6.6.5
[h3]ADDED[/h3]
[h3]CHANGED[/h3]
[h3]FIXED[/h3]
- New toggle in the unit editor "IsEngineers". This replaces the now deleted "Pioneer" unit type. More versatile this way, and faster in code.
- Added separation for counting for ships types as well (same as I did for infantry types in the latest 6.6.4).
- Also added a separate counter for rail artillery guns and armoured trains.
- Possibility to mod / change the graphics of the movement tiles. Example mod in the workshop (download it and feel free to copy it), I also added the "how to" in the README file that gets generated when you create a mod, there you will find the instructions on how to change the graphics.
[h3]CHANGED[/h3]
- Updated Operation Grapheshot, factories were missing.
- Ships for Great Britain and the USA cost 50% less manpower, this change is made to enable them to have a better / bigger fleet in scenarios where they cannot field more due to manpower shortages resulting in weak fleets (Only for the WWII period, from 1939 included to 1945 included).
- Reset and regenerated all units numbers on all maps.
- Slightly improved the generation speed of potential movement tiles.
- Updated manual.
[h3]FIXED[/h3]
- You could walk on mines from your allies and the mine would now go off, this would result in a unit overlap. You cannot walk on friendly mines anymore.
- Upgrading a plane without a drop tank to a plane with a drop tank would not grant you the extra fuel.
- Upgrade fuel issue (giving you more than you could have at your max).
- Ju 188 had 2 visibility and wasn't marked as a recon unit.
- Deploying unit was using LeftMouseButton by default and wasn't using the keybinding the user set (now is mapped to the move unit keybinding).
- AI freeze instance.
- Damage breakdown HP modifier was showing wrong values leading to some confusion. Damage dealt were right, but the breakdown for the HP modifier was wrong.