v1.4.2.5 Stable
[h2]v1.4.2.5d Stable[/h2]
[h3]Notable Notes Review[/h3]
- Pathing functionality and improvement for bases. Enemies will undock and chase threats, squadrons and landing craft will avoid piers.
- Increased night brightness.
- Torpedo pricing adjustments.
- Reduced RP penalty for boat loss 40%->25%.
- Behavior and flow tuning for assaults.
- Zeroes will create engagements with friendly supplies.
- Engagement preview clipboard will now update and also add first time seen target items in the target list.
- Added auto fast-forward cancel when player is under threat, specifically when the enemy fires a shot at the player. This is only applied for click based fast forward.
- New keys available in the keybinding screen such as secondary torpedo slots and fast forward options.
- Invert Camera Y axis option.
[h3]Base Improvements[/h3]
Bases now generate necessary information for the AI to use, allowing the AI implementation in the challenge levels to start acting in the campaign.

Units will chase threats that are detected in base engagements, this is active for both assaulting and defending forces.

[h3]Notable Notes Review[/h3]
- Pathing functionality and improvement for bases. Enemies will undock and chase threats, squadrons and landing craft will avoid piers.
- Increased night brightness.
- Torpedo pricing adjustments.
- Reduced RP penalty for boat loss 40%->25%.
- Behavior and flow tuning for assaults.
- Zeroes will create engagements with friendly supplies.
- Engagement preview clipboard will now update and also add first time seen target items in the target list.
- Added auto fast-forward cancel when player is under threat, specifically when the enemy fires a shot at the player. This is only applied for click based fast forward.
- New keys available in the keybinding screen such as secondary torpedo slots and fast forward options.
- Invert Camera Y axis option.
[h3]Base Improvements[/h3]
Bases now generate necessary information for the AI to use, allowing the AI implementation in the challenge levels to start acting in the campaign.

Units will chase threats that are detected in base engagements, this is active for both assaulting and defending forces.
