),
instead of by (fort+1). For instance, a unit at entrenchment level 7 in a
major city (fort level=2+7=9) has its losses divided by 3, instead of 9.
Bombardments disrupt the defender much more, but infantry suffers fewer
losses.

Complete overhaul of the fighter vs bomber air combat routines: The cannon
rating, of the attacker and of the defender, is now paramount in resolving
the combat.

The estimated number of divisions in an enemy unit is now followed by the
"divs ?" message when you click on an enemy corps. Simlarly, the estimated
number of air groups is now followed by the "gps ?" message when you click
on an enemy HQ.



Changes in v2.012
=========================================================================

Bombers (heavy types) now use their dogfight rating for air combat instead
of the cannon rating. This allows a more precise differentiation of
aircraft, letting OB designers design bombers which have low antitank
ratings (low cannon rating) but high air defence ratings (high dogfight
rating), such as the B-17, or the opposite.

Fighter-bombers set to ESCORT orders now can escort an unlimited times per
turn, like fighters.

All airfield bombing combat reports now get saved (a bug caused only the
first such report to be saved).

The locations of air strikes are now displayed by the "View Axis/Soviet
report" functions.

A new map and new unit symbols have been incorporated.

Reinforcements no longer arrive too early.

During airfield strikes, 30%-70% of the "destroyed aircraft" are now really
destroyed, instead of 25% (the rest are damaged).

The unit editor (key 'X') can no longer be accessed outside of editor mode.

Air losses total should now be correct (aircraft killed on airfields were
counted twice).

Rail points and cost are now displayed when a rail move is attempted.

A "Destination unit is full" message is now displayed when trying to
transfer a unit to a corps/HQ which is full.

Units can now be transferred without problems from units containing 8
divisions.

Oil production no longer grows at a very high rate.

Corrected the rail transfer routine:
    * Rail transfer no longer costs twice the rail cost of transferred units
    * Units can now be selected and deselected for transfer with no problems
    * Rail points are reset to their former value if the transfer is aborted

Isolated factories (supply: 0) can no longer be transferred to the Urals.



Changes in v2.013
=========================================================================

The Casualty screen now displays a new column: total losses suffered by both
sides since the start of the scenario.

The early reinforcements bug was not completely fixed. It is now.

The PBEM and EDITOR choices are no longer reversed in the startup menu.

Soviet tank factories have been moved to more historical locations and
production.



Changes in v2.014
=========================================================================

Supply and rail conversion problems on the map edges have been fixed.

Supply sources hexes no longer function if captured by the enemy.

The range of all aircraft on CAP in the Western Front, OKW, and OKH HQs has
been increased to 20 (or their range, whichever is the greater), to
represent positioning for the defence of the Reich's industries. Their range
used to be trebled for all purposes. It is now only augmented to 20, for CAP
only. This corrects the problem of players taking advantage of this trebled
range to bomb Russia with the OKW HQ.

Factories which cannot produce within 12 turns (i.e. have a non-production
delay >12) are no longer listed in the factories list. They will be listed
again when their non-production delay becomes lower than 13.

The Axis supply level now becomes 8 in August 1941, as stated in the manual,
unless the game is played with a Soviet advantage level, in which case
German supply drops to 6 in August.

Slight decrease of Allied strength on Med Front in 1941 to reduce futher the
chance of the Axis HQ shattering.

A bug preventing some armor battalions from losing readiness when unsupplied
has been corrected.

Axis units no longer suffer 100% losses when moving in blizzard. The routine
which calculates these losses has been completely reworked, resulting in
fewer losses, now dependednt on the distance travelled.



Changes in v2.015
=========================================================================

Rail is now converted at the rate of 2 hexes maximum per turn, instead of 3.

Vienna and Berlin have been added as Axis supply sources, along with the two
original sources: Essen and Helsinki.

The range of all aircraft on CAP in the Med Front HQ has been increased
to 14 (or their range, whichever is the greater), to represent positioning
for the defence of Italian industries.

The total losses since start displayed for each side no longer goes to 0
after reaching 65,535.

Players should no longer have problems moving units to unsuplied hexes using
the scenario editor.



Changes in v2.1
=========================================================================

Tank data is now displayed in the report file created by the ALT-R key.
Various minor improvements in this report.



