Updated to align with Demo
* see discord for patch notes
Developer posts and news about this game.

* see discord for patch notes

Fixed an issue where checks for buildings did an inappropriate check

Balance: * Submarines +1 Speed - This should assist in harassing cities, scouting, and general usefulness. We'll be keeping an eye on this in case it becomes a problem. * DeathDenied reduces MaxHp each time it is triggered (decreasing future chances of denying death.) Cities/Buil

Fixed a critical issue where ports in skirmish mode would mess up enemy movement severely.

* Fixed a bug where a spawned Opposing unit could be invisible for a turn. * Fixed an issue where Patrols could make it so the player couldn't move carriers in a later game. Balance: * Cruisers buffed significantly vs Carriers: * gain +1 speed (to 5 movement.) * Bomber damage vs

* Fixed an issue where opponent Transports would abandon a capture after a turn. * Fixed multiple issues regarding Repair or Buildup fleet logic * Fixed a bug where AI would think it needed to save money when its fleet size approached * Changed Keyboard system to use unity's newe

* Game now autosaves on player turn. Users can 'continue' a game from the menu. -> Note: in the event of a hang, this means you can simply exit and jump back in to fix it. * Added 'go to next ship' button, to assist with locating ships that have not been activated for the give

* Further fleet behavior modifications. Flagships still finding a balance between cagey and interactive. * Ambient Sfx have their own slider/option now * Added Quick Battle/Skirmish Help Screen and accompanying button Balance: * Chance to Deny Death lowered another 33% (real term

* Hotfix for a possible issue when CPU evaluates fleet strength * Hotfix to remove a debug visual for transport movements. * Improved Transport movements for capturing cities.

* Music is now in/functioning. Music slider in options. * Added a Controls Help menu and button to access it * Significantly curbed CPU boldness with Flagship for skirmish maps * Cities now initialize to slightly different sizes and have names * Several CPU opponent logic improve

CPU and cities: * CPU should stop bombing those poor neutral civilians. * CPU building priorities should now be econ->shipyard->housing->other (universally, for now.) * CPU should now only bombard cities as a low priority. * More CPU improvements regarding capture-city l

* CPU Interceptors should no longer 'miss' their target entirely. * Several improvements to City Ui * Fixed a bug where CPU opponents could purchase buildings that they shouldn't * Mouse edge scrolling added and added Scroll Speed game option (persistent) * Cities display a growt

* Added weather effects (rain/snow/morning rays). Possible bugs with Morning Rays * Default Flagship HP buffed back to 22 and Flagship now receives bonus flak from neighbors. * Several tweaks to encourage safer use of CPU flagship * Skirmishes now limited to $150, but give +$50 u

* fixed possible null references and empty target lists that might have been causing hangs with CPU trying to activate interceptors.

* Can save/load/delete paint schemes * Skirmish map now starts with better defaults * EndPhase button highlights when all player units have been moved. * Skip actions button highlights when all player units can only perform defensive actions * Flightdecks should now function

* CPU will no longer chirp for the player capturing a city * added some protections around interceptors to try and prevent a possible hang. * fixed a small invasion bug (getting exact invasion didn't capture.) * possibly better fleet cohesion for the CPU * CPU Flagship shouldn't

* Chance for a Flagship to Deny Death is now obvious in the attack action description * Deny Death nerfed somewhat * CPU more likely to target Flagship (directly related to Deny Death nerf.) * CPU should play more cagey with their Flagship * Added a range indicator to assist with

* CPU should pick better targets, especially for planes * Modified CPU fleet building behavior. Should focus less on subs/carriers * CPU will sometimes launch Interceptors * Minimum map size for Quick Battle slightly increased to make Turn 1 more interesting

* Many Chirps added, as well as many more chirp conditions * Chirps have (babble) sound now * Fixed random CPU paint schemes. This time for real tho. * Skip Actions button hides during CPU actions * Player name can be customized, persists between games * Battle load is cleaner *

* Plane crashes now have a chance to deal damage to ships * fixed possible hang with illegal subhunt action (e.g. occupied hex) * Fixed possible hang when pathfinding produces an error * encouraged CPU to no longer put 0-invasion units on neutral ports. * Possible bug fix for pla