Rockets and bombs damage for the option have been adjusted.
Fighters with bombs or rockets will now ignore 50% of the armour of ground targets (instead of 100%).
IL-2 stats adjustments.
Various units stats adjustments.
[h3]Fixes[/h3]
Tooltip issue ! (Those who experienced it know what I'm talking about).
Desantniki (soviet paras) had only 3 MPs instead of 4.
You could continue an online game with the continue button in the main menu.
Belgian gladiator has 2 visibility but renard R 31 has 1.
6.0.10
[h3]Added[/h3]
I added an extra step to the sleep button. When pressing once, it will toggle the unit to be skipped during the current turn, and if one more time, the unit will enter sleep mode.
[h3]Changes[/h3]
BTs and T-34s tanks have all got an extra MP.
Engineers or any other unit having a flamethrower will reduce the enemy’s entrenchment by 1 when attacking it.
Entrenchment now provides 4 defense point per level (instead of 3).
Units having a flamethrower (bonus against entrenched units and bunkers) now have a little icon in the store and deploy panel.
Operation Weserubung has been added to the British campaign before Op. Compass in 1940. Operation Compass will be after that one.
[h3]Fixes[/h3]
Fw 200 could carry torpedoes but in reality it couldn’t.
6.0.9
[h3]Changes[/h3]
Horse towed now adds 3 MPs (instead of 2) and costs 50.
Half track towed now adds 4 MPs (instead of 3) and costs 150.
Trucks option now adds 5 MPs (instead of 4) and costs 100.
[h3]Fixes[/h3]
Infantry took tank’s tiles terrain modifier into account. Often leading to 0 damage.
Stalingrad campaign scenario as the soviet would never end (If you had this problem on your save, I am sorry but you need to start the scenario over again..).
Captured units in real time multiplayer weren’t synced.
6.0.8
WARNING : On any of the save you will be playing after this update ALL of your units will be out of action points and therefore will not be able to perform ANY actions. Same for all the other players. I invite you all to simply PASS. At the beginning of next turn, everything will come back to normal. Thanks !
[h3]Added[/h3]
Action point system. Until now, how units could repair, attack and move was a bit chaotic, right ? So now, all units will have 2 action point. This means you will be able with each unit to perform 2 actions, in any order you’d like. Attack then move, move then attack, repair then attack, attack then repair, but always a maximum of 2 actions per turn. One action cannot be performed twice (2 moves or 2 attacks). Repairing uses all 2 action points.
[h3]Change[/h3]
Subs can now see 1 hex around them while submerged.
Bombing a tile using strategic bombers that had a ground unit in it will only use 1 ammo instead of 2 (thus emptying the bomber in 1 bombing raid).
Updated manual.
The damage bonus from a new rank for the unit has been increased from 3 to 4 percent per rank.
Increased the time for clicking on the minimap so it’s not considered a drag (from 0.1s to 0.25s).
[h3]Fixes[/h3]
Entrenchment would not reach 0 when the target unit was attacked, it would stay at 1.
Placing tiles in the map editor on mobile was not possible.
Auto coast was not working anymore in the map editor.
6.0.7
[h3]Added[/h3]
Reset player settings / game settings to default button in the settings.
Smoothly moving the unit from its position to the one the player told it to move in RMP. Not teleporting anymore unless you have the quick movement option ON in the settings.
[h3]Changes[/h3]
Light infantry now has 4 MPs.
Unit’s rank has been capped back at 5.
Changes and balance made in the infantry category. All prices and stats have been re done so that there is a real difference between each type of infantry.
Prices in general will now all be rounded and pretty.
[h3]Fixes[/h3]
When the AI was capturing units in campaign would see those units turn into core units. Which didn’t make any sense for the AI.
Couldn’t move an AA unit that had an enemy plane above it, you could only attack.