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Early Access Release #9a (Version: 0.9.7979.19211)

Bug Fixes:

The new Battle Report caused a problem with old saved game files. This fix will allow you to used saved game files created prior to Early Access Release #9.

Leaders

Leaders

One feature that's been requested is having Leaders in the game. So I wanted to announce that I have begun adding this feature to the game. The feature is still being designed, so bear in mind that all details described here are subject to change. I also welcome any feedback you might have regarding what you would like to see with Leaders in the game.

The number of active leaders will be limited for each country. The active leaders can be selected and swapped out during the game. There will be two types of leaders: Generals and Admirals. Generals will be assigned to Armies, and Admirals will be assigned to Fleets.

In addition to providing bonuses to their assigned Army or Fleet, having an Admiral or General in a Theater is needed to ensure full performance of a country's forces in that theater. If no leaders are present in a theater, their units will suffer some combat penalties.

The level of the leaders is roughly considered to be at the Army Group level. So, think of Army Group North, Center, and South for the Germans on the Eastern Front, for example. However, you can arrange your leaders as you wish, with the caveat, that you must maintain at least one per theater, to avoid operational penalties. This theater requirement is to provide a penalty if a player decides to concentrate all leaders on a single theater.

Each country will have enough active leaders to maintain at least one leader per theater of war. Some countries will be able to maintain multiple leaders on some fronts, since these occurred historically.

Theaters without a leader will suffer a performance penalty in combat. The amount of the penalty is still being determined.

For the Army or Fleet that a leader is assigned to, there will also be an impact to that Army or Fleet in battle. This will include bonuses or penalties to Morale, Organization, or Experience in battle, depending on the traits of the individual leaders.

I think this will add an exciting extra element when planning battles and your army organizations. I'll provide more updates as the feature becomes more finalized.

Early Access Release #9 (Version: 0.9.7976.20286)

Most of the effort in this version has been spent on improving the AI in the Pacific, mostly for Japan. The AI was also supposed to prevent conflict between UK and Japan before Pearl Harbor, which wasn't being enforced properly. Also, there was nothing preventing a human playing as UK or Japan from attacking the other before Pearl Harbor, and the AI would not fully react. The game has been updated so that if either the UK or Japan attacks the other, the AI restrictions on attacking will be immediately lifted.

There is still a lot of work planned on AI and economy tuning, so you can expect more changes to come in these areas in future versions. I welcome any feedback on AI deficiencies or things that seem off in the economy.

New Functionality:

  • New Battle Summary Report - view any previous week's battle outcomes from the game.
  • When searching for a region, the searched region will flash briefly on the map to make it easier to identify
  • Units Report--when clicking on a unit in the report, the region containing the unit will flash briefly, to make it easier to identify
  • Resource Report--when clicking on a region in the report, the region will flash briefly on the map, to make it easier to identify
  • Added short cut keys for all of the reports
Bug Fixes:

  • Japan/UK were fighting before Pearl Harbor.
  • Experience was not always rewarded following a battle.
  • Japanese/UK convoys were being intercepted before Pearl Harbor in the Pacific.
  • Fixed bug where neutral territory could be targeted for AI strategic bombing.
  • Fixed bug where readiness was not recovering properly for AI Militia and Cavalry units.


Tuning:

  • USA AI Added logic to also target Japanese targets in Asia. Previously, the USA would ignore Asia and concentrate solely on Oceana in the Pacific. Much more work for USA to follow.
  • Japan AI Improved invasion planning logic. Much of the Japanese strategy involved capturing remote islands via invasions. The AI was getting stalled at numerous points. The new AI should be much improved at handling this.
  • Reduced Sea interception probability.
    Improved initial USSR force deployment so that the AI can better defend against Germany. The USSR was leaving too many forces in the east against small Japanese forces.
  • AI was treating armored units as stronger than warranted when planning. This caused the AI to misallocate forces, and this decreased AI effectiveness
    Increased USA focus on Europe and the Mediterranean for the earlier phases of the war.
  • Shifted UK AI focus slightly more to Europe and the Mediterranean earlier in the war.


Early Access Release #8 (Version: 0.9.7936.29766)

Early Access Release #8 (Version: 0.9.7936.18766)


New Functionality:

  • Production Summary Screen - This screen lets you see at a glance what your country is producing, and the relative resource costs being spent to produce each item
  • Added war Theater to region tooltip. Since each theater has its own depot, I felt this was information that was useful to the player, that wasn't available.



Bug Fixes:

  • Fixed bug where AI was upgrading player's units without consent. The player should be responsible for all unit upgrade decisions.
  • USA AI in the Mediterranean got derailed if Germany made early conquest of England.
  • Fixed USA AI issue stalling against Japanese mainland invasion
  • Resources Report was showing "-1" for enemy values when spy report was unavailable. Should have been displaying "?"



