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Offline Asid

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ICBM: Escalation : Gobal warfare and nuclear mass destruction
« on: October 28, 2023, 12:00:31 AM »
ICBM: Escalation




Slitherine and SoftWarWare join forces once again, we are proud to announce ICBM: Escalation.




Following the great success of the first game, prepare yourself to engage in nuclear warfare with friends and foes once more.

ICBM: Escalation introduces a whole new series of improvements and features, including a renewed focus on conventional warfare, dozens of new weapons, an enhanced map, an upgraded diplomacy system, alternative victory conditions, a new research tree, and more.

Last but not least, the game offers a diverse and immersive single-player campaign, skirmish mode, co-op, alternative game modes, and a multiplayer mode up to 10 players, with ELO ratings and a ranking system.

We can't wait to reveal more in the coming months. Wishlist the game on our Store or Steam and stay tuned for further updates.

ICBM: Escalation is a real time strategy game of global warfare and nuclear mass destruction. Issue orders to entire armies and wield the most powerful weapons to ever exist to eradicate your enemies and secure global supremacy. Crush your foes by invading and conquering their territories or annihilating their cities with weapons of mass destruction. Use a vast array of vehicles and weapons to control and eliminate other factions and save your own citizens from certain doom.

CONVENTIONAL & NUCLEAR WARFARE
Take charge of a faction spanning a whole continent, build up a nuclear stockpile, research new technology and command a combination of nuclear-capable submarines, planes and ballistic missiles to strike at enemies’ key assets and cities. But nuclear warfare isn’t the only option, ICBM: Escalation has new alternative win conditions that let players seek different, less destructive ways to achieve victory. An increased focus on conventional warfare allows players to annex enemy territory, providing both points and additional strategic benefits, as well as a means to cripple the enemy and force them to surrender.

RESEARCH & DIPLOMACY
Research a vast range of technologies spanning multiple generations with a revamped progression system. Start from the very beginning of the cold war, with first-generation jets and WWII-era weapons, and build up your technological capabilities until you have state-of-the-art equipment, ranging from stealth warships to weaponized satellites. Plenty of new features have been added: a new player profile system, updated diplomacy with new research agreements, ceasefires, the ability to trade and negotiate captured territories and the introduction of world-spanning diplomatic measures like weapon-banning at the Geneva Convention.

PLENTY OF WAYS TO PLAY
A host of new game modes will launch with ICBM: Escalation. These include the standard ‘Standoff’ mode, which offers a balanced and well-paced escalation from small-scale conventional warfare all the way to full-blown global thermonuclear annihilation; the lightning-fast Blitz Mode, for players looking for an aggressive confrontation and a purely nuclear conflict; Conquest mode, which offers a drawn-out battle of discretion, brinkmanship and ever-increasing hostility; and Co-Op Versus, a new team-based mode where players will have to coordinate and work together as a single faction to survive and defeat their common enemies. You’ll have the option to fight alongside and against players from all over the world in multiplayer battles with up to 10 players, or face off against the AI in one-off skirmish matches, or the all-new single-player campaign mode.


FEATURES:

-    A deadly combination of Conventional and Nuclear Warfare
-    A huge array of strategies and units for high replayability
-    Dozens of weapons of mass destruction, from chemical bombs to heavy MIRVs
-    A massive, high-definition 3D map with hundreds of major cities to destroy
-    Diplomatic options to control the dynamics of the world
-    Up to 10 players multiplayer mode with ELO ratings and a rank-up system
-    Single-player mode, featuring a full campaign and support for quick skirmishes
-    Multiple generations of technology, from the early Cold War to the near future
-    Team-based co-op and other alternative game modes
-    Full modding support


« Last Edit: March 18, 2024, 07:39:23 PM by Asid »
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Offline Asid

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Re: ICBM: Escalation : gGobal warfare and nuclear mass destruction
« Reply #1 on: November 13, 2023, 12:08:19 AM »
ICBM: Escalation - Dev Diary 1
Thu, November 2, 2023



Hi everyone!

As you’ve probably seen, we’re happy to announce that the ICBM series is coming back for a second strike with ICBM: Escalation! Earlier on, we threw out a few one-off sneak peaks at what the game will have to offer, but we’ll be doing regular dev diariesfrom here on out to give you an idea of what’s in store for the sequel. So, what’s the big idea?



For those of you that aren’t familiar, the first ICBM game was a real-time strategy game where you launched nuclear missiles and dropped nuclear bombs on your enemies to try and kill off as much of their population as possible, while also doing your best to keep your own people alive.


Europe probably not winning at ICBM: Escalation

ICBM: Escalation has the same concept, but rather than being a pure nuclear war game, it’s more oriented around waging WWIII. You’ll get to raise a conventional fighting force to raid and invade enemy territory, as well as build up a world-ending nuclear arsenal to dissuade the enemy from doing anything drastic, which you can also freely unleash when you feel the time is right. So, what ICBM: Escalation offers, is exactly that. Escalation.


A minor territorial dispute.


Okay maybe it’s not that minor after all

Of course, If you just want to sit down and nuke everybody, we’ve got new game modes on offer to fit everyone’s needs. We’ve got Blitz Mode, which is made to be simpler, faster-paced and focused squarely on nuclear exchanges, Standoff Mode, for people who want a mix of conventional and nuclear action, and Conquest Mode, for players who want the long, drawn-out strategic cold-war experience. Plus, there’s also the new Co-op Versus Mode for anyone who wants to turn nuclear war into a team effort, as well as a new single-player campaign mode, but we’ll talk more about that later.

ICBM: Escalation is going to have dozens of unit types, hundreds of cities to attack, and support for hundreds, if not thousands, of active units all at once. There’s also a huge variety of nuclear weapons to pick from, a massive tech tree that spans generations, and more. All in all, it’s going to be a huge step up in scope and complexity from the original. There’s also been lots of changes to make the game more visually stunning, so you can really bask in the radioactive glow of each mushroom cloud. For the record, there’s only two people on the development team, so we’ve definitely got our work cut out for us!

Now, the big question that everyone’s wondering is, when is the game going to come out? We can’t say for sure just yet, but we’ll have more dev diaries in the future so you can keep an eye on how things are going. We’re aiming for a release date sometime next year in 2024, so keep your eyes peeled! Don’t forget to check out the store page on Steam and wishlist us!


