############################################################
# Changes for 1.2 below.
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- New Features
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- Added a simplified terrain map mode where each province
- The interface now has buttons for zooming in/out without using the scroll wheel, with keyboard shortcuts (pageup/pagedown).
- Added graphics control for distance of visible counters
- Added cancel mechanics for Air Orders.
- Implemeted an option for production slider automation, with selectable priority order.
- Trade is now a separate automation toggle from diplomacy.
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- AI Improvements
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# Army AI
- Fixed some issues with units getting stuck in neutral territory
- Prevented massive over reaction against partisans
- Fixed a problem with puppet areas
- Fixed an issue with transport ship needs and player set objectives
- Several improvements to new threat handling (beach heads, partisans)
- Fixed an issue with front formation for provinces bordering multiple countries
- Fixed a problem with units getting stuck in neutral territory
- Fixed a bug with poor/non-existent build-up of forces on non-front borders
- Fixed a problem with damaged "reserve" units being moved out out of front forts too much
- Fixed a problem with reserves and HQs
- Fixed a bug where it might consider an ally an enemy
- Force needs, adjusted special force needs
- Force needs: Fixed a bug with strat bomber needs being ten times too big.
- Force needs: Improved transport ship need controls
- Force needs: Adjusted to reduce the armor bias, especially for Japan
- Fixed a bug where HQs could be used as garrison forces
- Tweaked to ensure the defense of the supplier province and capital
- Fixed a garrison distribution bug
- Fixed a bug with the objective assignment of child agents
- Lower level HQs should now be able to handle troop distribution in several different areas correctly
- Fixed a bug in the child unit front segment assignment
- Sub-theatre level units with only defensive objectives should now respond to nearby partisans/beachheads
# Naval AI
- Fixed an issue where it would jump the gun and launch invasions with too few divisions (due to a lack of transports)
- Will not even attempt invasions of too well-defended ports
- Additional checks to make sure it does not invade port-less provinces
- Fixed a problem where it would withdraw too many units from fronts to stage invasions
- Minor faction members should only invade to take back lost provinces
- Some work on the sending of exp forces to overseas allies
- Transports are now available for use even if their strength and org are lowish
- Snappier intercepts of invasion fleets
- Naval intercepts no longer worried about absolute naval power vs the enemy
# Air AI
- Improved tactical bombing target choices
- Should be better at basing tactical bombers and interceptors, even when there is no front in the theatre
- Will rebase even damaged or low org units if the theatre currently has no fronts
- Fixed a bug preventing air unit merges
# Country AI
- Tweaked inter-theatre force allocation
- Fixed an issue with premature retrieval of exp forces from allies
- Will not send exp forces to a rival main faction, even if currently allied (UK to SOV etc)
- Fixed some issues with unit allocation on theatre re-definition
- Should now prefer sending exp forces to allied war zones rather than opening up new beachheads under many conditions
# Theatre AI
- Fixed a bug where it would start lots of redundant agents for lower level HQs
- Landless theatre HQs are now properly deleted for players as well
- No more German European mega-theatre
- The USA now have an eastern and a western home theatre
- Immediate HQ validation on theatre redefinition. Players should never see landless HQs in existence.
- Fixed a nasty problem where the controlling AI agent would believe it was for another theatre
# Diplomatic AI
- Removed the date limits on when germany decides to attack western europe. it will now do it when it can and makes sense.
- Countries are now less likely to join factions with bad progress.
- AI should now agree to trade under debt with the needing
- AI should be more likely to do counter influencing when necessary
- Tweaked ai alignment
- Allies now much more likely to give transit rights
- AI much more restrictive with embargos
- Embargos no longer running forever no matter diplomatic changes
- Britain more likely to influence the USA
- Threshold for calling in support to a limited war increased.
- AI will not call in allies during the early parts of a limited war.
