| ncc1701e 
 
 Posts:  7380
 Joined:  10/29/2013
 From:  Utopia Planitia Fleet Yards
 Status: offline
   | quote:
 ORIGINAL:  AlvaroSousa
 
 June 5th 1.00.08 Beta 1
 
 Change reduced Italian partisans to zero
 Change Iraq aligned to the UK instead of the USSR when the Axis declares war on them
 Change Cherbourg now has a non-rugged terrain to allow A.I. to take the hex
 Fixed trade removal of new merchants used in convoy menu
 Added yes no to saving a game
 Fixed reset undo after a general is added to the HQ
 Fixed neutral countries may now place airfields
 Improved minor A.I. routines
 Fixed minor fleet bugs previously unnoticed
 Scenarios updated
 Manual updated
 
 June 11th 1.00.08 Beta 2
 Fixed event scripts $ChangeEntry for Spain, Portugal, Norway, Italy events
 Fixed oilers and air transports are the only items that are used by the minor country for the minor country due to their logistics use. Minor country oilers are only used when the fleet is all of that minor country. Otherwise the first major power in the list of a fleet is the country who's oilers will be used on a fleet resupply.
 Changed how minors show support items so it only shows the items its units use
 Change to Unity Engine 2019
 Updated edit unit stats in editor to only show stats that the unit type uses
 Added to options window in game toggle full screen to windowed mode
 Removed old intro window to WarPlan
 
 June 17th 1.00.08 Beta 3 - BIG changes... read carefully
 
 Change fighter bombers advancements gets a boost
 Change tank destroyer bonus changed from +2 to +3
 Changed broke down all the French corps in North Africa to divisions
 Changed the number of units France needs to keep in the colonies to prevent Italy from becoming a full Axis ally. 2 units are required in each colony except Tunisia where 3 units are required
 Reduced French colony unit experience to 40% matching main land units
 Fixed invasion/disembark popup messages
 Added water road logistics for Leningrad
 Each country now has specific main supply sources on the map
 
 July 10th 1.00.08 Beta 4
 
 Change the Turkish rail above Ankara to road and lowered the port size from 6 to 3 at 192,34
 Change Paratroopers now lose 24% of their effectiveness when successfully dropping +8% more per enemy land unit they are next to.
 Fixed undo rail move air unit wasn't returning the rail cost
 Added shows game version in multiplayer challenge list (will only affect new challengers next update)
 Fixed neutral major powers air units resetting their mode to support every turn the game is loaded
 Fixed formatting for strategic bombing damage to make sure it matches occupier's value
 Fixed air transport flying air supply in bad weather
 Fixed specialty undo error
 Change having scorched earth or being a major power yields partisan units on the map
 Change after an invasion units will have 50% of their operation points or 2 operation points, whichever is smaller remaining
 Added land and air units can change their advancement at a cost of 10% experience taking the lower of the two advancement levels
 Added new resource and flag for limited supply source. This extends map supply levels like a main or port supply while not adding stockpile
 
 Game, scenarios, rules, modding document, scenario notes updated
 
 July 11th 1.00.08 Beta 42
 
 Corrected from beta 41 the issue with a major power's capital being relocated causing menu crashes
 Fixed air resupply infinite effectiveness bug
 Fixed air unit railing on one operation point bug
 Fixed naval units moving into blizzard sea areas
 Fixed new researchers, hopefully
 
 July 11th 1.00.08 Beta 5
 
 Added text line under unit stats in production to show how many are in queue.
 Fixed victory points adjusted for major powers still active for time remaining in game
 Fixed beach control when out of supply
 Fixed raider mode working while in port for naval detection
 Added Canadian HQ + Guy Simonds general
 Removed Canadian wargamers revolt because Canada didn't have an HQ and Guy Simmonds
 Moved Greek HQ to near Athens for a better defense
 Removed Yugoslavia event for joining Axis - too easy for Germans to get it 100% of the time
 Added North African Campaign scenario 1941-1943 (only works with beta 8U5
 
 July 25th 1.00.08 Beta 6
 
 Added color/white text toggle in options for color blind players
 Added ability to specific which alliance can use a naval loop
 Fixed transport loss bug in naval vs transport combat
 Change transports units will not be auto destroyed on a hit. They will take normal damage and triple effectiveness loss
 Improved selector and unit interaction to avoid map errors
 Fixed A.I. interceptors
 Added blockade locations to Gibraltar and Malta - 1 enemy naval group next to the port stops all supply. 1 friendly naval group next to port allows all supplies
 Change invading units now take damage for every 10 strength of defenders not every defender.
 
 August 6th 1.00.08 Beta 7
 
 Fixed search popup
 Fixed created countries will now popup units at the same turn they become a country. This mostly applies to Vichy France
 Fixed Blue Division text
 Fixed Kerch pass so USSR doesn't get port supply in Rostov if pass is controlled by Axis
 Fixed Finland moving into USSR captured territory when neutral
 Fixed stack overflow error when A.I. gets stuck trying to build units at low logistics
 
 ###North Africa scenario
 Fixed typos
 Gave supply trucks to Axis
 Fixed manpower and logistics issues with Italians
 
 
 < Message edited by ncc1701e -- 9/6/2020 11:52:47 AM  >
 
 _____________________________
 
 
  Chancellor Gorkon to Captain James T. Kirk: You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
 
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