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Offline Asid

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Re: ICBM: Escalation : gGobal warfare and nuclear mass destruction
« Reply #2 on: November 13, 2023, 12:08:38 AM »
ICBM: Escalation - Dev Diary #2
10 Nov 2023



Hi everyone!

In today’s dev diary, we’re going to talk about one of the staples of the nuclear triad, and the way we’ve implemented it in ICBM: Escalation. It’s not just a means to deploy nuclear weapons either, it’s also a defining feature of the modern battlefield, one that has the ability to turn the tide of an entire war, even without nuclear weapons. That’s right, we’re going to be talking about AIR POWER.

As every nuclear war aficionado knows, even though there’s plenty of systems that have been able to deploy nuclear weapons over the years, the only one that’s been used in anger against an actual opponent is the B-29, two of which were used to drop the bombs when the United States attacked Hiroshima and Nagasaki. Bombers were the first leg of the nuclear triad, and (thankfully) the only one to have ever actually been put to use. So, it makes sense to start there.



As mentioned before, ICBM: Escalation starts all the way back in the early 1950s, and progresses through time all the way up to the near future. The first bombers you’ll have access to will be early-model, jet-powered bombers with limited range and an arsenal restricted to primitive gravity bombs. Don’t be fooled, just because the B-47 itself isn’t particularly potent, that doesn’t mean you can’t get a lot of use out of your bombers. Their performance and capabilities can be upgraded considerably, and they can host a wide variety of weapons as soon as you upgrade them to their successor: The B-52.



As we all know, many strategic bombers developed in the mid-1950’s are condemned to roam the Earth forever and must bear the curse of endless upgrade packages for all eternity. This means that you can easily upgrade your strategic bombers to carry a variety of new weapons. For lighter duties like destroying radar sites, airports and army bases, you have your choice between primitive iron bombs, guided air-to-ground missiles, or long-range air-launched cruise missiles, which also come with a nuclear-armed counterpart. Air-launched ballistic missiles, which offer more range and a bigger punch than cruise missiles, are also at your disposal if you need to deliver a heavy blow without getting too close. And of course, if the enemy’s been worn down or if you’re feeling especially brazen, you can always just load up the biggest, baddest gravity bomb you can find and dump it on a major city during rush hour.



As for the actual bombers themselves, your standard strategic bombers have a few incarnations they can go through as you upgrade them. Starting with the B-47, then moving on to the ubiquitous B-52 lineage, and then to the supersonic B-1 Lancers, and finally the stealthy B-2s and B-21s. For players who are highly focused on their bomber fleet and don’t mind investing a little more into their nuclear strike capabilities, there’s also specially built high-speed bombers, which don’t have the same reach and offer fewer weapon options, but are very fast and can pack a serious punch over short distances. This particular pedigree is kept separate from the regular bombers, is expensive to build and requires specialized airbases, but can fill a valuable niche if you can employ it effectively, and it also has some serious potential if it’s upgraded further…



Now, there’s more to running an air campaign than dumping bombs on people. To keep enemy aircraft at bay and take on more tactical targets, the fighter/attacker combo from ICBM 1 is making a comeback. Like before, fighters are designed to effectively punch out enemy aircraft, while multirole attackers can deploy bombs, rockets, AGMs and even nuclear-armed cruise missiles to take out enemy assets. Starting with basic, gun-slinging first generation fighters that don’t even have radars, you’ll be able to upgrade your tactical wings to 2nd, 3rd, 4th, 5th and even 6th generation designs that are faster, better armed and deadlier than the last.



Adding to the mix are more strategically-focused aircraft, like AWACS, which are now less effective at reconnaissance but are vital for monitoring the airspace, as well as spy planes, which conduct long-range patrols to uncover assets deep in enemy territory. Also making an appearance are interceptor aircraft, which are specially armed and equipped to chase down high-value targets, and lastly, electronic warfare aircraft, which can lessen the effectiveness of enemy radar, pick apart air defence networks and pave the way for devastating air raids.



There’s plenty more we could talk about or delve into, but there’s a lot to take in so we’ll let your imagination roam for a bit. Hopefully this piqued your interest, and we can’t wait to hear what you think so far. Don’t worry, If you’re hungry for more, we’ll be back with another dev diary soon enough, and we’ll see you then!


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Re: ICBM: Escalation : gGobal warfare and nuclear mass destruction
« Reply #3 on: December 13, 2023, 12:09:04 AM »
ICBM: Escalation - Dev Diary 3
17 Nov 2023



Hi everyone!

Welcome to our 3rd official dev diary, which happily coincides with ICBM’s 3rd anniversary! That’s right, 3 years ago on November 17th, 2020, ICBM hit the stores. For those of you who have been with us for a while, thanks for holding on all this time and making the world a more radioactive place. This could be an opportunity to get all sappy and sentimental about the past and all the good times we’ve had, turning cities into parking lots and glowing charcoal, but we can do that later. This is a dev diary after all, so let’s not focus on the past 3 years, let’s focus on what’s next! Let’s talk about the sequel, and let’s talk about NAVAL WARFARE!

Having a powerful navy is a hallmark for any great power. Being able to control the sea allows you to project power all over the world, and in the era of nuclear power and atomic weapons, that’s never been more true, if the status and prestige of aircraft carriers and ballistic missile submarines is any indicator. Naval warfare is a big topic, so let’s (literally) start at the surface, and make our way down.

The surface warships in ICBM: Escalation start with early post-WWII designs. Old-school, brute force brawlers that rely on heavy armor and huge guns to come out on top. As your naval technology advances, your ships will continuously get smarter and more tactful. The cold war introduced a great many new technologies and warships were quick to pick up on many of them. By upgrading the base designs of your ships, you can pave the way for individual weapon systems like cruise missiles, SAMs, CIWS, and eventually ballistic missile defences, laser weapons and even railguns. The performance of a warship depends heavily on what equipment it has at its disposal, but the platform itself matters just as much!

An early carrier group. All conventionally powered gunfighters, including the plane.