- Governments in exile no longer create/join alliances
- Tweaked trade frequency
# Spy AI
- Spies should no longer perform counter espionage on puppets, countries with military access and someone helping you in a war
# Misc AI
- Auto-sliders try harder to keep a positive money balance
- More shift to keeping some money in auto-sliders for spare IC
- Fixed a bug with building less than requested convoys
- Fixed a bug with countries getting stuck in a death spiral of ever increasing escort production
- Tweaked ai valuing of stockpiles of supplies so it wont run them too low
- AI should now be doing some upgrading
- Production AI now cleverer in where to put spare IC
- Production AI now tries to always allocate 5% to upgrades if possible
- Auto slider controls will start using up stockpile if approaching supply cap
- Tech AI should now research doctrines
- Improved auto-deployment choices.
# Misc AI Bugs
- Fixed an issue with CAGs being auto-assigned to Theatre HQs
- Ground Attack Order: Overstacking penalty checks added
- Invasion orders will abort if the invading units are no longer in a condition to fight
- Fixed a bug with the end date for sent exp forces in the unit command
- Cut out trades involving small amounts of money (energy/money for example) that rounded to 0 money
# Generic AI Balancing
- Balanced out relation changes between canceling/creating trades to stop slowly lowering relations to trade partners with dodgy economy
- Should be harder to exploit AI by stationing expeditionary forces to get out of supply use
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- Gamebalance Changes
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# Country
- It is now slower for national unity to move the further it is away from the middle.
- Comintern units now use less supplies.
- Pure theory techs are no longer assigned to countries at start.
- Impact on strategic warfare is now depending on country size on target.
- Election and the likes will now acutally change ministers
# Occupation
- Non-core territories are now as bad as full occupation territories.
- Increased impact of partisans on supply tax by x5.
- Made revolts less likely, but a fair bit stronger units.
# Diplomacy
- Fixed a bug with proximity capping distance too early with alignment progress.
- Repulsion, threat and revanchism factors at alignment is now only effective if close in the triangle.
- Drift due to threat is now scaled with country IC so a big country (like US) is more concerned with world politics, whereas smaller countries are more concerned with keeping their heads down and wont be as affected.
- Trade should now allways fail if not enough DI is available
- Dissolve alliance now checks for the correct amount of diplomatic influence
- Declaration of war no longer valid against faction members
- It is no longer possible to invite someone to a faction if they are at war with a member.
- Should no longer be able to join faction if at war with faction member
- Countries to peace in events will now get all their puppets set to peace as well.
- No longer possible to send theaters as expeditionary forces
- Threat is now wiped when a country is annexed.
- Influences now automatically stop after joining another faction.
- Embargoed countries can no longer cancel the embargo
- Embargo's now reduce threat when cancelled.
# Map
- Revised calculations to determine which province has which terrain.
- Desert are now a bit less likely to see rain storms.
- Made some tweaks to weather system to have weather patterns more mobile.
# Combat
- Paradropping now gives an attack delay.
- A unit in battle can no longer have an effective combat width of less than 1.
- Dissent impact on combat is no longer astronomical.
- Amphibious penalty can never go below 99% for any unit.
- AA is now twice as effective.
- Cags now give 25% of stacking penalty when attacking at sea.
- Cags now do triple damage bombing ships in combat with another fleet.
- Trickleback now works properly and gives you back manpower lost in combat.
- Air combat is now a fair bit more dangerous.
- Org damage is no longer scaled by strength of brigade compared to other brigades.
- Scaled leadership experience internally so that it transfers to leaders higher up in the chain better.
# Units
- Improved calculation of actual supply/fuel usage.
- Paradrop missions will no longer progress if the paratroopers are in a delay after an attack.
- Units in Strategic redeployment can never gain org now.
- Strategic redeployment will now give the attack delay to a unit.
- There is now a minimum supply demand for small units so that long distances wont take all the supply tax.
- Airunits operating from a base that is no longer in range (ie carrier) will now abort
- Logisitcs wizard trait now work properly on units below it as well.
- Units will no longer be removed if strength drops to zero from manpower rotation or attrition.
- Air units bombing will no longer continue moving during the bombing & aborting their bombing.
- Air and Naval units will now reset where they are based if they lose access to their current base.
- Unit stats like speed now updates properly when a brigade is upgraded.
# Officers
- Officers ratio now affects maximum organisation and recovery of units.
