Hey everyone, addressing some user feedback with a new patch!
Patch Notes:
Balance:
Depth Charges now deal -1 or +1 damage, 5% of the time each, respectively.
CVL cost reduced from 28 to 27
Austerity Measures reworked again - now provides bonus income from city pop but reduces all victory points by a percentage.
Refineries now have diminishing returns for each other Refinery on the same city. (E.g. The first will produce 5, the second 4, the third 3, etc.)
NOTE: There is a Perk that buffs Refineries in the Full Game.
Some minor nerfs to Normal difficulty reverted.
The number of exit-hexes has been limited to 25. This still allows a fleet (without superships) to get to $1k or so maxed out, but will hopefully reduce some over-the-top snowballing and give more reason to leave fleet behind, or leave a map early.
NOTE: This will probably eventually be variable, to help snowballing be more gradual over a campaign.
Major:
Addressed a critical bug that gave the player unbounded XP and (due to this) hung or crashed the game.
NOTE: the root cause is not fixed yet, but this rare issue should no longer make the game unplayable.
Fixed a hang where a Repairyard with units in range, but no unit on the port, would get stuck.
Minor:
Bombers will no longer make promises they can't keep.
Added some safety checks to avoid corrupting metadata in case of negative XP values.
Possible fix for unit-stacking due to boxed moves
Fixed an issue with Meta Rewards/Tech Lab mission
Increased Ship/Plane Brightness
Fixed display bug with extra AA turrets on cities