The WWII-era designs that emerged at the beginning of the cold war were not well-adapted to the concept of fighting with missiles, and likewise, the designs of the 1980s weren’t expecting to be wielding lasers either. Upgraded hull designs provide better survivability and speed, but more importantly, access to better weapons in greater volumes. Your first ships will barely be able to use missiles at all, but as they advance they’ll be slinging them by the dozens. Each generation packs a bigger punch than the last, as you go from the last generation of gunfighters all the way to the first generation of stealth ships.

Stealth ships, anti-air lasers and railgun fire. THE FUTURE IS NOW!

The balance of power between the types of surface ships is similar to ICBM 1, but in many ways they’re much more capable than before. Carriers can project air power anywhere that’s even close to a coastline, and as we mentioned in the last dev diary, the multirole fighters they carry can pack a serious punch. Carriers also now have access to electronic warfare aircraft which are armed with anti-radiation missiles for SEAD missions, so they can pick on enemy air defences. Not only that, they also come with naval helicopters for reconnaissance and anti-submarine support, as well as the ability to deploy special forces, for all sorts of wetwork.

Cruisers retain their role as the heavy hitters at sea, armed with a huge compliment of guided missiles for land-attack and anti-ship missions, while also now sporting a sonar and limited anti-submarine weapons for self-defence, but most importantly, access to nuclear cruise missiles, to turn naval engagements and strike missions into a much shorter, much messier affair. Meanwhile, destroyers maintain their role as the fast, versatile all-rounders that excel at tracking enemy submarines, providing air defence, and now, with the addition of landing ships and resupply ships, making sure that unarmed vessels think twice before going out without an escort.

So where does that leave submarines? Similarly to surface ships, submarines can be upgraded through several generations, starting with basic post-war, boat-hulled diesel-electric designs. After that, they adopt the teardrop hull and nuclear propulsion, and become faster, quieter and more dangerous with each new iteration. By nature of their work, submarines don’t have as many weapons to choose from, but a savvy naval commander can keep them well out of sight and use them to wreak havoc at sea.

Danger isn’t always apparent. Make sure your sonar is up to snuff.

Attack submarines (i.e. the ‘normal’ ones) have been revised, and have taken on their rightful role as superlative hunter-killers, capable of easily dispatching anything at sea in a one-on-one fight. Though they’re quite expensive and still vulnerable to anti-submarine helicopters, destroyer patrols and of course, other submarines, their unrivaled stealth and powerful anti-ship weapons make them terrifying opponents for other vessels. They can also covertly deploy special forces on enemy shores, allowing them to silently wreak havoc on land and sea, and also have the privileged position of being the only unit that can field nuclear torpedoes, making them especially deadly as naval combatants.

Cruise missile submarines, also known as SSGNs, have a very apt name. They’re submarines that fire cruise missiles. Lots of cruise missiles. Although they may not be as stealthy as attack submarines or as deft in a duel, their ability to suddenly surface and saturate a target with guided missiles should absolutely not be underestimated, especially when they have the option to field tactical nuclear weapons as well.

And lastly, of course, are the SSBNs. Ballistic missile submarines. The boomers. Naturally, SSBNs are some of the most dangerous units you’ll encounter in ICBM: Escalation. Combining civilization-ending firepower with stealth, SSBNs can be relied upon to survive an initial nuclear exchange, and then emerge from the depths to deliver a devastating retaliation strike. Being able to easily reposition means they can also maneuver around missile defence systems and deliver a devastating surprise attack. They are, however, expensive to field, and the difference between one staying hidden or being found can seriously change the strategic balance. So, it might be worth doubling-up on submarine patrols and naval helicopters if you think your enemies might be investing in them, and you should also take care not to lose your own either!

Don’t you see? Surviving an initial attack gives SSBNs options. You can attack a city and take one million lives, or attack enemy launch sites and save ten million lives. Use your imagination!

And, as briefly mentioned earlier, naval warfare is even more important now that transport ships are here to bring armies into the fray. Opposing armies can load onto landing ships and invade from the sea, so if your coastlines are left undefended, you might be opening yourself up to an unwelcome visit! Conversely, you can also leverage your own naval forces to open up a beachhead for your armies and also ensure they have a clean run on their invasion routes. If you didn’t get much use out of carriers in ICBM 1, you might change your mind after you bomb an enemy army into the stone age and annex some oceanfront property on your enemy’s continent!

The navy makes it possible to fight on the beaches, on the landing grounds, and in the fields, and in the streets.

And that concludes our third dev diary. Let us know what you think and what’s got you the most excited. We’d love to hear your feedback on this! We’ll be back with another dev diary in a bit. Thanks again, and happy 3rd birthday, ICBM!

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Offline Asid

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Re: ICBM: Escalation : gGobal warfare and nuclear mass destruction
« Reply #4 on: December 13, 2023, 12:09:23 AM »
ICBM: Escalation - Dev Diary 4
Mon Dec 04, 2023



Hi everyone!

We’re going to be covering a few different things in this dev diary, but all of them have one common bond: They all relate to weapons of mass destruction, and more specifically, the thing that makes a WMD a WMD. Let’s talk about WARHEADS!

Nuclear weapons are the obvious starting point for this discussion, so we’ll start there. In ICBM: Escalation, you’ll need to develop a nuclear program and research increasingly sophisticated warhead designs in order to build up a respectable stockpile and ensure that your nukes have the heft they need to efficiently annihilate your opposition.

First, you’ll have to research how to build nukes in the first place. Every arms race needs a starting line! Having nukes may seem like a given in a nuclear war game, but this is a feat that, in almost 80 years after the trinity test, only 9 (possibly 10) countries have successfully pursued and accomplished. After developing rudimentary fission-based weapons, the door will open to basic thermonuclear devices, and then to increasingly efficient and modern designs. Sufficiently advanced warhead technology will pave the way for deadly MIRV systems, as well as specialized nuclear EMP weapons, which can utterly paralyze the civilian economy, and diabolical salted bombs that produce insidious amounts of fallout. Warhead technology is all about packing a bigger punch into a smaller package. If you’re planning on a more conventionally-oriented strategy, this might not be as important, but if you want to rain fire, you’ll need to make sure your warheads are up to the task!

A salted weapon is a nuclear device designed to produce increased amounts of radioactive fallout by transmuting a surrounding material into a radioactive isotope. There is no public record of one ever being built because of the danger they pose and their repulsiveness as a concept.