- Officers now take casualties properly in battle.
- Officer ratio now affects attack delay of units.
- Increased officer production significantly.
- Officer losses in battle is now proportional to unit type.
- Expeditionary forces now drain their home country's officer pool when taking losses.
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- Interface Improvements
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- Added day/night overlay to minimap
- Made a day/night icon in province interface, and remade the "clear sky" icon cause the sun looked weird next to the moon.
- Added terrain effect delayed tooltip to province view and to terrain mapmodes.
- Names should now appear instantly if possible. (minor lockups possible at crap cards.)
- Added strenght number to child units.
- Added weight to unit interface.
- Fixed the display for max strength in brigade details.
- Softness changes from tech is now colorised green when decreasing and red when increasing.
- Remade oil icon to be more clear and visible.
- Added super heavy battleship Icons to navalcombat.
- Trade icons should now blink later.
- Tooltips for org on units will now show daily change as well.
- Fixed a couple of tooltips in outliner
- Fixed tooltip for dissent in intel view
- Tooltips in messages settings should now be correct
- Strength and VP mapmodes will now update more regularly.
- Added shortcut keys to cancel/accept orders.
- Escape now opens the ingame menu if nothing is selected, else it deselects all.
- 'w' now moves the map to the location of current unit.
- 's' now opens up the stance selection window.
- ',' selects all air units loaded on ship.
- '.' selects all loaded land units on a ship or plane.
- 'l' now loads or unloads a unit to a ship.
- 'p' now loads or unloads a unit to a plane.
- 'a' now opens up attachment interface.
- 'd' detaches a selected unit.
- 'c' now creates a new HQ above current unit.
- Alerts for wasted IC no longer shown when using auto sliders
- Fixed rounding error in officer rate
- Added 2 more trait columns in leader ledger page
- Corp/army/theatre now visible in brigade ledger page
- Fixed some more ledger-pages
- Leader experience is now shown as % in the ledger as well.
- Unit arrived message now fires only at final destination
- Expeditionary force declined should now give a message
- Tweaked collision boxes for tanks to try and make it a bit less wacky
- Diplomatic screen should now refresh when a country disappears
- Combat progress in interfaces are now loaded properly from save games.
- Units changing country will now be properly be deselected.
- HQ's can no longer be merged.
- You can no longer transfer HQ brigades away from a hq unit.
- Cag's can no longer be merged with other airunits.
- There is no longer free diplomatic influnce from cancelling or creating transit rights.
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- Multiplayer
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- Removed several reasons for the game to go out of sync while playing multiplayer.
- Made multiline chatemessages look prettier
- Updating automation in lobby now shows for clients as well
- No longer possible to swith away from save selection for clients in mp lobby
- Mp save counter should now work.
- Moved checksum text and adjusted multiplayerlist in lobby.
- Date should no longer reset when new player joins after save is loaded.
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- User Modding
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- Exported current player tag from gamestate to lua for modding fun.
- Added a "terrain = x" command for provinces, to override graphical logic
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- Performace and Stability
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# Compability
- Added setting in settings.txt to not create 'waves' called _waves_
- Setting trees rendering off will now not create any tree gfx upon reload
- Restructured province manager a bit to help reducing startup crashes on some machines.
# Performance
- Optimised interface interactivity.
- Game speed and time progress have been optimised to provide a smoother gameplay.
- AI optimised, both in lua and the core game, which should improve game speed significantly.
- Tracked down and removed several memory leaks, which made the game sluggish the longer you played it.
# Stability
- Savegames should no longer become corrupted, and previously corrupted savegames might be recoverable.
- Fixed several reported crash problems.
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- Bugfixes
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# Interface bugs
- Game should no longer un-pause when clicking in outliner
- Opening main menu no longer closes the outliner
- Country flags should now be localised in triggers.
- Ledgerpage for buildings now handles provinces with the same name
- Fixed prereq graphic bug in Naval background.
- Fixed tooltip bug on Leadership/oil icons in province interface.
- Resized all terrain images so the terrain tooltip doesnt popup inbetween the icons below.
