AI will now guard its borders when not at war (threat and purchase system included, for example, Switzerland will not fear France too much and will garrison its border with Germany and Italy more).
Hurja class gunboat to Finland.
Prezidentas Smetona gunboat to Lithuania.
Ronis class submarine and Virsaitis gunboat to Latvia.
Kalev class submarine, Novik class destroyer, Sulev gunboat to Estonia.
Garrison unit to Mongolia.
Total supplies cost in the income breakdown.
MipMaps to all units textures to improve with pixelated/visual glitches.
Added new army supplies state visualization map, bound to F9 key (can be rebound).
[h3]CHANGED[/h3]
Ships counters have been reworked to resolve the visibility/readability issues.
Core units are now properly and clearly indicated in both the reserve menu and the order of battle menu.
Updated NATO ships icons (cleaner).
Harmony modders: AI.cs has been refactored significantly.
Harmony modders: ResearchMenu.cs has been refactored significantly to improve its moddability.
[h3]FIXED[/h3]
AI pathfinding edge case.
AI had inclusive check on end availability year for units when purchasing.
[h3]REMOVED[/h3]
Ronis class submarine from the USSR.
8.3.0
CHANGED
All ships graphics have been updated and their style has been unified.
All ships counters have been updated to a new design.
All plane counters have been updated to fit the new design (tinted instead of full out white).
All land counters have been updated to fit the new design (tinted instead of full out white).
FIXED
Units from neutral nations would still trigger an ambush event when running into them (ships, for example).
Deployment countdown UI icons were shown even at places where the selected unit could not be deployed, leading to confusion for the player.
Monowai Aux. Cruiser from NZ had impossible availability date (9999).
There were 2 'dead' convoy units (no nation assigned) lying around in the units editor/list.
8.2.0
[h3]CHANGED[/h3]
Game engine version changed from Unity 2021.3.45f2 to Unity 2022.3.62f3.
For modders (Harmony): Rewrote entirely the GetPotentialDamage() from Unit.cs. You can now easily mod every damage modifier without having to rewrite the entire code or perform black magic. Every modifier applied now has a dedicated method you can prefix or postfix.
[h3]FIXED[/h3]
Hero damage bonus was being applied twice during engagements.
When using the left mouse button to move the camera around, it would also be happening when the cursor was above UI elements (which should not have happened).
8.1.7
[h3]CHANGED[/h3]
Attrition calculations have been changed to prevent various exploits/cheesing or arty spam. Noticeable changes are: attrition values are now percentage-based instead of raw numbers (so that units with low ammo/fuel count don't get to zero after a single heavy artillery attack). There now is a floor for how low attrition can get, which is 20% of max ammo/fuel by default. This is the most significant change, and the solution to the 'infinite retreat' exploit. Even after heavy shelling, the defenders will now always be left with a few ammo/fuel to either retreat on their own, or fight one last time. All of the attrition logic has been cleanly taken out of the main code/logic for easy modding with Harmony.
Increased amount of generated rivers in the random scenario generator (x2).
Various minor improvements to code for modders using Harmony.
[h3]FIXED[/h3]
'infinite' manpower exploit with unit upgrade system flaw.
River generator issue where it would override railroad tiles without placing appropriate bridge tiles.
8.1.6
[h3]ADDED[/h3]
River generator both in scenario editor and in random scenario generator.
Railroad generator both in scenario editor and in random scenario generator.
[h3]CHANGED[/h3]
Improved scenes unloading speed (especially noticeable on large maps). Brought it down from 13 minutes to 30 seconds on a 900x700 map.
Aggressive propaganda policy now properly gives you +30% turnly manpower growth.
[h3]FIXED[/h3]
Mountaineer trait damage bonus not properly applied in proper cases.
Potentially fixed a rare occurence of timezone/local computer clock issue resulting in possible login into multiplayer but then being spammed with 'you need to be logged in to perform this action' messages.
Online PBEM game giving 'player mismatch' error message when a new player was being added through event(s) in the game (such as Vichy France creation upon France's capitulation).