There’s more to having a nuclear arsenal than just designing a bomb. You can’t put just anything in a nuke, and weapons-grade plutonium doesn’t grow on trees. Sourcing weaponizable material is a major hurdle for any nuclear program, and it’s one you’ll have to face as well. The production efficiency system from the first ICBM is making a return, except this time, it’s up to you to decide how high it gets and how quickly. By default, you’ll have access to basic first-generation uranium enrichment, which is very slow and inefficient, but you’ll be able to research new enrichment methods that will increase your nuclear production capabilities and let you build atomic weapons more quickly and efficiently.

With advanced warheads, you can develop some particularly virulent MIRVs and have unfathomable horror at your fingertips… Of course, building them isn’t cheap either!

Alternatively, if you’re feeling impatient or don’t want to invest as much time and effort into a WMD program, you’ll also be able to cheaply and efficiently build chemical and biological weapons to wreak havoc on enemy armies and population centers. Chemical weapons will devastate enemy troops and are dirt-cheap to produce from the start, whereas bioweapons can decimate enemy cities over time and can eventually overpower lesser nuclear weapons as a casualty driver. Take note, bioweapons don’t discriminate, so you should think twice before dropping one close to home…

Chemical agents can be used to slow down armies and inflict serious casualties. They’re also much more accessible than nuclear weapons, and just as liable to make you a war criminal.

So, with the (very real) difficulties and costs associated with developing a nuclear program, and the amplified threat posed by enemy armies and conventional forces, you’ll now have to juggle between developing your nuclear program and your delivery systems while also keeping the enemy out of your borders. How aggressively you choose to pursue nuclear weapons is up to you, but your conventional capabilities might suffer for it. This is where things get really interesting: Do you choose a doctrine that relies on nuclear deterrence, or do you lean on your armies and conventional weapons to keep you safe? And what does that mean if you end up in a war with somebody who’s taken a different path? How far can you push them, or how far can they push you? And who comes out on top if things escalate?

Developing nuclear weapons and their delivery systems is much more in-depth and intensive than before, and it’s a more difficult investment to make with the threat posed by invading armies. But, the overwhelming destructive power that a well-developed nuclear arsenal provides is an undeniable asset, especially if you can leverage it to decisively destroy your opponents. And if you get into a full-scale conflict, you’ll be in serious trouble if your nuclear forces aren’t up to the task!

And that wraps up our fourth dev diary. Hopefully it piqued your interest and gave you a bit of insight on what to expect. As always, let us know what you think! We love to hear everyone’s thoughts and we’re always listening. Until next time!

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Re: ICBM: Escalation : gGobal warfare and nuclear mass destruction
« Reply #5 on: February 17, 2024, 12:36:04 AM »
ICBM: Escalation - Beta Sign-up
Fri, 16 February 2024



We are excited to announce the opening of sign-ups for the beta of ICBM: Escalation.

The beta is set to commence in March and will feature both single player sandbox gameplay and multiplayer up to ten players, along with a spectator mode. As we approach the launch date, we will provide additional details regarding the content of this beta.

Stay tuned and register here: BETA



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Re: ICBM: Escalation : Gobal warfare and nuclear mass destruction
« Reply #6 on: March 18, 2024, 07:44:34 PM »
The Beta has begun + Dev Diary 6
Mon, March 18, 2024




Hi everyone!

In this dev diary, we’re going to be talking about our first beta! It’s just landed on Steam and we’re super excited to show off what we’ve been working on!


To start, we’re going to be working with a relatively small group of testers so we can dig in deep and get some really detailed feedback. The response we’ve gotten from the beta sign-up has been overwhelming and was much, MUCH bigger than we expected, so we’re grateful for all the support we’ve gotten so far. Unfortunately, this comes with the caveat that we can’t take everybody. But, don’t worry, because this is just the first beta test and as we make progress, they’ll get bigger and bigger with more and more participants. As of the time of writing, we haven’t named any names yet, but if you don’t get accepted early on, it might just be a matter of time. You’ll know if you’ve made it if you get an email from Slitherine with instructions on how to join, so keep an eye on your spam folder. Most of the administration for the actual testing is going to be on the official ICBM Discord, so make sure to drop in!

So! On to the beta itself! In our first round of testing, we’re going to be getting a feel for the pace of the game, the way the AI behaves, some of the strategies and how effective they are, and overall, just get some first impressions.

Our testers will have access to the original game modes from ICBM 1, including the original multiplayer experience, single-player skirmish matches, and a freshly redone tutorial explaining all the new mechanics. With 5 times as many technologies as the original, even more units, and a much, much more complex overall strategy and gameplay loop, the ICBM: Escalation experience should feel much different from its predecessor, so establishing how it feels early on is important. Our testers will also get a glimpse of the graphical facelift that the units, menus and map have received.

The AI is now capable of effectively leveraging land assets like special forces, armies and mobile launchers. Instead of just bases and installations, the war on the ground is going to get a lot more dynamic!

One of the crowning achievements of ICBM: Escalation is the introduction of conventional ground warfare, which adds an entirely new dimension to the game. Although players will have the choice of if they want to engage with it and attempt to invade other factions, they’ll have to be on guard, because the AI is now capable of using armies, and they’re ready and willing to invade anyone who’s not prepared! The new mechanic of escalation, from conventional warfare, to tactical nuclear warfare, and eventually total nuclear annihilation is the biggest step forward we’ve made, and also the focal point of the beta test.

ICBM may be focused around nuclear war, but that doesn’t mean that armies can’t pose a threat to you either!

So, hopefully all goes well with the first round of testing, and we can forge ICBM: Escalation into a top-notch nuclear wargame. A quick thank-you to our testers in advance before we get started, and remember, if you’re disappointed about not making it into the beta, it might just be a matter of waiting! We’ll see you again in the next dev diary!



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Re: ICBM: Escalation : Gobal warfare and nuclear mass destruction
« Reply #7 on: July 09, 2024, 12:16:33 AM »
Dev Diary 7 - World Immersion
Thu, May 30, 2024




Hi everyone!

As you probably know, ICBM: Escalation is all about conquering and/or destroying the world. Usually these dev diaries talk about all the tools you’ll have at your disposal to do that or the mechanics of how they work, but we’ve never talked too much about the world itself. Since we’re going to be destroying it on a regular basis, let’s talk about the work we’ve done to make the world detailed, dynamic and immersive, while it’s being covered in radioactive craters.