- Fixed the flag distortion on the minishield and the small minishield.
- Flags no longer shown through fog of war after being shown once.
- No more invisible units when armies split from events (like at civil war)
- Fixed issues with incorrectly shown counters
- Fixed lots and lots of typos
- Fixed a bunch of localisation issues
- Fixed unlocalized text in metaserver
- Fixed some non existing tooltip localisations
- Is in any faction trigger now displays correctly for "no" as well.
# Game-mechanic bugs
- Rejecting a NAP will no longer increase relations between countries.
- Faction specific rules are now set immediately after a reload again.
- You can no longer ask/offer transit rights with faction members because you already have access.
- Broken trade deals message now show correct trade goods order
- Returning expeditionary forces should now work
- Government in exiles will no longer wipe out the cash of the faction leader.
- Partisans will no longer stop an entire country to be annexed.
- French surrender will now work properly even if poland starts the war.
- A country being annnexed will now cancel all its trade agreements.
- Offmap resources are now calculated correctly for resource balance values.
- Needed for production is now updated properly from all cases of production.
- Build times/costs are now calculated properly for buildings after each is finished in a serial.
- Fixed mixup of ic and mp cost in brigade build screen.
- Fixed a bug with auto-deployment
- Fixed a calculation error with maximum manpower needed for reinforcement.
- Upgrading units now actually uses resources.
- Cags will now properly detach and attach to correct hierarchy position when rebasing.
- Fixed a problem where it was not possible to split cag units.
- It is no longer possible to deploy or reorganise new cags into units that would make them over the carriers capacity.
- Dissent penalty on ruling party popularity now works properly.
- Fixed a bug where units could still be in combat even though they had moved away.
- Commando trait now properly reduces the out of supply penalty.
- Air units without fuel will no longer get stuck in air forever.
- Fixed a bug where units could get stuck after reloads.
- Paratroopers can no longer take control of hostile territory while on a plane.
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- Database Changes
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# Technology
- Added Naval, land and air doctrines for all scenarios
- Changed the requirements for Small Warship ASW
- It should no longer be possible to research Super Heavy Tank Brigade more than once
- Added industry techs for: Germany, UK, France, USA, Soviet Union, Japan and Italy
- Added construction practicals for USA, UK, Germany, Italy, Japan and Soviet Union
- Armoured car techs now use mobile unit practical
- Lowered requirements to research helicopters
- Increased build time for escort carriers to 350
- Tweaked naval and construction practicals
- Reduced practicals for AA and radar stations.
# Orders of Battle
- Renamed two duplicated units in the Italian and Chinese -36 oob
- Added a theatre to Argentina's oobs
- Revised and increased the number of historical leaders in the German and Japanese oobs
- Reorganized the Greek oobs
- Updated the -36, -38 and -39 oobs for Finland
- Updated the production queues for Japan, UK, Japan and the US
- Fixed some typos and added Tiger units to the German -43 and -44 scenario
- Moved the 6th Air Force to Saipan
- Moved 12. Juntuan and 66. Jun to Shanwel
- Nagano no longer commands the 37. Hoheishidan
- Replaced most of Shanxi's and Communist China's infantry with militia
- Fixed the Russian cavalry div. that had been replaced by infantry div. in the -44 scenario
- Repositioned some of the Italian planes
- Changed the location of the Enterprise Taskforce and Lexington Taskforce
- Removed some of Australia's transport ships and increased the number of reserve units
- Moved the Yugoslavian troops that had wandered off towards Sinope
- Added historical leaders to some of the expeditionary forces
# Buildings and Units
- Gave Newcastle, Hollandia and Guadalcanal airbases
- Added and adjusted some of the air fields, ports and coastal forts in Finland
- Moved the airbase and anti-air in Palermo
- Added naval bases to Aparri, Legaspi, Lingayen, Shantou, Baoan, Pulau Dolak, San Cristobal and Malaita
- Changed the speed of armoured brigades in mountain terrain
