7.7.6
[h3]ADDED[/h3]
[h3]CHANGED[/h3]
[h3]FIXED[/h3]
- Europe 1945 standalone scenario.
- Wilhelm von Leeb (German commander).
- Constantin Constantinescu (Romanian commander).
- Andrey Yeryomenko, Markian Popov, Fyodor Kuznetsov (Soviet commanders).
- 76 mm divisional gun M1933 to USSR.
- 76mm M1927 to USSR.
[h3]CHANGED[/h3]
- Multiplayer compatibility version.
- Revamp of many geographical areas of many countries on Europe 1939 standalone scenario.
- Updated entirely Europe 1941 standalone scenario.
- Updated entirely Europe 1942 standalone scenario.
- AI fighters will now focus on targeting unescorted enemy bombers in priority.
- AI fighters focusing on targeting other enemy fighters priority has been changed for nations considering themselves as 'losing the war'. They will focus on bombers first to avoid unnecessary casualties that they cannot afford.
- Amount of units required around an enemy VP to make it count as 'under siege' and disable spawning of reinforcements has been reduced from 50% to 25% of available tiles. This means that if around a given VP you had 6 walkable tiles, you needed to bring 3 or more of your units and place them directly around it in order to prevent enemy reinforcements to be spawned at this particular VP. Now, since it is 25%, 2 units are enough.
- Experimental: Max healable HP per turn has been reduced from 50% to 35%. This is an attempt at fixing the fact that units can barely damage each other and frontlines never really move, as no breakthrough is possible since units mostly can heal in a turn the damage they are taking. This change may or may not stay, we'll see how it affects balance and if it does solve the issue.
- Attacks against units in train transport are now doubled (essentially making units moving in trains very vulnerable to external attacks).
-
- Few units graphics.
[h3]FIXED[/h3]
- Natural manpower growth (expand of the max manpower cap) was being lifted once a month instead of every turn (obviously scaled by the amount of time that goes by every turn).
- Major manpower exploit when playing with realistic manpower ON.
- Upkeep issue with units in reserve, was always counted as full price.
- El Alamein belonging to the Axis in Afrikakorps 1942 standalone scenario.
- AI redeploying some of its units when it shouldn't have.
- Portugal missing Marines infantry unit counter.
- Unit having waypoint being sent back to the reserve due to an upgrade would not clear its waypoints.
- Vichy France performing landings.
- Land units starting the scenario in water would have various movement points values instead of their amphibian movement values.
- AI healing its units right at the frontline instead of attacking (unit with 90%+ HP not in need of urgent healing).
- When AI had the choice to attack two targets with same damage dealt but a difference in retaliation damage received, it would not take into account the retaliation damage received and could end up choosing targets that would deal more retaliation damage.