1. Destiny of the World
  2. News

Destiny of the World News

Release Notes #45 (Version: 1.0.8536.18029)

Tuning
[List]
Adjusted AI Production priorities


Changes:
  • Closing a report now returns you to the reports menu.


Bug Fixes:
  • Fixed errors in move map that prevented moving between Copenhagen and Malmo, and Gibraltar and Hoceima


Release Notes #44 (Version: 1.0.8502.23827)

New Functionality:
  • New "Show All Moves" Command. Press and hold the "M" key to see all of your planned moves displayed on the map.
  • Airbases can now be built to multiple levels. The number of aircraft that can participate in battle will be limited to the airbase level of the region they are based from. The existing airbase levels on the map have been updated to the new system. For example, if the airbase level is 4 and you have 8 units operating from there, they will operate at 50% effectiveness.
  • New option to suppress showing convoy battles on the map.


Changes:
  • In Air-to-Air combat, the losing side may attempt to break off to avoid destruction.
  • Air units will now return to their starting air base, when possible. Air units historically returned to their bases except for emergencies, so this is more realistic. They will now only choose another airbase, if their original is not available.
  • Updated fighter, tactical bomber, and strategic bomber air/sea attack ratings to include approximate impact of aircraft speed and climb rates in combat performance. The old calculation excluded these factors, which made these ratings less accurate. The new estimates are based on the average of the enemy faction's performance at the same tech level, so this rating is still an estimate, and your actual combat may vary, depending on which enemy country you are attacking. But, it should be a better estimate than is currently in the game.
  • Updated Resource Grid on Production Screen. When you weren't producing enough supply or fuel, the Resource Grid Usage Row would only show what you had available to use, not what you actually needed to fully fuel or supply your troops. The grid now shows what you actually need, even though you weren't able to provide that amount. This will help you better know when you are underproducing fuel or supply. In this case, the tooltip will also say "Need" instead of "Used".



Pearl Harbor Scenario - Released

This new update includes a new scenario you can play: Pearl Harbor.

The game begins just after the Japanese attack on Pearl Harbor. America's Pacific Fleet has taken a major blow, but the attack has driven the Americans to join the war!

Meanwhile, Italy has been reinforced by the Afrika Korps, and is trying to push back the British in Libya.

Germany has conquered France, and has begun Operation Barbarossa, driving up to the very gates of Moscow where they have ground to a halt in a fiercer than normal Russian Winter they weren't prepared for, that is taking a heavy toll on their troops.

With this new scenario, the action is intense all across the world, and you will have to react quickly to survive in the most exciting period of World War II.

Release Notes #43 (Version: 1.0.8488.16006)

New Functionality:
  • New Scenario: Pearl Harbor. Start play just after Pearl Harbor Attack on 12/12/1941 and continue to end of war on 9/2/1945
  • Units Report now shows active trade and supply convoys


Tuning
[List]
Reviewed and updated AI Research strategies
Updated Japan AI Strategies
Updated German Trade AI to better assist its allies
Updated USA AI strategy when D-Day invasion fails
Adjusted USA and USSR mobilization. Mobilization was starting too soon, and was too fast.
Supply convoys burned coal as first choice of fuel, now they burn regular fuel first, if available, then use coal.
Trade convoys weren't being charged fuel costs. Now they are charged coal or fuel
Adjusted manpower levels. Manpower was too generous for colonial powers like the UK. Original calculations were based on the percentage of total population that could be used in factories, with that value reduced somewhat for conquered territories. The reality is that the colonial populations lacked training and infrastructure in their territory to achieve that level of effective manpower. And historically, conquered territories manpower usage was lower than allowed by the game. New manpower levels should be more realistic for what the countries could actually utilize historically.


Changes:
  • Updated the Research Details Screen to make the research effects more clear.


Bug Fixes:
  • Fixed bug that was causing AI to overbuild transports
  • Fixed bug with supply creation causing crash
  • Russian armor Tech Level 1 had incorrect number of AT Guns
  • AA Production was not adding the correct number of guns.
  • Cash research bonus was not being properly applied.

Release Notes #42 (Version: 1.0.8437.16566)

Tuning
[List]
Based on player feedback, increased Difficulty for levels higher than Sergeant. This won't affect games already in progress.
Updated AI for mid-to-later war years for greater ally cooperation, and cross theater operations
Reduced shore bombardment damage, but added a small morale reduction for the target unit.


Changes:
  • Finland map now has a lighter color. It was previously the same color as Germany. This will make it easier to distinguish between the two countries. Note: this will only take effect in new games. Old, saved games will have the old colors.


Bug Fixes:
  • Difficulty: Game was incorrectly giving player difficulty bonus for countries that were still neutral when playing Axis vs. Allies Mode. For example, if you were playing as USA before Pearl Harbor, you would have incorrectly been given a bonus until you were at war.
  • Difficulty: Game was not correctly giving bonuses in Axis vs. Allies Mode.
  • Shore Bombardment ground defenders were able to damage bombarding ships.


Release Notes #41 (Version: 1.0.8416.23153)

New Functionality:
  • When disbanding a ground or air unit, you can now optionally move the troops, tanks, and aircraft to your replacement pools, instead of recovering resources and manpower.


Changes:
  • Streamlined the animation on the Game Over Screen replay.
  • Changed background image on Game Over Screen.


Bug Fixes:
  • Disbanding units did not return the correct amount of metal to the resource pool.
  • Bomb load for rockets was higher than intended. Value was for whole unit of 10 rockets instead of per rocket. Rockets caused more damage than intended.
  • Rocket range was not being computed correctly. Targets should now be correctly identified and should be reachable by the rockets.