- Moved the industry in Canberra to Melbourne
- Increased Togtoh and Guyang's infrastructure to 3
- Rebalanced support brigade values
- Lowered infrastructure on the east and west coast of Australia
- Moved the naval base in Corpus Christi
- Repositioned the air bases and anti air guns in Cagliari and Tobruk
- Added new pictures for S-P Artillery and Cags
- Moved Argentina's capital to Buenos Aires
# Events and Decisions
- Fixed the "Second Vienna Diktat" so that Hungary gets the proper cores
- Added a second version of the "Bitter peace" event, if Japan isn't at war with the Soviet Union
- The "Ultimatum to Greece" can no longer be triggered if Greece is a puppet of Germany or Italy, or already at war with Italy
- "Japan demands bases in French Indochine" - requires Japan to be in axis instead of alliance
- Added a second version of the "Independent Croatia" decision, in case Croatia is still owned by Yugoslavia
- Tweaked the "Claim Bessarabia" and "Bulgarian claims to Constanta" decisions
- Tweaked the combat events
# Diplomacy
- Tweaked the occupation polices
- The US guarantees Bolivia from -36
- Removed Vichy France as a puppet state to keep them out of the war
- Adjusted the distribution of VPs for Estonia, Latvia, Lithuania, Ireland, France and the Netherlands
- Added a victory point to Kalgan
- Japan still controls the Carolines in -44
# Map
- Revised a lot of rivers in Asia and Australia.
- Removed a duplicated sea zone id
- Added a strait between Jiangmen and Bao'an
- Added "arctic" terrrain to the northern provinces of the Soviet Union, Canada, Norway and Iceland
- Added the Ligurian Sea, Bay of Naples and the Gulf of Iskenderun to the Mediterranean region
# Leaders
- Changed the start dates for Albert Speer, Joseph Goebbels, Karl D�itz, Franz von Papen and Arthur Seyss-Inquart
- Added new ministers for Xibei San Ma
- Gave Ismet In�u a new minister type
- Added an image for Hayashu Senjuro
# Text
- Corrected some of the French, Polish, Hungarian and Italian unit names
- Renamed the US "Democrat Party" to "Democratic Party"
- Corrected some duplicated and misspelled province names
- Fixed the erroneous label in the statistics page
- Fixed the tooltip for the "Airborne Assault" order
- Added Canadian party names
############################################################
# Changes for 1.1c below.
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- Fixed a problem which made troopsneed become much too large.
- Made a few minor speed improvements.
- Game now defaults to lower multisampling to make performance better.
- Tweaked temperatures to feel a bit more natural.
############################################################
# Changes for 1.1 below.
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- AI Improvements
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* Misc AI
- The production AI will now fill up the queue with infantry or militia divisions if no other needs and have available IC + manpower.
- AI won't care about spam penalty when it comes to influencing.
- AI may now invite countries currently at war to its faction.
- Japan will no longer declare war on the USA if the usa is in the axis.
- All AI countries in factions will now influence if they can.
- AI should now be a bit smarter about how to spend DI for influencing.
- Bigger countries will no longer spam smaller for debts.
- AI countries will now only mobilise when they have less than 20% between neutrality and effective threat.
- AI will no longer join factions if a stronger neighbour is in a hostile faction.
* Unit AI
- Fixed some movement correction glitches
- Rewrote how reserves are handles by the AI, and it will use garrison type units more for that.
- Improved handling of very damaged units
- HQs no longer counted as "infantry" archetype in force needs
- More focused on seizing VP provinces
- Use of expeditionary forces between AI nations outside the regular diplomatic framework
- Substantial rewrite of inter-area allocation of troops, taking into account more factors.
- Very safe pathfinding (used by the AI) will now avoid provinces under attack
- Fixed some problems with troop allocation in puppet/master areas
- Fixed a problem that prevented some fleets at sea from ever moving again
- Fixed a problem causing unit ping pong effects.
* Garrison AI
- Improved initial unit selection, with more efforts at a stable garrison force, and more logical troops will be used.