Tuning:

  • Increased supply consumption from from 1 to 1.25 for attacking units. Idle units remain at .5 and unit in defensive combats remain at 1
  • Increased espionage team cost from $100,000 to $1,000,000
  • Increased Russian winter attrition from 5% to 10%
  • Increased Russian winter defense bonus from 10% to 25%
  • Added 10% mother Russia defense bonus for USSR home regions (not satellite, like Ukraine)
  • Some unit specs were adjusted to make upgrades feel more like upgrades. The specs for each tech level were patterned after historical units, however, in some cases the improved attributes are not directly modeled in the game. So, in-game attributes have been tweaked to ensure that the upgrade reflects the improvement that would have been historically felt in battle.
    • Germany - Fighter - TechLevel 4 - Increased air guns from 4 to 6
    • China - Fighter - TechLevel 3 - Increased air guns from 6 to 8
    • China - Fighter - TechLevel 4 - Increased air guns from 6 to 8
    • France - Fighter - TechLevel 3 - Increased air guns from 6 to 8
    • France - Fighter - TechLevel 4 - Increased air guns from 6 to 8
    • UK - Fighter - TechLevel 2 - Increased air guns from 4 to 6
    • UK - Fighter - TechLevel 3 - Increased air guns from 4 to 6
    • UK - Fighter - TechLevel 4 - Increased air guns from 4 to 6
    • USA - Fighter - TechLevel 3 - Increased air guns from 6 to 8
    • USA - Fighter - TechLevel 4 - Increased air guns from 6 to 8
    • USSR - Fighter - TechLevel 1 - Increased air guns from 2 to 3
    • USSR - Fighter - Techlevel 3 - Increased air guns from 2 to 4
    • USSR - Fighter - TechLevel 4 - Increased air guns from 3 to 4
    • China - Tactical Bomber - TechLevel 2 - Increased air guns from 6 to 10
    • China - Tactical Bomber - TechLevel 4 - Increased air guns from 6 to 12
    • France - Tactical Bomber - TechLevel 3 - Increased air guns from 6 to 12
    • France - Tactical Bomber - TechLevel 4 - Increased air guns from 9 to 12
    • Japan - Tactical Bomber - TechLevel 2 - Increased air guns from 2 to 3
    • Italy - Tactical Bomber - TechLevel 1 - Increased air guns from 4 to 5
    • UK - Tactical Bomber - TechLevel 2 - Increased air guns from 6 to 10
    • UK - Tactical Bomber - TechLevel 3 - Increased air guns from 9 to 10
    • USA - Tactical Bomber - TechLevel 1 - Increased air guns from 6 to 12
    • USA - Tactical Bomber - TechLevel 2 - Increased air guns from 9 to 12
    • USSR - Tactical Bomber - TechLevel 4 - Increased air guns from 6 to 12
    • Germany - Strategic Bomber - TechLevel 2 - Increased air guns from 11 to 12
    • Germany - Strategic Bomber - TechLevel 3 - Increased air guns from 6 to 12
    • Germany - Strategic Bomber - TechLevel 4 - Increased air guns from 10 to 12
    • France - Strategic Bomber - TechLevel 3 - Increased air guns from 8 to 10
    • USA - Strategic Bomber - TechLevel 2 - Increased air guns from 8 to 10
    • USSR - Strategic Bomber - TechLevel 1 - Increased air guns from 5 to 8
    • USSR - Strategic Bomber - TechLevel 3 - Increased air guns from 8 to 10
    • USSR - Strategic Bomber - TechLevel 3 - Increased air gun size from .3 to .5
    • USSR - Strategic Bomber - TechLevel 4 - Increased air guns from 8 to 10
    • Japan - Submarine - TechLevel 3 - Increased torpedo tubes from 6 to 8
    • Japan - Submarine - TechLevel 4 - Increased torpedo tubes from 6 to 8

Early Access Release #7

New Functionality:

  • AI will now upgrade units when possible
  • Added "Build Max" Button to the Production Detail Screen. Clicking this button will create the maximum possible production of that unit type in that region. Note: the game will prompt you to confirm that you really want to do that.
  • Production: now centers map on production region to give context on where the production will occur
  • Added weather tooltip to Information Panel


Bug Fixes:

  • Fixed layout problem on Espionage Mission Screen blocking dropdowns
  • Fixed problem with Target drop down selecting wrong target type, and closing when scrolling on Espionage Mission Screen
  • Fixed problem with Identify Manufacturing not displaying espionage results
  • Fixed problem with Sabotage Missions finding target, but not executing sabotage
  • Trade Screen: Originally did not list countries with nothing to trade. This was causing confusion, so I modified the screen to display all countries but disable the Create Trade Button for a country, if they had nothing to trade.
  • Search: Region search was not centering map on Y coordinate correctly. Y Coordinate calculation was incorrect.
  • Messages weren't being saved in the Game Saves
  • Fixed bug where some text box labels were displayed in a smaller font.
  • Production Manager Screen has been causing confusion. Added explanatory text to describe its function.
  • Production Detail Screen will now display the maximum number of the unit type which can be added to production
  • Fixed bug preventing selecting of certain unit types on Production Screen Type Filter
  • Fixed bug preventing selection of Transport or Repair Points on Production Manager Screen