6.2.10
[h3]ADDITIONS[/h3]
[h3]CHANGES[/h3]
[h3]FIXES[/h3]
- Auto chat reconnection when losing connection.
[h3]CHANGES[/h3]
- Entrenchment is not taken into account anymore when the unit attacked is retaliating. So only the defenders entrenchment level is taken into account.
- Same for the terrain penalty, only the one of the defender's will be taken into account now since the fight takes place in the defender's tile.
- Made terrain effect on supply route have twice the impact in cost.
- Increased torpedo damage by 5.
- How you can resupply ammo and fuel : Only when you have 2 APs. Meaning when you start your turn. If you move or attack you can't anymore. This is to counter the fact that many times units would be simply full of supplies and rarely out of supplies since you could resupply at any given moment (unless you were out of AP).
- Moved the workshop panel in the MODS menu.
- File browser standalone plugin for the map overlay in the map editor.
- You can now enable / disable mods directly from the mod menu, including workshop mods. I will most likely add a workshop browser where you can subscribe and unsubscribe from mods there too at a later time, I finally found how to do it. They will not be loaded automatically anymore, you need to go at least once in the mod menu and activate them there now. Otherwise they won’t be loaded.
- Reorganised my canvases in Unity for better performances. The way canvases in Unity work is that whenever an element is changed Unity will redraw the entire canvas, and since I didn't know that and I placed my entire UI inside a single canvas, the game had to re draw the entire UI every time a single UI element was changed. So to improve this I have placed all elements of the UI that are frequently changed in their own canvases, I am not sure how much of a different this is gonna make since its not expensive to re draw everything but it's still some performance gain :)
- Unity update. 2021.1.28 -> 2021.2.17
[h3]FIXES[/h3]
- Overlay in map editor not working on MacOS.
- Units blinking in real time multiplayer for other human players.
- Fixes with the overrun mechanics (You could perform more than one overrun in a turn and move endlessly).
- You could resupply ammo and fuel more than once because I wasn't checking how many times the player pressed the button. Now it's once per turn :)
- Leaderboard and way to win. Winning by diplomacy is not an option anymore since that would defeat the purpose of a leaderboard. Finishing Europe in 30 turns simply by buying everyone to your side as the USSR just to be #1 is not something I want to see, sorry!
- The way supplies were calculated. I am so sorry about this, it has been around for years now I think, I mean at least one for sure. Basically the amount of supplies the unit would get when resupplying (HP or fuel or ammo) was based on the total the unit could have. So if a unit has 100 max HP, currently is at 25 HP, has a 75% supply rate well the unit would get 75% of 100 HP back capped at 50%, but I never intended it to work that way. I always meant it to be 75% of the MISSING HP. So the unit would get 75% of the 75 HP missing to reach its initial 100. Anyway, this has seriously been here FOREVER, most likely shortly I implemented supplies rules, and I could never pinpoint the error while playing but now I did and it's fixed! No more units healing from nothing to almost full health in between turns :)