7.3.0
Hello everyone,
I'm back with one more 'medium' update, which adds a new feature (that was asked by a few people)
Drawing.
You now have the possibility to draw on top of the game, you can pick the color, and the width as well. Erasing is also a possibility, in case your plans fail...
Drawings are shared between allies, and synced in real time multiplayer, allowing for a better communication while playing.

[h3]ADDED:[/h3]
[h3]CHANGED:[/h3]
[h3]FIXED:[/h3]
I'm back with one more 'medium' update, which adds a new feature (that was asked by a few people)
Drawing.
You now have the possibility to draw on top of the game, you can pick the color, and the width as well. Erasing is also a possibility, in case your plans fail...
Drawings are shared between allies, and synced in real time multiplayer, allowing for a better communication while playing.

[h3]ADDED:[/h3]
- New drawing and erasing tools.
- New harbour icon to differentiate small harbours from big harbours.
- New event action type: Set fixed income. This allows you to (using events) set the fixed income property for any player. Useful to adjust balance on the fly.
- New event action type: Set fixed income (%). Basically takes the current fixed income value, and multiplies it by the % you choose. So if the current fixed income is let's say 100, and you perform a -50% action, the new calculated fixed income will be 50.
- New event action type: Set fixed income based on turn income (%). Similar to the above, but this time sets the fixed income to be some value (%) from the player's turn income. So, if the player has a turn income of 1000, and you set the event action value to be 50 (%), then the fixed income will be set to 500 (which is 50% of 1000). Works as well with negative values.
- North Africa 1942 standalone scenario to the leaderboard.
- North Africa 1942 achievements (For winning as the Axis or the Allies).
- New event dropdown check to further fine tune your events creation (Map Editor).
- Possibility to copy text from the scenario's briefing description (since those are not translated, at least it is possible to copy/paste the text in a translator now...).
[h3]CHANGED:[/h3]
- Increased loading speed of mods (x50% faster).
- Graphics/Textures loading from mods, uses way less RAM now (-50%).
- Default keybinds for next naval, air, ground units.
- Eastern Front 41 balance, making use of the new 'Set fixed income' event, to properly represent the state of the USSR military state.
- When a tile changes season due to weather change, all of its stats will now be properly updated (not just the season property). This means you can now actually have winter tiles have different movement stats than summer tiles and they will update properly upon season change.
- Cleaned a bit the Steam Leaderboard from impossible results (like winning europe in a single turn). I'm looking at your @ToxicHobo and @KOIRANORA.
- The policy 'Human Wave' now has an extra quirk, it only takes effect if your infantry unit has more than 50% HP. I had the AI picking Human Wave and dealing like 10+ damage with a 2 HP unit, that made me ragequit :)
- Increased turn ending speed (CPU calculations time) on large maps by an additional 50%.
- Europe 1939, 1941, 1942, 1943, 1944 manpower and income balance.
- Winter War 1939, Continuation War 1941 and Continuation War 1944 scenario balance.
[h3]FIXED:[/h3]
- Some Chinese translation issues.
- Next unit keybinds for Naval and Air units only didn't work.
- The income/manpower infos windows in the editor did not take into account occupied hexes.
- Notification saying 'unit was shot down' when using a missile and, well, crashing it into the ground to deal damage.
- Real time multiplayer would display 'Could not process DropPara request' although all was working fine.
- Some issues with the new drawing feature.
- Transfer unit button disappearing before firing the action if you clicked on it too slowly (>0.1s).
- Soviet Revenge class battleship had wrong use date (1916, when it should have been august 1944).
- Disbanding a unit while having your mouse over it (displaying the unit's range) would not remove the attack range indicator.
- While at war with several countries, if you changed your faction, the countries you were at war with would remain at war with you, while you were not at war with them, odd situation.
- AI fighters would sometimes not make an optimal move after they attacked, and an allied bomber was nearby (that they could cover), they would move away from it instead of getting closer and providing support.
- Going back to main menu after playing PBEM game would hide all players in the online chat.
- When opening the Objectives menu, in AI vs AI games, the information would not always be correct.
- AI ships trying to escort themselves, resulting in entire fleets simply not moving.