New setting: Stricter fog of war. Fog of war will only be removed around victory points and units, nowhere else (basically not removing the fog of war inside territory you control entirely, just around the victory points).
Partisans to the CCP.
[h3]CHANGED[/h3]
Multiplayer compatibility version.
AI waiting time system reworked from the ground up, now I have much more control as to how to make it wait for camera when it plays, and as a result, it now plays faster and no longer waits for nothing.
As a result of the above change, the AI playing speed has been increased by about 50%, so this is -50% waiting time for you :) (When Fast AI setting is ON).
Retreat no longer is only on neighbouring hexes. A unit will now be able to retreat as far as it can actually move.
Few units graphics.
Europe '39 balance improved.
AI recon planes will try to avoid each other now in order to prevent scouting the same area, they will split more.
Units that cannot retreat due to allies blocking neighbour hexes will no longer surrender but have a penalty applied to it on the next turn: no attack possible.
[h3]FIXED[/h3]
Supportive fire from AT units did not trigger when enemy tanks were supposed to trigger it.
AI waiting time when playing. Sometimes, it could be waiting when it should not have been (when Fast AI was ON for example, resulting in MINUTES wasted as waiting time).
Potentially fixed for good unit overlapping bug (?).
One tile sync issue during real time MP (when transferring ownership of a tile).
Supportive fire removing FoW in real time MP but not showing the unit providing it.
AA not firing when bombers bombing ground targets nearby when the optional setting 'No AA support during air fight' was ON.
AI was not performing Op. Husky / Op, Overlord on Europe standalone scenarios.
Vichy France capitulation issues on Europe '39.
Croatia state territory generation issues on Europe '39.
AI could get in landing crafts in harbours but not move anywhere.
AI USSR not invading Iran in august '41 on Europe standalone scenarios.
Units with 'can attack ships' flag could not attack landing crafts (ground units that is, not ships).
AT units would provide supportive fire against regular infantry.
Units in landing crafts could not deal damage to units on land.
Units not retreating in the right direction.
7.7.15
[h3]ADDED[/h3]
AT infantry 43 to USSR.
Light infantry 43 to France, Vichy France, and Republican Spain.
New setting: NATO icons by default. Does as it says :)
[h3]CHANGED[/h3]
Multiplayer compatibility version.
Reduced ships damage vs land units quite a bit.
Updated Steamworks API to 1.60.
Changed retreating mechanics a little bit (under what circumstances units will retreat). I have added a new 'retreat damage threshold' (which goes from 0 to 100%). So when a unit takes some damage, the damage is evaluated as a % of the unit's current HP. So, if the unit is at 75 / 100 HP, taking 30 damage would meaning taking 40% of your health as damage. I have set up the default threshold to 30%. Then many modifiers will affect this threshold. Morale now directly affects this threshold, as an example, excellent morale doubles this threshold, meaning it no longer is 30% but 60% (only if playing with the optional morale setting ON). Then the unit's veterancy comes into play, a lvl 1 unit does not retreat at the same threshold as a lvl 5. For every veterancy level, a unit gains a +5% bonus to that retreat threshold. Units like militia or garrison have a straight -5% penalty from the get go, defaulting at 25% instead of 30%. Political units (SS/Guards) have a +5% bonus from the start too, defaulting at 35% instead of 30%. These changes should make the game more 'dynamic' and less static with more retreat going on, and less fight until death/utter destruction, although this still may happen, based on the above changes.
Units sitting on Victory Points will now retreat as well. However, their retreat damage threshold has been buffed a lot, depending on what type of victory point they are on (Primary, Secondary, Normal).
CustomManpowerCost, AllowedRotation, CustomUpkeepValue, CustomTurnProduction, unit properties have been added to default generation of CSV file when exporting the data from the units editor.
[h3]FIXED[/h3]
AI was still purchasing regular AT infantry when it had access to AT infantry 43.
Some wars/factions issues on Europe '45.
Vichy France when capitulating not giving away its territories to the Allies.
