Latest Patch 0.9113
Patch 0.9113 uploaded July 25, 2021:
Please use separate threads in the forum if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/
Note: although we have changed weapon production mechanics it may still not work as intended as economic production hardly matches consumption. We will focus on this in version 0.92!
Please use separate threads in the forum if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/
Note: although we have changed weapon production mechanics it may still not work as intended as economic production hardly matches consumption. We will focus on this in version 0.92!
Campaigns:
- added disabled tooltip info for armies
- rebalanced desertion rates in low-support and low-morale environments
- added tooltip infos (nato symbols) about current engagement: probability of victory and estimated length
- added “flame” symbol for damaged/blocked IIP’s/companies behind the symbol
- added info for infrastructure damages and losses for each IIP/company in tooltip
- added railroad track list with economic info and construction duration, railroads can now only be constructed using the icons in this list
- added alert symbols for units with low supply
- fixed: commander in chiefs are replaced by low rank officers
- AI now takes into account enemy units in recruitment when setting own recruitment goals
- higher levels of supply depots deliver supplies now faster
- added info about connected depots and its supply capacity in unit panel
- fixed rare situations where armies may end on non passable terrain after retreats
- rearranged top panel UI
- now using a 3-month average to determine the change in commander attributes, experience influence is now taken into account, further UI info to follow later
- battle monument info now only shown if no other tooltip is visible (eg. from units)
- fixed: missing “The battle of “ in naming of naval battles
- fixed: when combining artillery units the guns are not adjusted
- added tooltip info about fleet firepower and used gunnery
- ships without ammo (and returning to harbor) now counting as disabled
- multiple groups now tend to coordinate defensive operations better to fight together
- reworked retreat functions
- connection to supply depots is now shown faster after game has started
- supply lines are now colored red/yellow/green, depending on the supply efficiency
- changed info about low morale units in battle start panel
- AI defensive operations are now cancelled if strength gets too low and moving around strong enemies
- AI now prefers to rally nearby friendly units next to an enemy instead of launching new defensive operations from far away which led to accumulation of AI units in a certain area
- contract expiries in army management panel show now days if below 1 month remaining
- fixed: dropping a ship from harbor pool into the harbor pool does add it to the selected fleet
- fixed: opening military tab while fleet is selected mixes up army and fleet view
- replaced economic cycle graph in finances panel by overall goods production
- added tooltips for change in commander attributes
- added tooltips for army strength in campaign panel
- assumed fixed: sometimes units are not retreating if enemies are too close
- fixed: issue with monthly economy report may have led to strange UI glitches
- fixed: officers returning from WIA or POW not visible in officers panel
- fixed: commander attribute influences from commander in chief used multiple times for each hierarchy level
Battles:
- reworked minor/major victory/defeat mechanism, now depending on casualties relation and military experience, affecting readiness and carried supplies when returning to campaign map; step 2 will follow adjusting retreat mechanism
- fixed: AI deployment behind breastworks not accurate enough to receive cover bonus at the start of the game or EOD
- units now use doublequick to move into final position before engaging enemy if initiative is on
- adjustments to AI micro behavior: brigades are now not spreading out that wide but try to keep together
- adjusted brightness on Manassas map
- assumed fixed: redeployment of own/enemy units in opposite deployment zone if they were cut off before, needs further testing
- reduced number of rifle fire if units are inside buildings
- fixed: AI group setup sometimes leads to non-moving groups, eg. Jackson at Chancellorsville
- Unit tooltip for single brigades is now regularly updated when moving over unit
- continuing old group path now cancelled if player has at least moved one subordinate while group was stopped to engage
- fixed: points counter visible if top panel is minimized/maximized although continuous vp counting deactivated
- AI now defenses less often if number of held objectives is comparable
- low morale units do not break immediately at start but have a minimum & capped morale
- reworked retreat mechanism
- fixed: when giving movement orders to top hierarchies the group sometimes is not repositioned if contact to enemy is established but simply stopped
- added battle field book
Others:
- fixed: scrolling log messages & exceptions when removing messages
- moved internal debug log messages to file “scenelog.dat”
- improved field book guides
- field books now auto-shown only once at start per layer