Patch 0.9113 uploaded July 25, 2021:
Please use separate threads in the forum if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/
Note: although we have changed weapon production mechanics it may still not work as intended as economic production hardly matches consumption. We will focus on this in version 0.92!
Campaigns:
- added disabled tooltip info for armies
- rebalanced desertion rates in low-support and low-morale environments
- added tooltip infos (nato symbols) about current engagement: probability of victory and estimated length
- added “flame” symbol for damaged/blocked IIP’s/companies behind the symbol
- added info for infrastructure damages and losses for each IIP/company in tooltip
- added railroad track list with economic info and construction duration, railroads can now only be constructed using the icons in this list
- added alert symbols for units with low supply
- fixed: commander in chiefs are replaced by low rank officers
- AI now takes into account enemy units in recruitment when setting own recruitment goals
- higher levels of supply depots deliver supplies now faster
- added info about connected depots and its supply capacity in unit panel
- fixed rare situations where armies may end on non passable terrain after retreats
- rearranged top panel UI
- now using a 3-month average to determine the change in commander attributes, experience influence is now taken into account, further UI info to follow later
- battle monument info now only shown if no other tooltip is visible (eg. from units)
- fixed: missing “The battle of “ in naming of naval battles
- fixed: when combining artillery units the guns are not adjusted
- added tooltip info about fleet firepower and used gunnery
- ships without ammo (and returning to harbor) now counting as disabled
- multiple groups now tend to coordinate defensive operations better to fight together
- reworked retreat functions
- connection to supply depots is now shown faster after game has started
- supply lines are now colored red/yellow/green, depending on the supply efficiency
- changed info about low morale units in battle start panel
- AI defensive operations are now cancelled if strength gets too low and moving around strong enemies
- AI now prefers to rally nearby friendly units next to an enemy instead of launching new defensive operations from far away which led to accumulation of AI units in a certain area
- contract expiries in army management panel show now days if below 1 month remaining
- fixed: dropping a ship from harbor pool into the harbor pool does add it to the selected fleet
- fixed: opening military tab while fleet is selected mixes up army and fleet view
- replaced economic cycle graph in finances panel by overall goods production
- added tooltips for change in commander attributes
- added tooltips for army strength in campaign panel
- assumed fixed: sometimes units are not retreating if enemies are too close
- fixed: issue with monthly economy report may have led to strange UI glitches
- fixed: officers returning from WIA or POW not visible in officers panel
- fixed: commander attribute influences from commander in chief used multiple times for each hierarchy level
Battles:
- reworked minor/major victory/defeat mechanism, now depending on casualties relation and military experience, affecting readiness and carried supplies when returning to campaign map; step 2 will follow adjusting retreat mechanism
- fixed: AI deployment behind breastworks not accurate enough to receive cover bonus at the start of the game or EOD
- units now use doublequick to move into final position before engaging enemy if initiative is on
- adjustments to AI micro behavior: brigades are now not spreading out that wide but try to keep together
- adjusted brightness on Manassas map
- assumed fixed: redeployment of own/enemy units in opposite deployment zone if they were cut off before, needs further testing
- reduced number of rifle fire if units are inside buildings
- fixed: AI group setup sometimes leads to non-moving groups, eg. Jackson at Chancellorsville
- Unit tooltip for single brigades is now regularly updated when moving over unit
- continuing old group path now cancelled if player has at least moved one subordinate while group was stopped to engage
- fixed: points counter visible if top panel is minimized/maximized although continuous vp counting deactivated
- AI now defenses less often if number of held objectives is comparable
- low morale units do not break immediately at start but have a minimum & capped morale
- reworked retreat mechanism
- fixed: when giving movement orders to top hierarchies the group sometimes is not repositioned if contact to enemy is established but simply stopped
- added battle field book
Others:
- fixed: scrolling log messages & exceptions when removing messages
- moved internal debug log messages to file “scenelog.dat”
- improved field book guides
- field books now auto-shown only once at start per layer