Ju 188 wrong category.
End of scenario stats summary turn income was wrong (it was using/storing the final turn income instead of raw base income).
Bombers would rotate to face off their attackers (they should not have).
AI buying outdated recon vehicles in late war.
Bad weather prediction icon on the UI could be wrong during the beginning of winter.
Units being uncovered from the FOW when performing supportive fire when it should not have been (you could see the enemy triggering the supportive fire but not the unit it attacked, and then the supportive unit would come out of the FOW even though it was entirely not visible to you).
Units having their veterancy lvl > 1 would not have the correct HP amount when loading a save file.
Fighting on ice penalty for tanks was applied twice.
AI decision making when attacking and taking into account supportive fire was flawed.
Possibility through the units editor to personalize in what direction units can rotate.
Units will now face the general direction of the enemy on scenario start (instead of all facing in the same direction).
[h3]CHANGED[/h3]
Bumped multiplayer version compatibility.
Increased supply depots upkeep (1 to 5).
Some underlying code data structure for some of the properties of the units to make save size smaller. This will create some side effects such as cancelling all of the research you have been doing and the facing rotation of the units.
AI engineers won't stay on rivers forever now anymore. If nobody needs them on there, they will move on and continue their life.
Small cost increase to strategic (heavy) bombers, to better mark the difference between each.
[h3]FIXED[/h3]
You could hear AI's units movement sounds when they were swapping in the fog of war.
AI AA units moving before attacking when they could attack right away.
AI will now better remember where some arty are providing supportive fire to not make the same mistake again.
Upgrading/Downgrading a unit would not update its name.
Not possible to assign custom faction in map editor after adding a new player, you would need to close and re open the settings to be able to do it.
If you changed the max HP of some units, the game would not properly apply the change(s) when opening a save file.
Gunboats could not move across anti tank obstacles on bridges.
Downgrading an infantry unit from a paratrooper into a regular infantry would keep its type as a plane (if the para unit was not on the ground).
Anyone could delete any hosted PBEM game (instead of host only).
AI units when being downgraded or upgraded would lose some fuel / ammo in the process (which the AI would have to pay for to refill).
Made the AI less prone to being ambushed and running into enemy VPs.
[h3]REMOVED[/h3]
Settings to lock rotation, force left right rotation, or allow all rotations (this is now handled on a per unit basis through the editor).
7.7.13
[h3]ADDED[/h3]
Garrisons to Iceland.
Light infantry 43 to Spain (fascist).
28cm Krupp K5 railway gun to Germany.
8 cm 29M to Hungary.
[h3]CHANGED[/h3]
Bumped multiplayer version compatibility.
Improved balance of Europe '39.
Improved balance of Europe '44.
US infantry graphics.
Garrison NATO symbol.
Reworked entirely the unit indice system, it is now logical and working. What's the change? Well before, every time you bought a new unit, it would bump the number to +1, but if you lost your 45th light inf unit, its indice would be lost forever, and you would only go up, ending up with 1000th + infantry etc. Now, the numbers are reused/recycled and you will no longer see crazy numbers unless there really are 1000+ fielded units of a same kind.
Related to the above change, now, gunboats are in their own category, militia too, as well as SPG AA, SPG AT, and SPG Arty.
Annexing tiles which have no production value now cost 50% more. It used to cost 500 to annex an airfield for example, it will now cost 750.
Annexing tiles which have a production value will now also be more expensive, by an additional 10 turns more for it to become profitable (old = 40, now = 50).
Prototype units now are only 30% more expensive than what they would normally be (their very limited max fielded number is really limiting them already).
Whole bunch of units turned into prototypes (SU-26, AT-1, T-44, Neubaufahrzeug...).
Added extra categories for prototypes so they don't count as regular units (for units indices).
Unit cost rounding from 10 to 5.
Increased supply depots upkeep (1 to 5).
Some underlying code data structure for some of the properties of the units to make save size smaller. This will create some side effects such as cancelling all of the research you have been doing and the facing rotation of the units.