Home Sweet Home.

Similarly to ICBM 1, where the map was split 8 ways, the map in ICBM: Escalation is now split into 10 factions, based on political and cultural similarities and boundaries, but with gameplay balance at the forefront. With the advent of territory capturing, we had to take things a step further and split each faction into 15 distinct territories, so that players can invade and annex new land, one region at a time. Each region has its own unique GDP split with certain strengths and weaknesses, and not every territory is created equally, so players will be able to be selective in how they pick their targets. For example, in Europe, Germany is the industrial heart that provides most of its military production power, but the British Isles has a stronger research and espionage base, so if a player wanted to cripple their production capacity or annex some land to boost their R&D budget, it’s more nuanced than just invading Greenland because it’s undefended. Since every territory needs to be adequately represented by its population centers, the map also features a whopping 520 cities, more than double the 200 featured in ICBM 1. Better learn some geography…


The new regional menu gives you an overview of the region’s population, its cities and economic outputs, and also any invasion progress, plus a visual representation of how much damage it’s taken. Mind the placeholder.

The world in ICBM: Escalation is also more alive in terms of the ways you can interact with other factions. Before, your options boiled down to forming alliances with some basic mutual agreements, or nuking everyone into oblivion. Now, ICBM wouldn’t be ICBM without the second option, but the diplomacy and espionage system has gotten a massive rework. Players now have the option to cut deals with factions individually, rather than just forming coalitions, and the breadth and scope of what you can do has expanded considerably. You can share individual technologies, hand off spare military hardware and warheads, support each other’s industry, provide economic aid, and even give up intel on what other factions are doing. Just like in the original, you can form multi-faction alliances if you want a more team-based approach as well, and can even choose to build on each other’s territory, if you’re not expecting to get stabbed in the back.
The new diplomacy and faction overview menu, where you can cut deals with another faction and also see what intel you have on them. You also get to put a face to who you’re dealing with now too!

The espionage menu has also been reworked for clarity, and is also a little more nuanced and less luck-based than before. Espionage was often overlooked in ICBM 1, but a skilled player that can leverage it effectively can work out what their enemies are up to, which makes things much, much easier…

It’s worth talking about the global community as well. As much as ICBM players love to joke about breaking it, ICBM: Escalation now features its own take on international law: The Geneva Convention. With the Geneva Convention, it’s easier to control the flow of the game and enforce certain ‘gentlemanly agreements’ and in a way, sort of change the rules on the fly. Factions can vote on issues like banning specific weapon systems or technologies, issuing a (temporary) nuclear ban to deescalate the situation if things get out of hand, declare a global ceasefire altogether, or to nullify all of the above if they’re out for blood.


The global forum, unanimously deciding chemical weapons should be allowed. Brings a tear to your eye, doesn’t it.

And, also worth mentioning, since it’s in the screenshot and people are going to ask about it, we’ve also implemented a DEFCON system, which allows players to evaluate how much danger they’re in and make trade-offs between their economic outputs, and a suite of bonuses to improve their performance in a conventional or nuclear war. Starting at DEFCON 5, which doesn’t change anything, each level progressively drains more of the faction’s GDP but provides bonuses to protect against increasingly dangerous threats. So for example, DEFCON 4 will make it easier to fend off a conventional military invasion and put a slight dent in the economy, while DEFCON 1 will minimize your losses during a full-blown nuclear exchange, at the cost of grinding everything to a halt. There’s also something darkly satisfying about going to DEFCON 1 before launching dozens of nuclear missiles…

And that’s it for our latest dev diary! Let us know what you think and what’s got you the most excited. The beta test is still in progress and we’re looking into expanding the tester pool shortly, so keep your eyes on your inbox and your spam folder, because you might have that email coming your way. Thanks again!

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Re: ICBM: Escalation : Gobal warfare and nuclear mass destruction
« Reply #8 on: July 09, 2024, 12:16:46 AM »
ICBM: Escalation - Dev Diary 8 - Campaign Mode
Mon, July 8, 2024




Hi everyone!

This dev diary is going to be covering something that seems to have garnered a lot of interest ever since it was first mentioned, and now that we’re far enough into development that it’s starting to bear some fruit, we think it’s finally time to spill some more details on it.


Now, I would argue that ICBM is always better with friends, but a lot of people enjoy it solo. And what better way to complement a single-player game, than with an all-new single player campaign mode?

Now, at a first glance, you’re probably wondering how a single-player campaign would even work for a nuclear war game. You know, level 1, you destroy the entire world, level 2, you destroy the entire world, again…? But, that’s not going to be the case here. Well, not if you play well, anyway.

There’s not a lot of room for continuity if everybody dies immediately. So, the campaign is going to run a little differently from your average ICBM match…

So if you don’t just glass the entire planet in an hour, how does it work? Well, it’s simple. Nuclear annihilation isn’t the goal, it’s a consequence. Let me explain. Firstly, this campaign mode in particular is actually quite unique in terms of its chronology. For most games, a campaign story might span, say, a couple weeks that your hero is in combat, or the few dozen months it takes to complete a military operation, or maybe it lasts a few years if there’s a lot of exposition. Our campaign, however, is going to last decades. That’s right, we’re going to be taking you on a ride through history’s near-nuclear hotspots, from the start of the cold war, to modern day and into the hypothetical not-so-distant future. And it’s your job to 1) Achieve your nation’s goals and objectives and 2) Not accidentally cut all of human history short in the process. Now, you’re probably wondering how that works, so what better way to illustrate it than by taking a peak at the first mission?

The single-player campaign starts where the tech tree does, and arguably where the cold war did as well. 1950. And I’m sure many of the history buffs out there will recognize this as the start of the first confrontation between the East and West: The Korean War.

Ladies and Gentlemen, LET’S GET READY TO RUUUUUMMMBLLEEEEEEE

Players will have to command UN forces to repel the North Korean invasion for an hour of in-game time, ensuring that Seoul is free once the timer is up, and that the communists never reach Busan. Doing so will accomplish the primary objective and lead to (a pretty lackluster) victory.

