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Destiny of the World News

Early Access Release #25 (Version: 0.9.8198.19616)

New Functionality:
  • Clicking on Flag in Information Panel will now open the Diplomacy Screen.
  • Diplomacy Screen will now select the country that owns the currently selected region (if any).
  • Unit Report will now show "(Transport)" for land units that are loaded on transports
  • Added on-hand quantities of units to Production Summary Report


Tuning
[List]
Adjusted starting production plan for USA to build more destroyers
Reduced usable factories in captured regions to reflect destruction before capture.
Reduced supply convoy interception chance
Gave USA, USSR and China a transport. This was primarily to make the transport system more understandable for new players. They didn't previously start with any transports.


Changes:
  • Reworked how difficulty levels are computed internally
  • Changed USA AI to better coordinate plans based on status of war in Europe and Mediterranean
  • Increased aircraft rebase range


Bug Fixes:
  • Factory research was incorrectly affecting build times
  • Factory research was not reducing factory requirements properly for items already under construction
  • If no fuel or supply was requisitioned for a country, the game could produce incorrect shortage messages
  • Fixed another Fog of War bug for countries that start neutral (USA, Italy, and USSR)
  • Fixed bug where factory totals were being thrown off for USA, USSR during mobilization
  • Fixed bug where no Finnish Winter War option was not working
  • Fixed bug where not all game state was reset when creating new game or loading another game, if you had already had a game in progress.
  • Battle marker did not flash in correct region on mini map in some cases.
  • Fixed bug where max build quantity displayed on Production Detail Screen did not reflect researched production efficiencies
  • Loaded transports erroneously allowed to move into enemy region with port
  • Production Manager wasn't factoring in factory research improvements when computing maximum build quantities
  • Fixed bug with convoy usage calculations
  • Fixed bug where AI left units reserved for old plans when those plans were replaced with new plans in certain situations

Early Access Release #24 (Version: 0.9.8182.21675)

This update primarily fixes some issues with Game Options that allow early entry into the war.

New Functionality:
  • If you are conducting espionage on a country that is conquered, your missions will automatically be cancelled for you.


Tuning
[List]
Increased Russian Scorched Earth impact
Increased depth charge damage
Increased AI patrol focus on regions with higher convoy losses
Reduced supply convoy detection rate
Increased German Organization loss during first Russian Winter
Increased USA Starting convoys
Increased USA priority for building convoys
Increased USA production targets for building destroyers


Changes:
  • Eliminated extraneous convoy attack messages


Bug Fixes:
  • Fixed totals on Statistics Report
  • Fixed issues declaring war when starting with a Neutral Country (USA, Italy, USSR), with early entry options
  • Fixed bug where idle allied forces could have orders issued by AI if forces were in AI's home country
  • Fixed Fog of War bug where players playing countries that start the game as neutral (i.e., USA, Italy, and USSR) were seeing units they shouldn't have been able to see while they were neutral.


Early Access Release #23 (Version: 0.9.8171.19084)

Tuning
[List]
Increased detection effectiveness of Radar
Increased USA Radar Research priority
Increased base chance for sea detection
Changed mobilization base penalty back to 25%
Increased USA lend lease to USSR
Depth charges hit rate and damage increased
Depth charges weren't fired until second combat round. When small forces went up against larger sub forces, they often never got off a shot, because the sub torpedoes would sink them in round 1. This was originally intended to give subs a "surprise" attack bonus, but in practice, it was much too powerful. Changed so that depth charges now fire in round 1.
Decreased useable manpower from conquered regions.
Torpedo accuracy decreased. Torpedoes were too deadly
Added USSR Scorched Earth Policy which reduces the number of resources gained by Germany when conquering a region


Bug Fixes:
  • This update includes additional instrumentation to the startup code to help track down a startup bug.

Early Access Release #22 (Version: 0.9.8154.18743)

This is a just a quick hotfix for a reported bug.

The Land and Air/Sea Attack Fields for a unit was sometimes displaying an incorrect value.

This could happen after a unit had suffered casualties and recently received replacements. The Land Attack and Air/Sea Attack fields are computed approximations of unit strength in combat.

This shouldn't affect combat, because the field would be updated during the combat logic, but it does make planning your battles difficult.

In case you are curious, when the game resolves battles, it only uses that field as one of several factors used for determining if the faction will retreat. The actual combat is played out by firing the different weapons in the units at each other (i.e., small arms, AT Guns, AA Guns, Artillery, Tanks, etc.).

Bug Fixes:
  • The Land and Air/Sea Attack Fields for a unit was sometimes displaying an incorrect value.


Early Access Release #21 (Version: 0.9.8153.29299)

This update contains a number of tuning and bug fixes, listed below. Of particular note, there was a pretty serious bug that was causing manpower to be drained, that should be fixed in this update.

Tuning
[List]
Supply interception was a bit too brutal. Each supply unit can now only be attacked once per turn.
Made submarines a bit easier for surface ships to detect
USSR was relocating factories to the URALS after losing just one region. USSR won't relocated until 5 regions have been captured.
UK Factories were still too high following the previous production cost adjustments. Reduced slightly.
Reduced starting War Mobilization amount for USA and USSR. They both started with too much capacity focused on War Production.
Reduced factory costs for convoys


Changes:
  • AI was ignoring regions where convoys were being lost. AI will now attempt to dispatch ships on demand to trouble spots
  • Changed supply AI to prefer land routes over sea routes, even if longer, to save on convoy needs
  • AI will more precisely deploy their strategic bombers between theaters


Bug Fixes:
  • The USA First Fleet should have been frozen in Hawaii until Pearl Harbor Day (12/7/41) (unless the No Pearl Harbor Option is selected in Game Options). The game now enforces this restriction. The AI already was following this restriction.
  • French Strategic Bombers were rebasing to Poland after their bombing missions, leaving them out of position for the defense of France.
  • Espionage country list was not being populated correctly for countries that start the game as neutrals.
  • Factories being relocated to the Urals (Game event) weren't being removed from their original locations.
  • Fixed crash when AI assembling ships into patrol
  • Manpower was not being adjusted properly upon region/capture loss
  • Trade Deals Screen only showed trade deals which you initiated. It did not list trade deals initiated by the AI that you had accepted. As a result, you couldn't delete any trades that you had previously accepted from the AI (or that were already underway at game start). All Trades should now be shown and be cancellable.
  • Trade Screen tooltips were sometimes showing shipments unrelated to the deal you were viewing, in addition to the correct shipment data.
  • When loading a scenario, AI was putting ships in the production queue in cities with ports. Should have been naval bases
  • Mouse hover and click on the unit menu wasn't not firing on the full button locations
  • Estimate to complete value was incorrect in some cases. This didn't affect the correct production time but did provide a wrong estimate.
  • When loading the initial production for a new game, the game was not correctly crediting partial production that was completed. So partially built items were taking the full production time to complete.
  • Repair Point usage shown on Production Screen was incorrect for USA and USSR, because the calculation was using the fully mobilized factory values in some places.
  • Units that are out of supply aren't supposed to start starving troops until the third turn out of supply. That was working, however, if the until went back into supply, the starvation counter was never reset, eventually causing immediate starvation if a unit went back out of supply.