- Adjusted France vs Low Countries border prios
- Fixed a problem where zero prio provinces were still being added to the garrison province list (causing odd garrisoning of borders with friends)
- Rewrote a function to choose more logical troops
- Adjustments to emphasize coastal provinces
- Fixed a bug with return of garrison divisions to fronts
- Fixed a bug that might have affected front distribution a bit
- Will no longer pull divisions from lower prio provinces to garrison higher prio ones (caused a lot of shuffling when some units had to stomp partisans etc)
* Front AI
- France should be more prepared on the Belgian border
- Fixed a slight distance bug
- Adjusted stance org thresholds
- Fixed a "Parkinson" bug
- Fixed a bug with attack orders sometimes being cancelled at once
- Fixed an issue with overestimation of current strength and org for both friendly and enemy units
- Will now consider army experience
- Many improvements to breaking out of pockets
- More aware of dig in factor
- Better handling of multiple fronts in the same theatre with few total divisions
- Improved some distribution code
- Will now be more intelligent about troop distribution around encircled enemy provinces
- Added a bunch of missing modifiers to odds calculations
* Air AI
- Fixed a bug in Logistical Strike missions
- Fixed an issue with constantly splitting and merging MR and Interceptors
- Fixed some more issues with carrier bases being used for the wrong air types
- CAGs will now properly be used to pound enemy units when invading
- Tactical bombers will prioritize invasion targets if they are in range
- Support for flying bombs and rockets
- Added support for nukes
- Added logistical strike missions
- CAGs should no longer get mixed up with other air types
- Fixed a bug with tactical bombing targets
- Day/night and weather checks
- Paradrop AI: Fixed a bug with it forgetting its intended target
- Fixed a bug which made airunits reorganise unneccesarily too much.
* Naval AI
- Optimized rebase checks
- Proper patrol missions added
- Fixed an issue with inter-theatre submarine allocation
- May now take patrolling or convoy escorting fleets for Naval intercept missions
- Adjusted naval superiority checks to make the AI less scared of naval missions
- Will no longer patrol with unescorted capital ships
- Fixed an issue with obsolete orders not being cleared correctly
- More legal move checks
- Fixed some issues with fleets getting "stuck" due to no valid path
- Fixed a problem with rebasing of submarines to their correct theatre in the absence of actual enemy targets
- Fixed an issue with damaged fleets getting stuck at sea
- Improved convoy raiding checks
- Fixed an issue with fleets in combat or retreat not correctly being recalled to base on damage
* Transport AI
- Fixed a bug with one invalid route (no path) locking up all transportation
- Fixed a bug with the best embarkation port selection
- Will not be as particular about hogging transport ships if they are not needed
- Will never use mot/mech/arm to garrison islands
- Should reset the transport target of armies on detachment from a hierarchy
- Fixed a problem with "shuttle transportation" (transporting some units before the rest have reached the embarkation port)
* Invasion AI
- Fixed a bug with single divisions not conquering a whole island even if it was undefended
- Player directed targets will now receive the needed divisions from the theatre main area if at all possible (not in combat etc)
- Fixed a problem with invasions not launching due to waiting for escorting fleets that had already joined
- Should now target port provinces only
- More prone to respect player set invasion beaches
- Adjusted "needed divisions" check for invasion targets
- Reduced the division needs in non-warzones to make more units available for invasions
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- Gamebalance Changes
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* Units
- Implemented individual officer ratios per unit type.
- Units will now get starting experience depending on laws if nothing is scripted in the oob.
- Support for officer needs at naval and air units added.
- Increased practical gains for non capital ships.
- Engineers are now much faster.
- Tweaked marines, engineers and bergsjaegers combat abilities in various terrains fitting their capabilities.
- Armor, Heavy Armor and Super Heavy Armor are now worse in bad terrain.
- Planes will now always repair at midnight GMT, combat and in air won't stop them.
- Reserves no longer get an extra bonus on lesser manpower rotation.
- Reworked reserve status to be per brigade, to make it easier for the player.
- Starting manpower is now properly reduced in scenarios when wars have been ongoing for a while.
- Retreating units ignore fuelstatus for movement speed now.
- Rebasing fleets take supplies and fuels directly from capital now.
- Ships in non-friendly ports that can't move will not be sunk.