Changes in v2.101
=========================================================================

Modifications to the data structures (make old OB files, save files and
scenarii obsolete):
    * The number of aircraft has been increased from 54 to 100
    * Cities now have an "original population", "maximum oil", and
      "allegiance" fields
    * Aircraft names have been increased from 11 to 14 characters,
    * Aircraft and tanks now have "replacement equipment" and
      "graphic symbol" and "side" fields, allowing more editing
    * Factories have a new "week of appearance" field, letting scenario
      desginers create factories which appear after June '41
    * Aircraft and Tank pools are now located in a data segment which
      make their editing easier

Population now retuns to 75% of original population when a city is
liberated, That is, when its control returns to the side to which the city's
allegiance goes (note that the Baltic States cities have AXIS allegiance.
this means that they will provide infantry reinforcements to the Axis while
under Axis control).

Corrected a bug which caused factories to be produce about 4 weeks before
the equipment is available.

Aircraft on training no longer perform CAP.

Transport missions no longer get fired at by friendly flak.

Corps/Armies and air groups can no longer be edited by hitting key 'x'
outside the editor.

Non-existent subunits can no longer be accessed by keypress in divisions with
subunits.

The OKH, OKW, West, Med Front HQs can no longer be moved by marching or by
rail.

Units in HQs now lose readiness normally when moving.

Armor which takes more than 50% losses when attacking no longer sees its
readiness reduced to 5.

The built-in scenario editor no longer changes aircraft and tank pools
arbitrarily.



Changes in v2.102
=========================================================================

Added a "potential" rating to all factories (unused
for the time being).

Corrected a bug which often prevented Soviet aircraft from being replaced
with a better type.

The AI routines which chose the best tank and aircraft replacements have
been improved.



Changes in v2.103
=========================================================================

fixed a bug which led to the replacement of tanks by phantom tanks in
armored units.

Made improvements which greatly enhance the AI's ability to upgrade its
units with better equipment.

Players can no longer cheat by pressing the 'm' key to change the mission of
an air group which has already flown.

Isolated units now take 10-19% losses (random die roll) instead of 25% for
infantry/AT/flak/recon and 50% for tanks, as suffered previously, and they
now take these losses only if supply is 0 AND readiness is less than 20.

Tank losses in combat, which were excessive, have been much reduced. This
has an important impact on the game. The axis player now has much more
historical tank losses in 1941.

The antitank power of infantry is now dependent on year. Russian infantry AT
increases regularly, and German infantry AT notably increases starting in
1943, with the increasing introduction of HEAT infantry AT weapons.

The strength of the Med Front is now divided by 3 (instead by 2) starting in
1943 if still fighting in Africa/Sicily and weather is clear. The Axis
should no longer be able to stay in Africa much longer than mid-1943.

Many changes in the Air OBs, and addition of several new aircraft types.



Changes in v2.104
=========================================================================

Corrected a bug which divided armor attacking across a river by 4, instead
of 3 as stated in the manual.

Further tweaking of the combat system and a reduction of losses suffered by
tanks.

Air units not assigned to training or CAP now fly ground support missions
even if they have already flown missions during the player's turn.

Axis units no longer benefit from naval supply (via Lake Ladoga) in and
around Leningrad.

Corrected a bug which caused the Rail transfer of units from a HQ to cost
double the normal rail cost. This could also cause the rail points to soar
to 65,000.

The number of remaining rail points is now displayed when rail-transferring
units.

A corps can no longer plot in the turn when its type is changed (the F3
function).

The AI no longer upgrades German air groups with Italian aircraft.

Axis and Allied strength are now displayed when the axis player right-clicks
on the Med or West Front HQs.

Initial infantry and gun pools are no longer null when loading a scenario.

Fixed many bugs which occured to units located on the east and south map
edges.

Corps containing units whose average readiness is less than 10 can now plot
only one hex of movement.

Fixed a bug which caused the availability dates of equipment to be wrong in
the report file generated by ALT-R.



Changes in v2.105
=========================================================================

Players can no longer perform missions containing only fighter-bombers
assigned to escort.

Cavalry divisions now benefit from reduced movement readiness loss like mech
and armor units.

The 10% readiness penalty for plotted movement in snow weather now also
applies in blizzard weather.

The AI no longer cheats by doubling its infantry reinforcements.

Soviet players can now change the equipment of factories producing Soviet
equipment in the LendLease/Siberia off-map box.

Factories producing the new aircraft types are now correctly displayed and
can be changed to other production.

The readiness loss when transferring units (ALT-T) has been reduced to more
realistic levels.

Corrected a bug which made the readiness of a division's armor battalions
drop when you cancelled the transfer of the division.

Various improvements to the transfer interface (notably, right-clicking the
mouse can be used to ESCape the transfer).

Units reinforcing combats from HQs no longer have a 99% readiness. However,
only units with a readiness >=60 will now be able to reinforce.

The "reconnaissance" routine which calculates the estimated number of
divisions in enemy units has been improved.

