The Spaatz update brings among other features: 2 new weapons, better balanced wars through limited faction resources (!), a new skirmish map, a new in-game messaging system and many more changes. Are you ready for a total new campaign experience? Do you want to get your hands on a P08 Pistol as bad as the next Jerry? Then grab your chance now!
Check out the full changelog below and see how Spaatz will surprise you!
Action game
- New Skirmish Map: Village Skirmish
- Removed F5 scoreboard
- Paratrooper pilots are now in pilot uniforms
- Instant XP / Hit messages
- Displayed position in deploy queue will now update correctly
- New loading screen with mission briefing
- New battle report (gameover screen)
- Added 2 new weapons:
- P08 Parabellum
- Revolver M1917
- Option to invert mouse when in a turret
- Faster tank turret tracking
- Light Tracers Revised
- Pistols, SMGs, LMGs, Rifles Light tracers
- "SmallYellow" for lower caliber & "MediumOrange" for higher caliber
- Vehicles, Artillery and Fighterplanes Armament Light tracers
- 20mm = "MediumWhite", 37mm = "LargeYellow, 50mm = "LargeOrange, 76mm = "XLRed", 88mm = "XLGreen"
- The tracers have been tweaked so the colors are more "natural" with a glowing core surrounded by a less bright colored glow. Also Yellows have been tweaked so theyre not too synthetic looking.
- Fighterplanes have dual tracers... white for cannon and yellow for mg.... also on these tracers there are subtle condensation trails as well.
- Pistols, SMGs, LMGs, Rifles Light tracers
- Added in-game messaging system. Player who are mutual friends can message each other in a persistant way (also when the other players are offline).
- Defenders now correctly spawn at the secondary spawn when the primary objective is uncontested neutral.
Strategy game & Frontend
- Paratrooper Assault Team Changes:
- Dropping paratroopers/pathfinders, returns the transport planes to the origin of the transportation
- Grounded paratroopers/pathfinders can re-use old transport planes, only when they have reached an airfield and converted to flying type again
- First (free) deploy of the war has been removed
- At the end of a war, players with assault teams that still have resources left over, are refunded the value of those resources (in warfunds only)
- Undeployed ATs must get full resources before they can be deployed
- Limited Faction Resources:
- Identical number of resources are produced for each faction, which feeds the resource pool of the faction's HQ
- Assault teams need to queue themselves for resources.
- The resource queue is fed from the resource pool of the faction's HQ, and resolves on a first-come-first-served basis.
- If a player does not have enough warfunds when his AT gets to the front of the resupply queue, then the AT will be kicked out from the resupply queue
- UI updates for the Generals screen, wartime and better overview of victory progression for factions
- Battle report (Soldiers information and stat gains):
- Scoreboard
- Assault Team Losses
- Battle Time Lasted
- Town Name
- Outcome of Battle
- An overview of the end status and participating Assault Teams is now shown after each mission.
- Battle briefing, load screen moved to browser and info about the mission is displayed before entering the action game
- "Capitals" renamed to "Major cities"
- Better description of being queued for specific mission
- Uniforms stored in equipment depot when promoting a general to character
- Squads can queue for missions specifically now
- Various career overview bugfixes.
- Fixed some bugs in the tutorial for first-time users.
- Assault Teams move more smoothly on the supply lines
- Autoresolver fixed for new Assault Team types introduced in Rommel
Other
- WarServer compensates all players for their Veteran Membership time lost due to server downtime
- WarServer compensates all players for their ribbon booster time lost due to server downtime
- Raised Veteran Membership xp-rank bonus from +25% to +100%