* Combat
- There is now an auto pushback damage event when a province is taken by a new controller.
- Increased basic terrain penalties.
- Increased penalties from combat on weather.
- Dropped xp gain for airunits dramatically. (almost a factor of 10)
- Rewrote shatterlogic and how reserve units gets reinforced. Now shatter percentage is compared to highest strength that unit has had, and not maximum possible.
- Runway cratering is now a bit more lethal.
- Added in proper restrictions for pathfinder to not allow entry where a unit can't attack.
- Breakthroughs and Delays now impact attack delay.
- Retreat province now less likely to be a front province
- Airunits will not automatically intercept airunits at the airbase unless they have the order for it.
- Reduced damage to convoy raiders a bit, and increased damage on convoys a bit.
- Fixed some penalties for cavalry in some terrains.
- Correct default penalties for attack for terrain is now used.
- Attack delays are now reduced every hour during a battle to a minimum of one.
- Experience is now propagated up to leaders higher in a hierarchy (at a smaller fraction).
* Weather
- Rewrote temperature impact on combat to be a more sliding scale.
- Recoded how lowpressurezones are scripted, so that they can be seasonal.
* Production
- Reduced prices by 50% on metal, energy & rares, and by 25% on oil.
- Fuel is now at crude oil prices.
- Units are now deployed into theatres properly if auto-deploy is on.
- Added a modifier for global resource production for a country.
- Practicals are now applied at finish properly for all building types.
- Highest threat now reduces consumer goods from mobilised troops.
- Reinforcements and repairs are now slightly faster.
* Politics
- A few laws now modify the resource production negatively when IC is modified negatively.
- Revised some ministers to modifiy resource production instead of IC.
- Tweaked occupation policies to be harsher on IC.
- National Unity is now always capped between 1 and 100.
- Tweaked strategic warfare a bit to be less easy to win by just bombing another country and have a 2 to 1 supremacy.
- Strategic warfare impact is only valid at offenses to liberate own territory, not just any adjacent to it.
- A government in exile now loses most of its officers, manpower and constructions.
- Elections can now happen at any day within a month if scripted that way.
* Technology
- Theories are now cheaper to research.
- Revised all naval technologies for a better balance.
- Tweaked starting techs generation to always go for cheapest.
* Diplomacy
- Surrender logics changed to surrender to the one occupying most of the country instead of the faction leader.
- When the all members of a faction is a GiE, it will surrender again to be annexed or puppeted.
- Increased intervals between alignment movement.
- Increased impact of threat & ideology on aligment.
- Decreased repulsion impact on alignment a bit.
- Target countries neutrality is now impacting how easy it is to influence them.
- Only one country in each faction can influence a target country.
- Joining or Inviting to a faction is now free from DI costs.
- Neutrality is now capped at 100%.
- Reduced impact of relations on trade, and increased chances when fighting wars together, or having friendly agreements.
- Puppets can now initiate trade with their masters
- Countries in the same faction or allied will never be considered "highest threat" for a country.
* Intel
- Higher differences in intel now gives more info on the map.
- You can no longer get province details on buildings without decent intel.
- Infrastrucutre map details are now limited by intel.
- Radio is now negative on encryption instead of decryption.
* Misc
- The start of the spanish civil war will no longer cause you to lose more than the set amount of troops.
- There is no longer 15 dissent at start of spanish civil war.
- Splitting troops now cap the amount of landtroops that can go over to the set amount of percent.
- The split_troops effect now splits the manpower as well.
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- Interface Improvements
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- A diplomatic message is now only shown for a week.
- Officer needs is now shown in the build interface.
- Added tooltip to continuous checkbox for airmissions and disabled time widgets when checked
- Building effects are now relative.
- Counter values now update at every start of a day.
- Best possible law instead of next possible law is now shown in the alert.
- Changed layout in ledgerpiecharts to fit better
- Added the tooltip for soft and hard attack in the airbuilder screen.
- Improved the election interface.
- Added a message whenever a country gets annexed.
- Unit recruittime is now properly colored.
- Clarified the tooltip for neutrality when declaring war.