Special supply can no longer be used twice on a given unit. The OP cost of
this feature has been changed to : 3 point per division and 1 point per
armor battalion.

Changing an air group to a new aicraft type whose pool is lower than the
number of aircraft in the group no longer causes the group to contain 0
aircraft.

Players can no longer rail transfer a unit to a non-rail hex using the
ALT-T+R key combination.

Players can no longer create corps in enemy territory with the F5-F5-F3 key
combination.

The number of infantry reinforcements received by both sides has been
changed to much more historical levels.

Loading a PBEM saved game no longer causes the initialization
(reinforcements, supply etc..) phases to be skipped.

Airlifts now longer increase the supply level in the target hex. The sole
effect is now to increase the readiness of affected units.



Changes in v2.106
=========================================================================

More tweaking of the combat system (unentrenched units will be defending a
little better).

Unsupplied units (hex supply is 0) no longer get reinforcements.

Units in hexes whose supply is less than 3 have a chance not to receive
reinforcements in a given turn.

HQs now lose 20% of their OP points when they move instead of 50%. Moving
HQs was too costly.

LendLease aircraft (Hurricanes etc...) are now displayed in the Soviet
Aircraft Pool display.

Corrected a bug which gave a fortification level of 2 to clear terrain.

The terrain's fortification level is now displayed next to a corps'
entrenchment level.

Corrected a bug which sometimes attributed a few phantom bombers to the
defender in ground combat reports.

The "not allowed" message will no longer be shown when moving a unit in the
scenario editor.

The "Insufficient Ops Points" message no longer appears when moving HQs.

A bug which could cause displayed Axis strength on the Med/Western Fronts to
be displayed as negative has been fixed.

Corps and HQ of surrendering axis minor nations are no longer available for
placement after the surrender. Axis ground units and air groups (of
non-surrendering nation) located in such a corps or HQ no longer are lost at
the moment of surrender. They reappear four weeks later in O.K.H.

A shattering unit will low lose at least 40% (but up to 100%) of its
remaining tanks. Cases where shattered armor units came back with very
little equipment loss will no longer occur.

Fixed a bug which caused flak losses not to be suffered at all by air
groups. A side effect was the number of aircraft in the air group actually
increased that when aircraft were damaged by flak.

Implemented new routines for the calculation of Allied strength in the
Med and Western Fronts.



Changes in v2.107
=========================================================================

Partisans can no longer appear in the south of Finland.

Fixed a bug which allowed players to select more units for transfer than was
allowed by the destination's unit's capacity.

Units whose transfer is cancelled are no longer listed in brown color in
their corps' listing.

Report files (ALT-R) are now renamed ge<date>.txt (Axis) and so<date>.txt
(Soviet), allowing for multiple report files to be saved.

Corrected a bug which introduced an error in the total number of tanks and
aircraft in pools displayed in the report (ALT-R).

Mountain divisions no longer take losses when moving in blizzard weather in
1941, lose less readiness in snow and blizzard weather, and recover more
readiness in mountains.

The "Rumania surrenders" message no longer appears every turn after this
country has surrendered (in fact it no longer appears at all).

The Volkhov, NorthWest, Kalinin fronts and RGVK can now rail-move normally
by using the "RAIL" option of the HQ popup menu.

Hitting key 'p' in an empty hex no longer provokes the appearance of a buggy
replacement menu.

During airfield strikes, 50%-80% of the "destroyed aircraft" are now really
destroyed, instead of 25% (the rest are damaged).

The number of destroyed aircraft is now always displayed during dogfights.

Hitting ALT-L, Alt-I, Alt-F or ALT-S will no longer bring a weird message
("*** FighterPanzer Army") when a HQ is not selected.

The delay between two shatters checks for the Med and Western fronts has
been increased by 2. This will provide the players with at least 2 weeks to
rebuild their shattered front.

Air Units on training grow experience more slowly above 60% experience.



Changes in v2.108
=========================================================================

Units used to receive infantry and gun replacements whatever the replacement
level (even when it was set to 0) when stocks were very high. This will no
longer happen.

The defense strength of very weak corps will no longer become 65535 by error.



Changes in v2.109
=========================================================================

Independent German armor/artillery/AT/flak units located in Corps/HQs of a
surrendering axis minor nation now come back to OKH 4 turns later, like
divisions.

The independent German armor/artillery/AT/flak units of an axis minor nation
now disappear when their country surrenders.

Moving the STAVKA units no longer causes Soviet reinforcements to appear to
early in STAVKA.



Changes in v3.0
=========================================================================

All Scenarios have been upgraded (a great thanks to Rick Bancroft!).

A new map has been provided (thanks to Bill Velovich).

