7.5.2
[h3]ADDED[/h3]
[h3]CHANGED[/h3]
[h3]FIXED[/h3]
- Mountain tile now got a summer version (without the snow).
[h3]CHANGED[/h3]
- Huge amount of campaign scenarios updated to support both manpower + upkeep settings, as well as general balance. Actually, I think I finished revamping all 'Western' scenarios, all that's left to update now would be the Pacific ones.
- You now can (as a Neutral) send units to other players.
- AI will no longer purchase drop tank for its planes on small scale scenarios (waste of money).
- Extra recruitment time for: Political units (SS/Guards), Mech. / Mot. options.
- Updated manual (including new manpower section).
- The way the improved AP shells policy bonus is calculated. Now more efficient.
[h3]FIXED[/h3]
- AI would deploy anti tank obstacles in victory points.
- AI could waste its movement if it could kill a unit that was on an adjacent tile to him.
- Europe 1939, Italy should have owned Rijeka and Zadar (Balkans/Yugoslavia).
- AI engineers moving out from rivers when they should have stayed to help allies cross.
- AI not using pontoon bridges or engineers to cross rivers.
- When purchasing new units while the reserve panel was open, it would not refresh its content.
- If the unit you have selected was taking supportive fire, its stats would not be refreshed (selected unit stats shown on UI).
- More research points policy was broken, upon losing the policy, the extra research points would not be removed.
- UI size issue with transfer panel (cumbersome and couldn't always display all of the needed information).
- AI would often waste artillery attacks by moving more than 1 tile when it could have moved just 1. It will now move only 1 tile if it doesn't need to move closer to be able to fire at the enemy.
- ZiS-3 had too high stats.
- UI volume slider in game would not be set to its actual value when opening the UI.
- Your own armour obstacle would prevent your own armoured vehicles to move on the tile.
- When having the possibility to kill more than 1 unit, AIs bombers would not prioritize destroying the most valuable target.
- AI would place down many launch sites near each other (too close to really be worth it).
- Stalingrad 1942 standalone scenario would never end.
- Reaching max commander rank in campaign (20) was impossible. Therefore unlocking the associated achievement was impossible too.
- In map editor "hold VP" button would not properly work when setting the tile for a member of the Comintern faction (would work fine for Axis and Allies though).
- When a unit was granted a hero which provided a +1 visibility bonus, it would actually act as +2 visibility.
- When AI attacked with coastal batteries, it would trigger supportive fire from artillery.
- Some units stats inconsistencies.
- Railroad issue in Northern Russia on Europe scenario.