- Clarified names of intelligence levels.
- It is no longer possible to ask for debt allowing when a debt is already allowed.
- Invite to faction button no longer visible when target allready in faction
- Now possible to stop aligning to faction leader
- Fixed the interface for allowing and revoking debt
- It is no longer possible to open brigade details window for a unit that already have that screen up.
- If game paused by opening menu, closing it should now unpause it
- Changing options in frontend now tell you what happened only once
- Bad username or password for bonus content now tells you so
- Only one way to change messagesettings from the settings menu now
- Reworked alot of messages to eliminate all tpyos of bad spleling swedes.
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- Bugfixes
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* Restart/Reload Issues
- Airintercept orders are no longer broken at a reload.
- Fixed a problem which caused some combats to become invalid after a reload.
- Fixed a few issues with save games not being setup properly when loaded.
- Fixed a calculation error for offier ratios at start of scenarios.
- Fixed another reason for out of synch.
* Interface
- Fixed the aircombat goto button.
- Fixed a display issue for technology abilities.
- It is no longer possible to get duplicate convoys through the interface.
- Peace messages are now shown properly again.
- Fixed a glitch with attrition tooltip.
- Fixed a mismatch in toggling auto-resource and auto-supply buttons.
- Research alert now deactivates properly when under ai control.
- Fixed an issue with flickering reserve icons.
- Shift-clicks can not be used to get out attack delays.
- Reinforcement needs can no longer wrap around to negative numbers.
* Units
- Range check on move for naval units added.
- Airunits can now actually raid convoys.
- Fixed a bug with naming of serial brigades.
- Can no longer rebase to neutral bases.
- It should no longer be possible to merge invalid units (cags from different carriers etc).
- Units will no longer leave being a bomb target until they actually LEAVE a province.
- Fixed an inversion of efficiency on repairs in naval/air bases.
- Fixed a few bugs where combats couldn't be selected properly
- Convoy raiders should now be sunk properly if they are damaged for <0strength in a convoy attack.
- Illegal convoys are now tagged as inactive even when autocreation/destruction is off.
- Fixed a problem where naval sorties and intercepts would find units it had no intel on.
- Inactive leaders should no longer be assigned to units through auto-assign.
- Range checks now from base, and not current location.
- Convoys and escorts are cheaper now
- Targetfleet is now saved and loaded in navalintercept orders.
- Supply needs are now calculated properly even when a country is out of supplies.
- Returning expeditionary force no longer requests confirmation of returning party and returns unit after one month
- Nationalist rebels are now separate depending on which country they are aiming to reform.
* Misc
- Alot of compability issues have been tracked down and dealt with, improving general stability for users.
- Influences now end if the target is removed.
- Fixed some issues with liberating countries.
- Puppets are represented more accurately (no embargoes between puppets and overlords etc)
- Calling allies to arms in a limited war should now cost influence as advertised
- Improved and fixed some of the events commands
- Listening stations and escorts are now properly enabled by their techs only and not randomly.
- Rocket Interceptors now get a proper counter.
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- Database Changes
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* Country/Province Setup
- The Dutch capital is now setup correctly in later scenarios.
- Changed the color of Nationlist Spain so that it can be distinguished from Republican Spain more easily
- Positioned some of the naval/air/radar bases more correctly
- Increased the number and level of forts in the later scenarios giving a much better historical setup.
- Added more suitable traits for some of the ministers
* Orders of battle
- Made some adjustments to the senario setups for USA, Japan, France, GC, Germany, Italy and the UK for a more historical and
balanced setup.
- Reworked the historical setup for cags so that they are represented more accurately
* Wars and Diplomacy
- British puppets (Oman, Bhutan and Yemen) are now properly joining the allies in 1939
- Rearranged the victory points in the Soviet Union to give Germany a bigger advantage
- Made some adjustments to the Sino-Japanese War
- Mongolia joins the war in 1941
* Technology
- Made some changes to the tech setup to provide better balance and historical accuracy
- Replaced some of the tech pictures with better alternatives.
* Events
- Reworked some of the decisions and surrender events so that they are better balanced.
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