7.7.11
[h3]ADDED[/h3]
[h3]CHANGED[/h3]
[h3]FIXED[/h3]
- Rodion Malinovsky to USSR (commander).
- When playing a multiplayer match (of any kind), you will now be able to send invitations to other people for them to join your alliance (before, this would not be possible, the human player would need to leave his own faction, and pay to join the other one). But now, you can be invited by somebody else from that faction directly. The invitation(s) appear in the notifications stack, so look for it there.
[h3]CHANGED[/h3]
- Multiplayer compatibility version --> 7.7.11.
- Europe 1943 scenario has been fully updated and reworked as part of the great Europe revamp process.
- Europe 1944 scenario has been fully updated and reworked as part of the great Europe revamp process.
- The setting 'production takes time' is now required for ironman mode to be ON..
- When historical focus is ON, AI minors and allied with Germany will transfer what they capture to Germany (basically, if Slovakia captures territory in the USSR, it will transfer it back to Germany).
- Attacking anti tank obstacles will no longer trigger supportive fire from nearby artillery.
- Finnish units in the store will now have the winter option turned ON by default (free for them).
- Few units graphics.
- Going to war will now provide a manpower (realistic) 'refill'. Only happens when changing from Neutral to actually at war. Your available manpower will be the max - fielded value, instead of staying the same as the turn before.
- To prevent any exploit, but also to solve another problem, faction changes are no longer free. You no longer can switch team 10 times in a turn for free. The fee will be calculated based on your turn income (base) and the amount of people you are at war with. The more people at war with you in your current faction, the more expensive it will be. Extra fee cost for going to neutral in the middle of a war.
- Total mobilization policy now has a new debuff of -1 HQ point per turn.
- When going back to neutrality through faction change in the diplomacy menu, the fee that has been established will now be equally shared through all members at war with the player. So, let's say Hungary wants to go back to Neutrality but is at war with UK + France + USA, the money that will be spent to get Neutrality will be split and sent to all 3 players that were at war with him.
- Notifications data has changed and now allows for dynamic translation on the fly. The content of the notification no longer is saved, only relevant data, then the text displayed on the notification is generated from the data and will now use the language chosen in the game (won't affect singleplayer games, but has an impact on multiplayer ones where multiple players would be playing in different languages).
- Amount of HQ points earned every turn while not at war is now -50% (+3) of the regular value (+5).
- AI capability of sending some money to its allies has been revised and more control over it has been added (never sending more than the player's turn income at once, and minors will not send to majors, only majors to minors).
- Double damage received for defender fighting on a frozen river tile.
[h3]FIXED[/h3]
- AI will no longer deploy/field new units if its upkeep cost is too high (you could basically bankrupt the AI by sending him a ton of high upkeep units and the AI would deploy them all).
- AI would perform unit swapping with human controlled units.
- Partisans spawning right after a country capitulated.
- Wrong deployment tooltip rule for coastal batteries.
- Game was not unloading from RAM mods after they were removed or deactivated. Basically, you could load the same mod 10 times and it would be loaded as new every time and the old data would not be purged. Only a game restart fixed it.
- Custom upkeep value was not really properly applied to the AI bought units.