WarPlan Patch 1.00.11
Posted: Wed Jun 09, 2021 1:19 pm
New patch with fixes everyone.
Fixed Victory calculations vs A.I. games
Fixed scenarios where Allies go first build queue delay bug
Fixed bug running continuous naval scripts twice
Fixed events editor bug not clearing on load
Fixed Canadian HQ now has a name
Fixed transport script bug loading garrisoning unit
Change air units only on naval mission will intercept fleets but will still fly ground support
Fixed naval support does not work if the fleet is in port
Change reduced UK starting army by 100 strength reflecting historical starting forces
Fixed interdiction and pursuit report titles
Fixed land/air not losing 5% when loaded in port
Fixed A.I. experience bonus levels with scripted and queued units
Fixed attacking air being destroyed hanging the game bug
Fixed North African scenario initial Axis upgrades taking production
Added ready date to support units
Fixed general stats overflow
Fixed supply depot at Tengeder in N.A. 1941 scenario so it can get supply
Added combat value when clicking on enemy land units next to friendly land units
Fixed convoy trade reset PP/OP bug
Change units that shatter due to no retreat path go into the build queue if they can trace to a supply source
Fixed weak air unit undo move oil bonus bug
Fixed 1945 ASW tech
Fixed selector grab bug
Fixed scroll bug, I think
Added CV air loss text air vs CV fleet
Fixed rail cost for moving AA
Fixed damaged oil display bug in production screen (mechanics are working correctly though)
Fixed A.I. merging with opponent fleet bug
Fixed French tech for the army of the Levant in 1939 scenarios
Fixed shatter popback into queue bug
Fixed move after beachhead supply
Fixed air overrun creating duplicate air unit in build queue
Added attacker off shore support to the odds estimator
Added scripts for blocking Leningrad's port
Fixed mechanized landing craft cost 1x -> 2x
Fixed units out of supply embarking
Fixed undo errors
Added clear opponent message button expanded to 600 characters
Fixed unit merging advancement exploit, now it costs PP to merge two different advancement units
Added "Y" key to show convoy names
Fixed Victory calculations vs A.I. games
Fixed scenarios where Allies go first build queue delay bug
Fixed bug running continuous naval scripts twice
Fixed events editor bug not clearing on load
Fixed Canadian HQ now has a name
Fixed transport script bug loading garrisoning unit
Change air units only on naval mission will intercept fleets but will still fly ground support
Fixed naval support does not work if the fleet is in port
Change reduced UK starting army by 100 strength reflecting historical starting forces
Fixed interdiction and pursuit report titles
Fixed land/air not losing 5% when loaded in port
Fixed A.I. experience bonus levels with scripted and queued units
Fixed attacking air being destroyed hanging the game bug
Fixed North African scenario initial Axis upgrades taking production
Added ready date to support units
Fixed general stats overflow
Fixed supply depot at Tengeder in N.A. 1941 scenario so it can get supply
Added combat value when clicking on enemy land units next to friendly land units
Fixed convoy trade reset PP/OP bug
Change units that shatter due to no retreat path go into the build queue if they can trace to a supply source
Fixed weak air unit undo move oil bonus bug
Fixed 1945 ASW tech
Fixed selector grab bug
Fixed scroll bug, I think
Added CV air loss text air vs CV fleet
Fixed rail cost for moving AA
Fixed damaged oil display bug in production screen (mechanics are working correctly though)
Fixed A.I. merging with opponent fleet bug
Fixed French tech for the army of the Levant in 1939 scenarios
Fixed shatter popback into queue bug
Fixed move after beachhead supply
Fixed air overrun creating duplicate air unit in build queue
Added attacker off shore support to the odds estimator
Added scripts for blocking Leningrad's port
Fixed mechanized landing craft cost 1x -> 2x
Fixed units out of supply embarking
Fixed undo errors
Added clear opponent message button expanded to 600 characters
Fixed unit merging advancement exploit, now it costs PP to merge two different advancement units
Added "Y" key to show convoy names