we've just released a new update for the game, with a lot of balancing tweaks and bug fixes, here is the changelog:
GAME ENGINE
- Fixed a SURRENDER_2 error that did not properly fire FREE_UNIT events (Lothos).
- Fixed a resource strength display error when using the 'Show Upgradeable Units/Resources' option for ports that have the possibility of Naval Construction being applied (Mithrilotter).
- Fixed a 'range' determination error for range checks at sea that did not properly take into some rare coastal formations (Bill R.).
- Fixed an in game interface crash when navigating from the Production screen to the Purchase screen during a specific mouse click sequence (El Condoro).
- Fixed a unit attrition loss error when units have been set to no action points, e.g. no attrition was calculated for these unit types such as pill boxes (gigiduru).
- Fixed an issue with the PBEM autosave saving right after your opponents replay, and increased the time slightly between autosaves as well (MJY).
- Fixed an issue where an Engineer that was preparing a fortification, that then Operated to protect a capital, did not lose its fortification preparation status (FOARP).
- Fixed capital transfer issue (Zuxius).
- Fixed a movement path calculation error when mulitple high penalty zones of control are in play (MrOrange).
- Fixed a VICTORY screen issue when the message was too long to fit (rhaltigan).
- Fixed a max zoom refresh error when switching from scenarios to a main campaign and vice versa (abchambe).
- Fixed a SAVE GAME screen issue where selecting the second page of saves would overwrite the the potential save 'file name' with the first selection on the second screen (achambe).
- Fixed a Motor Torpedo Boat reinforcement error that allowed it to reinforce > 5 at understrength ports (Tigertony).
- Added a SCORECARD which can be accessed using the 'L' key to view the campaign summaries. The scorecard will also appear after the VICTORY screen at the end of a game.
- Added ultra widescreen support for 21:9 and 32:9 resolutions such as 3840x1440 and 5120x1440.
- Coastal Guns will now exert a zone of control not only on land hexes, but over sea hexes as well (Elessar2).
- HQs with the highest rating will try and attach to the most units possible superceding other HQs when in 'Auto' (Mithrilotter).
- Subs in Silent mode no longer spot along their movement path, only their from their final moved to position.
- Partisans no longer suffer any possible attrition as their minimum supply should always be >= 3 (Mithrilotter).
- Turn counter added as a tool tip highlight if you mouse hover over the in game date in the upper right hand corner (Simicro).
- Victory scripts connected to dummy Decision events set to Type= 2 should now fire as intended (Mithrilotter).
- Paratroops can no longer prepare if they have 0 action points.
- Amphibious Transports can no longer unload from a neutral sea coastal hex.
- Interceptors that receive attacks from an escort will no longer suffer morale loss from the attacking Escort, e.g. even if Fighters are set to inflict morale losses on defenders (Lothos).
- Abandoned port control with an adjacent enemy unit will flip to enemy control at the end of your turn, e.g. previously it would flip end of the follow up enemy turn (Mithrilotter).
- Defending Carriers that already start at 0 strength for their aircraft wing will no longer report 'shattered' when attacked, e.g. if they were to take further damage to their aircraft wing (rjh1971).
- AI planning and organization optimized/fixed for OFFENSIVE, DEFENSIVE, TRANSPORT and AMPHIBIOUS TRANSPORT plans.
- AI Maritime Bombers now fly recon missions at sea if they do not have a visible target to engage (Mithrilotter).
- AI Carriers will no longer prioritize subs in first strike attacks, but may target a sub if it has been already attacked by other units or if it can be potentially destroyed.
- AI Subs in Silent mode will no longer be affected by enemy naval unit Zone of Control.
- AI naval units that pass through enemy units and take damage will now temporarily reveal itself when taking damage (Mithrilotter).
- AI air and naval will no longer attack/prioritize empty enemy resources on the very first turn of the game unless it is a mine or oil resource.
- AI air and naval units will be much less likely to attack an enemy resource unless the attacking unit has a resource attack value > 0.
- AI Destroyers and Motor Torpedo Boats should no longer attempt to shore bombard land units (Mithrilotter).
- Airfields can now be set as an ADVANCED campaign option where air units can only operate to and from AIRFIELD or adjacent to AIRFIELD hexes.
- Airfields provide supply to both land and air units.
- Air units can operate to airfields even if the 'Airfields' option is not selected.
- OFFENSIVE, AMPHIBIOUS and AMPHIBIOUS MINOR events can now all be scripted to target airfields.
- UNIT scripts can now be set to deploy units at airfields, e.g. the same as cities, capitals etc.
- Production/Deployment Queue now includes 'Airfields' as destinations for air units.
EDITOR - All AI scripts that have an #ACTIVATE_POSITION field, now make use of [<] as well as <unit_id, ...>. See Templates\AI for more details in the NOTES section of the header of the applicable files.
- All AI scripts can now have an optional #ALIGNMENT_POSITION field added. See Templates\Events for more details in the NOTES section of the header of of the applicable files.
- Added new functionality for any EVENT script that uses the #CONDITION_POSITION field, e.g. the use of [<] as well as <unit_id, ...>. See Templates\Events for more details in the NOTES section of the header of the applicable files.
- MOBILIZATION_1 and MOBILIZATION_4 events have added functionality for the #CONDITION field, see the applicable Templates\Events files for more details in the NOTES section of the header for these files.
- Enabled the options to edit the Resource attack/defence research upgrade increments for Fighters (Lothos).
1914 Call to Arms, 1914 Triple Alliance, 1917 Fate of Nations - German DLC translations greatly improved (Lukas Lohmann).
- Increased Naval Zone of Control effects and moved Subs so that single Submarines will not exert a Zone of Control (redrum68).
- Restricted diplomacy affecting Spain so that now, no Major can invest more than 2 chits in it (mdsmall).
- Updated the Strategy Guide so that DE 625 now gives the correct information on the bonuses to be gained from Ukrainian grain supplies (Maddin25).
- Increased the chance of naval units retreating to 50% (100% for Carriers) with their maximum retreat ranges set to 4 hexes (2 for Motor Torpedo Boats).
- Increased the retreat range for all naval units apart from Motor Torpedo Boats to 4 hexes, and increased the chance of a Carrier (either type) retreating to 100%.
- If Germany says no to Brest-Litovsk via DE 620 then Russian National Morale now increases by 25,000 rather than 15,000 points (tage2).
- A loop script has been added to remove Russian troops from Finland after it declares independence (havoc1371).
- Added a new Diplomacy script to encourage the German AI to invest in the Netherlands if it swings to a pro-Entente leaning (Mithrilotter).
1914 Call to Arms and 1914 Triple Alliance - Fixed a typo in DE 401 (BNC).
- Corrected part of the description in the Mobilization_2 script Romania is Impressed by Entente Successes (1) (mdsmall).
- Improved the Ottoman, Russian and US AI Research scripts (Mithrilotter).
1916 The Big Push - Increased the HQ command limit for German HQs from 25 to 30 (Mithrilotter).