In 1944 scenarios, the Axis now starts defending in Normandy, and control of
Rome is in Allied hands.

Allied air forces no longer launch "phantom" (with no aircraft) attacks in
early 1942.

New unit icons have been provided (Thanks to Rich Dionne). Note: if you
prefer the icons provided with the original game, do the following:
    * Rename file wires.sym to wires.old (or whatever)
    * Rename file wires.sym.orig to wires.sym
    * Restart the game

The editor, EDITWIR, has been improved.

The following aircraft types have been added:

Soviet:
    * Yak-7b,
    * LaGG-3 s66 (higher-powered LaGG-3, appears in 1942)
    * La-5FN
    * Yak-9U
    * Yak-9T (Tank Hunter)
    * Il-2/M3
    * Il-10

Axis:
    * Bf-109K
    * Macci C202
    * G55 Centauro
    * Dornier 217
    * "Mixed Bombers" (represents minor axis bombers; replaces the SM79)

The "reconnaissance" routine which calculates the estimated number of
divisions in enemy units has been improved.

The number now displayed (before a "?" character) is the estimated number of
division equivalents present in the enemy corps. A large tank division/corps
is usually worth 2 or 3 division equivalents, while a single tank battalion
is worth a third of a division. The accuracy of this estimate increases when
friendly air units are based nearby, and decreases when the enemy is far
from your units. If the intelligence level gets too low, the unit can be
unseen. For an enemy HQ, the number displayed is its estimated number of air
groups.

Completely new routines have been introduced for the calculation of Allied
Strength in the Western and Med Fronts. The number of weeks between two
shatter checks for the Med and Western fronts has been increased by 2. This
will provide Axis players with at least 2 weeks to rebuild a shattered
front.

Many tweakings of the combat system and reduction of losses suffered by
tanks.

Tank type data is now displayed in the report file (ALT-R key). Various
minor improvements in this report.



Changes in v3.001
=========================================================================

Axis rail is now converted at the rate of 3 hexes/turn until 20 July 1941
(included), and the normal 2 hexes thereafter.

The strength values of the OKW, Western and Med Fronts are no longer halved
when reloading a saved game.

The strength of the OKW, Western and Med Fronts are now correctly updated
when units are moved in and out. Note that air units do count in the
strength of these fronts, and so does their experience.

The minimum experience of Soviet Guards units has been lowered from 80% to
60% experience (note that 80% experience is still needed to gain Guards
status).

Slight drop (85% instead of 90%) in the minimum experience of some favored
elite German divisions.

The total number of aircraft in pool displayed in the report file (ALT-R) is
now correct.

Soviet divisions used to gain experience much too fast, reaching quality
parity with Germany in mid-42. This as been rectified, so that:
    * The Soviets reach quality parity only in 1944
    * Experience is gained more slowly through training
Note that this has a heavy impact on play balance in 1941 and 1942.

The training & experience system has been completely overhauled. Tables have
been designed for the experience of drafts, with a different experience for
each nation and year of the war.

The artillery production displayed by the game is now correct (Pools, ALT-A
function).

Axis readiness is now halved, instead of quartered, in winter '41-'42
blizzard weather.

Fortifications and natural terrain provide better protection to defending
infantry.

Axis infantry replacements have been increased by 15% in 1941 and 1942.

Historical improvements:
    * The number of Guards Rifle divisions is now limited to 80
    * Soviet Guards armor brigades/regiments can now be formed starting in
      november 1941, instead of July 1942
    * Soviet Guards armor/mech divisions can now be formed starting in
      november 1942, instead of July 1942

In PBEM games, the same factories always increased their production, while
others never did. This has been fixed.

The GE/SO report file is now in DOS format, i.e. uses CR/LF.

Factories producting Italian equipment no longer switch to recon production
when Italy falls (Mussolini's Salo republic still continues some limited
production).

Changes in v3.002
=========================================================================

Fixed a bug in v3.001 which made Heavy industry factories grow too fast

Fixed a bug which caused combat reports to display a wrong number of committed infantry squads

Fixed a bug which made aircraft attack phantom heavy industries when bombing cities.

The readiness of Axis and Soviet forces is no longer artificially penalized (in 41-43
for the Soviets and in 1943-45 for the Axis).

Axis readiness is now divided by 3, instead of quartered or halved, in winter '41-'42
blizzard weather.

The formulae governing the influence of leaders on combat have been revised.

Damaged aircraft are now affected by airfield attacks and are more vulnerable than
ready aircraft (which can take off).

Changes in v3.1
=========================================================================

Updated scenarios (thanks to Rick Bancroft !)