[h3]FIXED[/h3]
Units pathfinding issue when clicking on a tile to move to.
AI submarines not diving when moving a second time.
AI freeze with mods when upgrading/downgrading garrisons.
Italy (AI) would transfer all the captured British VPs to Germany instead of keeping them for themselves.
Placing your mouse over visible mines (land/naval) would not display any information about it.
'Don't run before turn X' optional trigger not shown properly in the map editor.
AI not buying as many units as it should have / could have when playing with upkeep.
AI marines purchase ratio was too high.
AI AT infantry purchase ratio was too high.
Some soviet units production date were off.
Some countries were missing their Train transport graphics (Mongolia, Iraq, Iran, Saudi Arabia, Luxembourg, Iceland, Manchukuo, Philippines, Switzerland...).
Changing a unit's level through the map editor would not update the unit's XP.
Soviet Union (AI) not redeploying its army when Op. Barbarossa begins.
UK AI will now properly invade Iceland in 1940.
Germany trying to naval invade the UK on Europe scenarios (when historical focus is ON).
Some units were in the wrong category/wrongly categorized (SU-26, AT-1, SU-76i...).
AI not moving to certain enemy victory points when it should have.
Decimals could not be imported properly from .csv files in the units editor.
Progressive cost working wrongly (being always +1).
Winter version of non frozen lake had the same texture as a frozen lake, which would lead to some confusion.
You could hear AI's units movement sounds when they were swapping in the fog of war.
AI AA units moving before attacking when they could attack right away.
AI will now better remember where some arty are providing supportive fire to not make the same mistake again.
Upgrading/Downgrading a unit would not update its name.
Not possible to assign custom faction in map editor after adding a new player, you would need to close and re open the settings to be able to do it.
If you changed the max HP of some units, the game would not properly apply the change(s) when opening a save file.
Gunboats could not move across anti tank obstacles on bridges.
7.7.12
[h3]ADDED[/h3]
New setting: No AA support fire during air on air engagements.
Auto-saving when playing offline PBEM, whenever the 'next human player playing' menu appears, the game will perform a save with the player's country name + turn count, example: Hungary_5. This will save you to have to do it manually. All you have to do is send the file to your friend(s) now. It will also automatically open the directory for you once the save is ready.
[h3]CHANGED[/h3]
Multiplayer compatibility version bumped to match latest game version.
Defending (being attacked) on a frozen river now will grant the attacker double damage against the defender.
AI will now properly upgrade/downgrade to other units for garrisons if your mod is not in the same time period as the base game.
Sped up going back to main menu from game speed a little (about 5% speed increase, haha).
Units in the reserve now have to pay 50% of their upkeep instead of 30% (a 20% increase, basically).
Increased upkeep for heavy infantry, commandos, panzergrenadiers, shock infantry, paratroopers, marines, NKVD.
Autosave naming format (clearer).
Some diplomacy shenanigans when let's say Belgium is being declared war on by France which was in the same team, while also at war with Germany, now Belgium will join its own faction instead of joining the Axis.
Light infantry manpower cost is a bit cheaper now (13,000 vs 15,000).
Garrison manpower cost a tad more expensive now (2,500 vs 2,000).
Rebalanced USSR comeback in Europe scenarios.
[h3]FIXED[/h3]
You had to pay to join a faction when being Neutral.
Turn production value on the UI for upgrading/downgrading a unit was wrong.
AI manpower hole when disbanding unused units (losing manpower, never getting it back for disbanding units in its reserve).
Hungary 1944 standalone scenario was not marked as 'official scenario', therefore you could not unlock any achievement or leaderboard there.
Allies were at war with the USSR in Europe '41 and above.
USA giving back land to france in africa after performing Op. Torch in 1942 on Europe '39.
Partisans spawning directly on victory points which just got captured. I have introduced a minimum countdown of 5 turns before partisans start spawning at a newly captured victory point.