Of course, things can get more interesting than that… ICBM is a game built by and for nuclear weapons. There’s nothing stopping you from using them other than the consequences of your own actions. If you want to unleash your inner Douglas MacArthur, this is your chance. Just remember, the Soviets detonated their first nuke in 1949, and in the world of ICBM, the Cold War isn’t quite as frigid as real life! Tempers are hotter, nukes are more accessible, and war crimes are less like felonies and more like misdemeanors. You can push the enemy farther than you could in real life, but you should expect them to push back even harder as well. So, if you wanted to take the relatively standard conventional Korean conflict of 1950 and say, spice it up by using mustard gas and nuking Pyongyang, the only thing stopping you is your conscience and whatever mysterious, faintly radioactive deliveries the Soviets have been moving into their airbases.

Just like WWI, If you’re a fan of utilitarian ethics, attritional warfare and human suffering, then chemical weapons can be a great way to stop human wave tactics. Just mind the collateral damage…

On the topic of pushing your luck and poking the bear, the campaign also comes with another neat feature: You decide how hard you want to win. Going back to the Korean War mission, the bare minimum for success is that you can’t lose Busan and you need to control Seoul by the time the smoke clears. You can just repel the attack and keep the war relatively small and contained, but for players that are feeling a little more audacious, you can settle the border dispute once and for all by completely invading and occupying North Korea, if you’re ready to deal with China’s response… And if you REALLY want to make your point, you can invade China itself and force a ceasefire if you succeed, while bearing in mind that the Soviets aren’t going to be happy, and things are probably going to get ugly. The harder you push and the more successful you are, the better you’ll score and the better off you’ll be for the next mission. Just be careful not to bite off more than you can chew, especially once Washington is within nuking distance.


Okay, so MAYBE things got a little out of hand…

Speaking of risk and reward, all the technology you gain during a mission will carry over to the next, so your strengths, doctrine and tactics will ultimately be decided by what you invest in. As mentioned before, your performance in a mission will contribute to your score, which in turn means more technology. Since every mission will require a different approach, it’s probably best to think about your overall strategy carefully. The mission following the Korean War is going to be the Cuban Missile Crisis. A ‘guns-blazing’ approach might work, especially if you’re not a fan of Florida, but maybe something more tactful would be more appropriate…

The campaign is still a work in progress and our testers are poking away at it right now, but we’re excited to see how it evolves as we get more feedback. Right now we’re aiming to have a mission for every decade from 1950 to 2040, so there should be plenty to keep you busy once it’s done. Who knows, if there’s enough interest, maybe we’ll add a second one someday… But, until then, we’ll be hard at work on this one, and we’ll see you next time!


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Re: ICBM: Escalation : Gobal warfare and nuclear mass destruction
« Reply #9 on: October 22, 2024, 12:27:20 AM »
What If Video #1 and Release Date Reveal
Mon, October 21, 2024




Players, the wait is almost over. We are thrilled to announce the official release date for ICBM: Escalation. Mark your calendars for November 21st, 2024
when you?ll be able to dive into the full experience of global warfare and strategic dominance.




Alongside the release date reveal, we?re launching the first of our ?What If? video series, which explores the alternative outcomes of pivotal global events within the game?s universe. In this video, you?ll witness an intense clash between the forces of North America and Central America, demonstrating the depth of strategic choices and consequences awaiting you in ICBM: Escalation.

Every situation can have multiple outcomes, every decision has its consequences, what's your move?

Keep wishlisting the game and get ready to lead your faction to victory on November 21st.

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Re: ICBM: Escalation : Gobal warfare and nuclear mass destruction
« Reply #10 on: November 13, 2024, 12:25:10 AM »
Dev Diary 10 - Playing your way
11 Nov 2024 13:50



Hi everyone.

The release date for ICBM: Escalation is right around the corner. We?ve got one last dev diary to tide you over before the big day. This time, we?re going to be talking about all the ways you can tailor the game to your preferences. We?ve already talked about the different game modes on offer and touched on the different units and weapons that will be at your disposal, but there?s even more you can do to make the game fit whatever kind of destructive mood you find yourself in.

Let?s start with something that gets asked a lot. One of the most common questions we get about the new ICBM is ?Can I play as (insert country here)?. Well, regardless of where ?Insert Country Here? is in your mind, the answer is almost definitely yes. The new default map features 10 factions made up of different countries that have cultural or political ties to each other. But, that doesn?t mean that?s how you have to play. You?re free to adjust any of the 150 regions on offer and mix and match them to different regions. Want to have the US face off against Brazil? You can do that. China vs Australia? Sure. Alaska vs literally the entire world? Terrible idea, but you do you.

Yeah, that?s right, bring it, wimp. WHO WANTS A PIECE OF ALASKA? HUH?!

Of course, there?s some innate limitations to the default Atomic Earth map. Some of the regions themselves are combinations of different countries, like the Baltic States, which are made of Lithuania, Latvia, Estonia and Belarus. Obviously, not ideal if you want Belarus to team up with Russia, for example. But, we?ve got a solution. Introducing the Iron Curtain Map.

Sometimes the game gets viewed as a Cold War sim. So how about a Soviet Reunion? Just like old times.

We made the Iron Curtain map as a sort of ?roleplay? map, so even though it?s not as balanced as the default Atomic Earth map, you can get more nuance in terms of who?s allied with who. If you want to pit NATO against the entire Warsaw Pact, now?s your chance. In addition to the subdivisions in the large countries, every country that was big enough to be split off into its own territory has gotten exactly that. To the one guy in Burundi playing this game, you?re welcome. Just like Atomic Earth, you can mix and match territories however you want. If you want a game that?s just North and South Korea, it?s on the books now.

There?s also new lobby options to match the new features. Before you start a game, you can change the contamination speed, as usual, if you want to make the game longer or shorter. You can also adjust the length of ceasefires and peace treaties, how long it takes for captured territories to start paying out to you, settings related to your alliances, whether or not they exist at the beginning of the game, and more. One of the more interesting additions is the new adjustable ?Forced Surrender? mechanic, which allows you to forcibly push an entire faction out of a game by destroying or capturing a certain amount of their population.

Now you can end a game by capturing all your enemy?s territory or nuking them into oblivion. That?ll teach ?em.

Also, now that territory capturing is alive and well, we?ve also introduced a brand new scoring mode. If you?re looking to capture territory instead of glassing it, we?ve added the brand new Domination Mode. In Domination Mode, the only way to score points is by conquering enemy territory. You?ll have to raise an army and control the world if you want to win.

