This is, without a doubt, the largest update since we've gone live on Steam Early Access. No less than nine new playable nations including the long-awaited British Empire and the US, plus Australia, Union of South Africa, New Zealand, Dominion of Newfoundland, Portuguese Republic, Netherlands, and the Kingdom of Spain. This update also adds gas attacks, naval and coaling stations, unrestricted sub warfare, social welfare programs and propaganda, shore bombardment and many AI improvements. There are also many, many bug fixes (THANK YOU for your excellent feedback) lots of interface additions and improvements, and a massive amount of new content.
Please remember that this update WILL BREAK YOUR SAVES! so finish up any current games before updating. Enjoy!
Making History TGW 6/13/14 Release Notes
Game: v1.0.53506.67
Launcher: v1.0.53512.44
New Features
- New playable nations include United Kingdom, United States, Australia, Union of South Africa, New Zealand, Dominion of Newfoundland, Portuguese Republic, Netherlands, and the Kingdom of Spain
- Added Trench Raid and Gas Attack
- "Diplomatic Influence" now is relationship with one value for both parties
- Naval Stations and Coaling stations added
- Unrestricted Submarine Warfare now active
- Reimplemented trade interdiction
- Implementation of Social Welfare Programs, Propaganda, Support State Religion
- Shore bombardment added
Bug Fixes
- Region tax data
- Fixed Trade Deal prices not updating
- Fixed multi-select movement
- Fixed cavalry movement time issues
- Fixed crash in Air Groups Panel
- Fixed engagements not reporting casualty percentages correctly
- Gold now deducted for moving capital
- Fixed issue with Finance Category names
- Fixed plane animations when shooting
- Fixed display for Influence map view
- Fixed a number of issues with carriers and carrier planes
- Fixed crash in readiness template not existing
- Gas attack only appears when player has shells
- Streamlined warring nations readiness display to minimize notifications
- Most nations now default to Low readiness at start
- Fixed bug around bombing orders
- Added Arms Usage for Military Groups
- Fixed Financial Aid amount not showing properly for Player’s Puppet States
- Newly created independent and puppet nations start with historic relations
- Fixed empire trade agreement edit not working
- Air Patrol now working
- Fixed Territorial Transfer Response Display
- Fixed New Nations having influence with colonies
- Fixed move by road/rail not filtering options if you don't have capacity
- fixed error in map behaviors. Error was causing all orders after 'Unload from Transport' to not show up
- Fixed possible crash when using rail transport
- Fixed bug that was causing the mystery object in Gulf of Guinea
- Fixed "Black Areas" in the claimed regions map view.
-Fixed Colonies and Protectorates not using the government of their master in determining which icon to display
- Fixed trying to load wrong demonstrator
- Fixed bug in CreateAndSetMoveOrder (wasn't passing along desired transportation level)
- Empire Trade Chart now displays proper data
- Fixed buy influence crash
UI
- Updated some Mapview colors
- Added notifications for Cavalry Charge, Trench Raid, and Gas Attack
- Added New Message Window for War-related Notifications
- Removed Overall Supply Fill Percentage from the Military Command Panel
- End-turn overlay can now accommodate for longer country names
- Updated Military Report Panel
- Updated End Turn transition appearance
- Update art on Land and Sea Engagement Panel
- Added ability for players to remove Trade Embargoes they have placed
- Removed duplicate trade agreement notifications
- Added more ship and sub animations
- Unit art improvements
- Empty transports now automatically removed
- Added Reject/Accept buttons for Treaty Proposals
- Clicking the Nation Icon on the top of Report Panels selects the nation's capital city
- Added Flags in the Military and Trade Access Display
- Added UI support for Editing Trade Orders
- Added rail, road, turns data for movement tooltip
- Added Long Range Siege Gun setup
- Changed how Icons are displayed in the Region Select Panel
AI
- Added triggers for improving and reducing Diplomatic Relations
- Added triggers for making and breaking alliances
- Added triggers for events
- Consolidated decision point logic for various Bombing orders
- Updated nation morale calculation
- Updated loyalty check to prefer adjacent regions
- Updated predicted resource change function to take into account conquest penalty
- Detectors now have a chance to spot and fire on subs before they take a shot
- Splitting an army that is being transported by troopships automatically reassigns the necessary transport ships to make the move legitimate
- Colonies and protectorates don't use world market
- AI sets desired readiness in multiples of 25
- AI sets military readiness to max in wartime
Content
- Wars now track casualties
- Engagements track last turns casualties by unit type and nation
- Gave Transports a small combat ability
- Fixed missing Ottoman military Manpower
- Lowered military readiness cost
- Slightly raised industry value
- Influence Tool Tip now uses Empire name of Mouse Overed Region
- Removed Outside Influence on National Stability
- changed Medical Center to be an upgrade to Hospital
- Set up national unit limits based on readiness
- Modified Hit Points on Defensive Infrastructure
- Revised Diplomatic Influence starting values
- Seaplane fighters and bombers now come with ship
- Updated casualty health reports
- Newly created independent and puppet nations start with historic relations
- Proper range of fire for artillery group and units now displays
- Updated war weariness to take into account casualties sustained
- Added morale to combat
- Updated nation morale calculation
- Separated Grant And Request Military Access into two panels
- Port Access Agreements now appear in the Diplomatic Relations Panel
- Added Wind Display to the Region Select Panel
- Removed Diplomatic Influence Display on the Government Info Panel if there are no Diplomatic Relations
- implementation of "Out of supply" effects on ships
- -- 1/2 combat power
- -- movement reduced to 1 region per turn
- -- no trade interdiction
- Road and rail capacity now cost coal and fuel
- Wind and display added for gas attacks
- Change Hit % Chance to # of Hits for ranged attack bombardment
- Changed production "Turns" to "Production units"
- Added Conquest penalty to regions
- Conquest penalty affects production
- Defensive infrastructure now has hitpoints
- Combat reports now include ships that sunk last turn
- Nation casualties are now tracked by nationTemplate
- Updated Combat report UI to use new data
- Military And Trade Access Proposals now display the nations involved
- Added mining attack as a special attack
- Removed Transport Capacity number on Ship Groups
- Added Dockyard to Romanian Port so they can Trade
- Added Intra-Empire Trade
- Added "End Embargo" option when the player has an embargo on a nation
- Removed some Diplomatic Action Buttons available when the player is at war with a nation
- Puppets now show the military access of their masters if applicable
- Some Rearrangements in the Mapview Key Panel
- Imported new worker and Race models
Launcher
- New Nations added to lobby