4.0.9Wed, 31 March
- Added : The custom unit's name will now also be displayed in the deploy panel.
- Added : Name of the Hero if the unit has a hero in the Order of Battle.
- Added : Holding left shift while moving the overlay around will make it move faster.
- Added : Show / hide all units on the map button.
- Added : brought the click on the strategic map back, it will now move the camera to where you click.
- Added : All Japanese pacific scenarios.
- Change : The AI will now spawn engineers if needed (well, it already does spawn engineers but, let’s say several units on the map are like : Hey, there’s a broken bridge here we can’t cross, the AI will spawn more engineers). It will spawn as many engineers as there is a need for it. If you blew up 10 bridges and if the AI need to use all 10 bridges, it will spawn 10 engineers in priority. So, basically, blowing up bridges won’t help you win against the AI anymore
- Change : The AI will now spawn new units as close to the frontline as possible. Still working on optimizing it
- Change : Continued my revamp of several campaign scenarios.
- Fix : Walking on mines would block your entire unit.
- Fix : AI wouldn’t spawn units where you had the most troops near its VPs.
- Fix : The deutschland havy cruiser was marked as a battleship on its graphical representation.
- Fix : Heavy cruisers had a range of 1.
4.0.8- Added : End of river tile. Better aesthetic
(18 new tiles)
- Added : New desert city tile.
- Added : Rogožarski IK-3 (yugoslav fighter).
- Change : Captured units count as core units, so you can’t have hundreds of them in reserve. If you reached your max amount of core units, the unit will be lost and not added to your list of units.
- Change : After @Ciapek’s suggestion, which I … loved haha, I decided to change the way you can spawn units. SO ! This is the new way to spawn units : You can spawn everything you want in the biggest cities. So, heavy tanks, heavy artillery etc can only be spawned in the biggest cities. Light armoured vehicles (armour <= 20) can still be spawned in medium sized cities (alongside infantry) and light artillery (damage <= 15). In the smallest towns and villages, you can’t spawn anything. This will make the game feel more realistic since you can’t just capture a town somewhere and spawn an entire army from there. Biggest cities will be even more important targets. This will also make for efficient encircling. Side note : Volkssturm / militia / conscripts can be recruited in small villages.
- Change : You cannot spawn ground units around airfields anymore.
- Change : You can spawn any equipment in and around factory hexes. Except infantry.
- Change : You cannot spawn units in destroyed cities / factories, making bombing raids even more realistic / efficient.
- Change : Bunkers are now spawnable ONLY around engineers. Just like mines ! BUT, you can’t spawn bunkers around enemy victory points, and thus use them as an offensive weapon you know. The enemy would certainly attack you and you know disrupt all this so.
- Change : Same rule for launch sites. Buildable and placeable only by engineers.
- Change : Lowered the bunker’s stats a bit to 30 soft and 50 hard.
- Change : Made modifications to many many campaign scenarios. I am basically going over ALL of them, and checking for balance issues, adding some cities, changing others, making sure they all look good and are better than before. I started today, but I obviously cannot go over everything in one day so, it will take several days before I go over them all.
- Fix : Touches going through UI on mobile.
- Fix : Simple money exploit. Buy a unit, select it in the menu, this will show all the tiles where you can deploy it, then delete the unit, this will get money, but you still can place the unit since the deploy zone wasn’t removed. Bam, free unit + its price in bonus.
- Fix : After you dropped your paratroopers, you could move them even though the zone wasn’t shown.
- Fix : One instance of AI overlapping with planes (Happening when planes are taking the same route but in the rain, with low visibility of 0 tiles).
- Fix : AI not moving in some circumstances when it should (issues with the FOW).
- Fix : Battle of the Bulge (campaign) was broken for the Allies.
- Fix : The amount of money the AI earned didn’t seem to change on the UI, but it was receiving the correct one.
SO, a better example to visualise the new changes. You CAN spawn a tiger in the biggest cities on the map or in and around any owned factories. Same for infantry or any ground unit (except ships obviously).
For a medium city (orange ones), you can’t spawn armoured units with an armour value > 20 or heavy artillery (soft damage > 15) or heavy AT equipment (> 60 hard damage). So, any PaK40 and under, or recon units or even light tanks (Pz I or IIs) can be spawned at medium cities. In the smallest villages, you cannot spawn anything EXCEPT Volkssturm / militia / conscripts.
4.0.7- Added : Polikarpov Po-2 (recon plane).
- Added : Selected unit grey indicator can now be changed to red for easier selected unit spotting. Option to find in the settings.
- Added : 3440 x 1440 resolution.
- Fix : Not all campaign maps were hostable in multiplayer on mobile.
- Fix : self propelled AA cannot attack air units.
4.0.6- Change : Changes made to the new End of the War 1944 map. Rivers missing etc.
- Fix : I made changes to the AI yesterday to increase stability but this created a new issue with units surrendering never dying.
- Fix : Due to the 4.0.0 update, I made huge (basically re did from the ground up) victory conditions and all the code, and it seems in Smolensk 43 when holding out until required time you would get a defeat screen.
- Fix : Little issue with the AI, like its planes when out of fuel if they could go to an aircraft carrier, they would even if they weren’t carrier based planes.
4.0.5- Added : Icons for harbours, airfields, factories and refineries.
- Added : New map ! End of the war (November 1944 160x129 survival map for Germany)
- Change : Artillery max range has been set to 3 for a little bit more realism.
- Change : Units are now over flags in the layers.
- Change : AI plays faster in the FOW. I increased its speed by 3.
- Change : Reduced the increment for positioning the overlay.
- Change : If you hold shift while resize the overlay, you will be able to scale it way faster.
- Change : Balance for the Coral Sea scenario.
- Change : Populate map button in map editor will now not randomly spawn units. It will only spawn infantry in cities, and AA in airfields. If the country doesn’t have any AA, it will place something else.
- Fix : neutrals would invite neutrals in their faction.
- Fix : Veteran option broken in the store when untoggling it the unit would still have 115 HP.
- Fix : If your modded unit had “Flag” in its name, such as the SU-15 Flagon, it would display the plane instead of the flag on your potential damage panel. Really REALLY rare issue, since its only with this unit during the Cold War
But a fix is a fix !
- Fix : If you had custom wallpapers, they wouldn’t be loaded upon game opening the first time.
- Fix : The battlecruiser renown had a typo in its graphics.
- Fix : You could host coop multiplayer games, which AREN’T supported by the game AT ALL, resulting in various issues in multiplayer.
- Fix : You could have negative ammo sometimes (when supporting friendlies).
- Fix : There was quite a big issue with the type of all self propelled AA, they weren’t considered as tanks, and all taking soft damage infantry.
- Fix : AI freeze instance.
- Fix : Sherman Tulip had 5 armour.
- Fix : You couldn’t have units set as target for more than 1 faction in the map editor as a victory condition.
- Fix : Loading a scenario that had targeted units to kill in order to win and looking at the objectives would make the game freeze if you killed any of those units.
- Removed : Heavy MG soviet unit. Again, way too tactical. Your units on your saves will be replaced by normal heavy infantry.
- Removed : Germany 1945 map. With the new one I added, you don’t need the old one, I promise …