The soviet player can now change an aircraft group to a lend-lease aircraft type (bug fix).

Fixed a bug which sometimes caused bombarding corps ('b' plot) to lose later plot orders.

The dates displayed for equipment in the reports (alt-R) are now correct.

Fixed a bug which could cause air groups to gain 255 aircraft when their airfield is bombed

Tank units in combat now lose readiness (from artillery and bombers' bombardment) like all other units.

Fixed a bug which prevented players from transferring units to the Stavka HQ

Fixed a bug which could cause large air groups to fly very few aircraft during CAP missions

Corps and armies can now plot movement orders when located on the western/eastern edge of the map

Phantom Soviet armies no longer appear in Germany

Changes in v3.101
=========================================================================

A serious bug has been corrected:
the OP points and replacement level of the West and Italian Fronts
automatically went to 0. This no longer occurs in v3.101


Added Rich Dionne's alternate aircraft graphics icon file.  His aircraft
graphics set is in AirRich.zip.  First, make a backup of your air1.sym file
and all of the ob* files, then unzip AirRich.zip into your WiR directory.
That's it.  Enjoy, compliments of Rich Dionne!

Added Denis's updated map.  The only major change is the reappearance of the
Romania-Odessa rail line.

Added WiresOld.sym.  This has the older map unit graphics for those who
prefer the old ones.  Backup your existing wires.sym, and rename this one to
wires.sym.

Added new editwir.txt in place of editwir.doc.  Editwir.doc required MS Word
or MS Word Viewer to read, while editwir.txt is an ASCII file and can be read
by anything.  It has also been substantially updated and should be easier to
read.

Changes in v3.102
=========================================================================

Units with a readiness inferior to 50 can now be transferred in editor mode.

Units could have their number of infantry squads roll over 255 and go to less than 10 during the reinforcement phase. This has been fixed.

Units can no longer set their HQ to an enemy HQ using the "change HQ" function

Corps which do not contain at least one division will not execute plotted moves, and will not be able to plot moves

The PBEM problems (readiness, entrenchment level increases, etc...) which occured when reloading a PBEM game saved in mid-turn should be gone

Changes in v3.103
=========================================================================

the lethality of airfield strikes has been toned down by 25%

The AI will no longer stack several corps/armies in a hexagon

The automatic tank conversions (Pz-II to Marder-II etc..) made by the computer have been completely revised for better historical realism

divisions and battalions can now be deleted from OBs by setting their readiness to 255 (they will never appear in the game).

The readiness costs for moving, plotting and transferring units have been completely redone and harmonized

The ground and air bombardment routines have been changed, so that several small bombardment/interdiction attacks have the same effect as a big one (with the same total firepower).

The growth of factories is now proportional to the player's total resources as well as total heavy industry.
Furthermore, growth is now much more limited for factories producing expensive items (tanks and aircraft): the "ceiling" beyond which a factory will grow very slowly
is now dependent on the cost of the item produced (it used to be 15 before. This ceiling is now 45/(cost of the item) ).
This means that factories producing very expensive items will produce much fewer items than factories producing inexpensive ones.

Changing production to a lower-cost item now increases the production of a factory.

Corrected a bug which caused the infantry pool to become extremely high.

Soviet airlifts in 1941 used to be ineffective (this was a design decision by Gary Grigsby). They now function normally.

Changes in v3.104
=========================================================================

The growth of factories was too low and has been increased

Changes in v3.105
=========================================================================

The game no longer asks for the wrong player's password in scenarios where the soviets play first.

The game now exits (instead of continuing with a weird behavior) when a wrong password is entered 3 times.

Units can no longer be transferred from HQs when their readiness is less than 50.

The new readiness cost for plotting/marching units is (per hex) :
  clear weather : 7%
  snow weather :  10%
  blizzard or mud weather: 15%
applicable only when plotting and cumulative with the above :
  mountains               15%
  crossing unfrozen river 10%
  crossing unfrozen swamp 20%
  soviets before 1943      5%
  axis first winter (pre-march 1943 blizzard)  15%

Note: all non-motorized, non-cavalry units pay the cost of 2 hexes for each hex
they move.

Changes in v3.2
=========================================================================

Soviet Mech corps become armies and mech divs become rifle divs on 20 July 1941 instead of the first week of July (minor change for historical accuracy)

Aircraft performing airlifts now win no more experience than those which are on training. This should prevent players
from conducting fake transport missions just to improve experience.

slight increase in the number of Axis infantry reinforcements

The number of HQ points is now influenced by the competence of the HQ's leader.
A bad leader may lose points, while a good leader may gain points, depending on a random check based on the leadership rating.