Now, that?s not to say that you can?t use nukes though. If you want to cripple your enemy?s economy and make it harder for them to fight you off, you?re more than welcome to nuke them back to the stone age. Blow up their cities, obliterate their units, do whatever you need to to keep them at bay so you can gain the upper hand and invade. You can also lower their score by irradiating their territory. If you want to send a message, you can always just salt the Earth. And, as expected, if you can?t help but giggle every time you slaughter thousands of innocents, the original 3 scoring modes are also making a return. Survival mode for the optimists, Extermination mode for the pessimists, and of course, Default for everyone who?s just bloodthirsty in general.

Take note that the attack on Washington hasn?t improved the Soviet?s score. It has, however, hurt the USA?s score, their GDP, and also approximately 1.8 million people...

Now, if you combine the options you have at your disposal for customizing the game itself, and combine that with the different strategies and tactics you can execute in the game itself, there?s no shortage of scenarios you can put yourself in. Want to bring the Cold War back to life with a friend? Sure thing. Do you like the sounds of a hypothetical future standoff between India and Iran? Give it a shot! Want to reenact the Mongol invasions with WWII technology? Go for it! Wanna show the world what happens when you mess with Alaska? Do your thing. ICBM has evolved far beyond just 8 players nuking each other. Obviously, that?s still an option, but the horizons of how you can play are much, much wider now.

That?s all for our last dev diary. Let us know what you think. This one is a little bit shorter, since we?re hard at work getting ready for the launch, but more to the point, soon enough you?ll be able to experience it all yourself first hand. Thanks for checking in and following the progress of the game, we?ll see you on launch day.

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Re: ICBM: Escalation : Gobal warfare and nuclear mass destruction
« Reply #11 on: December 18, 2024, 12:20:09 AM »
Update v.1.0.2
Tue, November 26, 2024




Hi everyone,

Thank you for your incredible support and enthusiasm for ICBM: Escalation. We're thrilled to see so many of you diving into the game, exploring its new mechanics, and reshaping the fate of nations.


Your passion and feedback have been instrumental in helping us improve and refine the experience, and we couldn?t be more grateful for this amazing community.

Today, we released update 1.0.2, focusing on addressing the issues you reported. The changelog below includes the patch notes for both updates 1.0.1 and 1.0.2

Changelog:
Workshop is now available.
  • Workshop is now available to everyone. We look forward to seeing the mods.
Multiplayer
  • A new feature for ICBM: Escalation, that we implemented during the beta.... you can now save multiplayer games, including autosaves, allowing you to continue your sessions another day, especially useful for Conquest mode.
Fixes
  • Fixed an issue with audio devices. Now the game does not quit when no sound device is found, instead it continues running without sound
  • Fixed a desync issue after loading in some scenarios
  • Fixed total score transitioning on retry and continue
  • Fixed a potential crash when starting/loading a game right after finishing the previous one
  • Fixed a crash when reconnecting with war planner active
  • Fixed a crash in war planner in MP on client
  • Legacy DirectX support is now installed with the game, this will help with some installation issues reported.
  • Fixed issue with mod_tool running without radar_stub.png
  • Fixed issue with the AI invading and not declaring war
  • Fixed an issue with Mission 9 and 10 when triggering a nuclear war
  • Fixed an issue with Mission 10 causing the coastal batteries technology to disappear
  • Fixed localization for city and region names in French, Spanish, Italian and German
  • Fixed localization for Mission 9 and 10 in Chinese
  • Fixed issue in Mission #10 with player units moved by the friendly AI
  • Fixed a crash when explodes a slow nuke launched by the already destroyed unit
  • Fixed the bug with game modes not switching in single player
  • Fixed a common random crash in campaign
  • Fixed alliance color drawing in ScoreBoard
  • Fixed Mission #5 wrong winning conditions
  • Fixed the problem with specific MP room name causing crash for everyone searching for MP game
  • Fixed incorrect sound for some explosions
  • Fixed a bug where trying to use the 'Tune Regions' feature would cause a crash for French users
  • Fixed the localization for map descriptions
  • Fixed the problem with searching for MP lobbies if there are more than 50 lobbies
  • Fixed the significant FPS drop issue on some systems
  • Fixed warhead production efficiency in Blitz mode
  • Fixed occupation-based score reset on disconnect
  • Fixed the Equalize Population option
Additions, Tweaks, Performance and Balancing
  • Added the graphics settings file to help fine-tuning the performance on particular systems
  • Added the possibility to lower the game speed below 1
  • The player orders for aircraft are not overruled by AI anymore
  • AI is now more hesitant to accept peace while it is invading
  • Holding CRTL will now queue attack orders
  • Boosted ABM performance, low-level ABMs should be responsive now
  • Increased the bonus offered by GDP-boosting techs
  • Clarified AGM + GBU requirements in the tech tree
  • Added additional visual aids to tutorial 7
  • Reenabled Terminal ABM Laser vehicles being air-deployable
  • Increased AAM salvo size for 6th gen fighters
  • Added additional nuclear weapons to the starting loadouts for campaign missions where appropriate
  • Reduced the spawn rate of Soviet convoys in Mission 4
  • Updated some art assets

We?re committed to continuing to improve ICBM: Escalation with your feedback and support. Thank you for being part of this journey and for helping us make the game even better with every update.

We?re actively working on improvements to the French and Chinese localizations, with Russian expected to be added soon.

Stay tuned for more updates, and don?t hesitate to share your thoughts, ideas, or any issues you encounter, join our Discord to connect with the community and to report any bugs you find.

If you need technical assistance, our support team is also available at support@slitherine.com

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Re: ICBM: Escalation : Gobal warfare and nuclear mass destruction
« Reply #12 on: December 18, 2024, 12:20:17 AM »
Update v1.0.3
Wed, December 11, 2024



The update 1.0.3 is now available. Here below you can find the full changelog:

We are actively working on improving the AI, with some changes already included in this patch and more coming in the next one.

  • Fixed Tutorial 11
  • Fixed ABMs losing the track of ICBMs
  • Changed handling of the AutoEngage option
  • Changed handling of the Air Patrol option
  • Naval Monitoring station cannot follow units anymore
  • Fixed the problem with the game not starting on the main monitor in 2+ monitor configuration
  • Fixed Multiplayer sync / MP Save crash when some player had more than 255 units in production queue
  • Fixed technologies and units localization for Blitz
  • Fixed the points distribution when loading the "Default" distribution in the game with lowered points
  • Fixed the problem that allowed to place more armies into army base than possible when shift+clicking
  • Fixed the problem with the units placed at the same position when auto-deploying (and probably for the AI units as well)
  • Added the setting to show the faction name for the unit under cursor
  • Added the setting to show the ranges for all selected units
  • Added the advanced settings menu in the config screen
  • The initially disabled technologies cannot be unbanned anymore
  • In the spectator mode it is now possible to enter the diplomacy menu and see the detailed faction info
  • Shift + click on togglable weapon now disables/enables it not only for all existing units of this type, but also sets default for the new units
  • In Mission #5 chemical weapon is now switched off by default for all US Army divisions
  • AWACS, Bombers and Spy Planes during Peace Time or Ceasefire automatically cancel orders and return to the airbase after entering other faction's airspace
  • Changed Mission #10 to ensure only the original US territories counted when calculating losses
  • Changed the invasion handling by the AI
  • Adjusted some tutorials slightly to reduce confusion
  • Fixed a bug with 2nd Generation Fighters not having access to AGMs
  • Updated nuclear war behavior for enemy factions in the campaign
  • Reduced the auto-engage radius for spec-ops helis, to prevent dangerous attacks
  • Updated artwork for several technologies and weapons
  • Added new player portraits
  • Added localization for locations in Chinese
  • Added missing localization for bio/chemical weapon status effects
  • Extended the default peace treaty and ceasefire times
  • Increased Chinese naval spawns in Mission 9
  • Added checks in Mission 10 to see if there are enough survivors left to complete the objectives
  • Fixed some weapons showing up as bannable

We?re committed to continuing to improve ICBM: Escalation with your feedback and support. Thank you for being part of this journey and for helping us make the game even better with every update.

Stay tuned for more updates, and don?t hesitate to share your thoughts, ideas, or any issues you encounter, join our Discord to connect with the community and to report any bugs you find.

If you need technical assistance, our support team is also available at support@slitherine.com

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Re: ICBM: Escalation : Gobal warfare and nuclear mass destruction
« Reply #13 on: December 19, 2024, 12:12:20 AM »
Update v1.0.4
Wed, December 18, 2024



The update 1.0.4 is now available. Here below you can find the full changelog:

    - Fixed a crash on hosting machine in multiplayer when a game lasts more than 20 minutes without pausing
    - Added conditional research strategy mechanics for AI
    - Changed research targets in different AI strategies
    - Changed the aggressiveness of the AI in the conventional war
    - Changed the AI tactics on invasion and defence
    - Allowed the AI to build more units when required by invasion/defence goals
    - Allowed the AI to research past the defined strategy
    - Missile disable/enable with shift+click now works for hosted units as well
    - Fixed Terminal ABM on Destroyers and Carriers not firing
    - Updated several tech and missile art assets
    - Fixed an issue with Naval Monitoring Stations having limited ammo
    - Allied ship kills now count towards the secondary objective in Mission 9


We?re committed to continuing to improve ICBM: Escalation with your feedback and support. Thank you for being part of this journey and for helping us make the game even better with every update.

Stay tuned for more updates, and don?t hesitate to share your thoughts, ideas, or any issues you encounter, join our Discord to connect with the community and to report any bugs you find.

Merry Christmas and Happy New Year, we'll see you in 2025.


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Re: ICBM: Escalation : Gobal warfare and nuclear mass destruction
« Reply #14 on: January 16, 2025, 12:20:58 AM »
Update v1.0.5
Wed, January 15, 2025



Today, we released update 1.0.5, focusing on addressing the issues you reported.

We?re committed to continuing to improve ICBM: Escalation with your feedback and support. Thank you for being part of this journey and for helping us make the game even better with every update.

Stay tuned for more updates, and don?t hesitate to share your thoughts, ideas, or any issues you encounter, join our Discord to connect with the community and to report any bugs you find.

Here is the changelog:

1.0.5

- Fixed unit tables not drawing when deploying a unit from production menu
- Fixed the problem with ships not keeping the "follow" position and remaining in the tail of the escorted ship
- Fixed the problem with returned or non-active units not always deleted from the list of launched hosted units
- Fixed the crash when a saved game contains references to the "dummy" units
- AI does not try to invade during Peace Time anymore
- Fixed a crash related to incorrect counting of the launched hosted units
- Fixed the problem with helicopters not obeying the MaxAutoEngage range
- Fixed the problem with the AI remembering the original ownership of the regions re-allocated with "Tune Regions"
- Fixed the "teleporting" of the deployed unit when placing to follow a unit that already follows a far-away unit
- Fixed the crash when AI has nothing more to research (opened the whole tech tree)
- Fixed the AI keeping armies in the long occupied regions
- Fixed units having duplicated UIDs in Mission #5
- Fixed the gradual slowing down of the unit processing when the game is run without pausing
- Lowered the amount of used memory
- Fixed the problem with Mission #7 when occupation of Iraq + Afghanistan leads to immediate completion of the hidden mission
- Fixed the problem of occupation sometimes not staring a war
- Decreased the amount of units "dancing" when fighting
- Added HideOwnership property for units
- SpecOps teams do not show their faction until destroyed
- Added the possibility to ban Instant Research Sharing in the game settings
- If all players pause in consensus, pause time pool does not go down
- Added new difficulty levels
- Tuned up the AI aggressiveness
- Changed the font size
- Added Loading Screen images
- Changed artwork for several techs/weapons
- Fixed an issue with destroyers not initially following in Mission 10
- Fixed Covert Action tutorial text being absent in Spanish
- Fixed a bug with fusion torpedo loadouts showing up before they are unlocked
- Fixed heavy bomb trucks being immune to small arms fire
- Removed Tibet and Hong Kong from China in Mission 1 for historical accuracy
- Clarified the bonus time objective in Mission 4, added a secondary timer
- Increased size/frequency of Soviet attacks in Mission 5
- Fixed a bug with Mission 7 not completing properly
- Changed nuclear war behavior in Mission 9
- Added several techs to China in Mission 9
- Several other localization fixes

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