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Patch AN/GSQ-235(V)1035

AI IMPROVEMENTS

  • Removed unnecessary states from the MIRVIN controller to streamline AI behavior.

  • Added a turn failsafe to prevent the AI from stalling and ensured turns end correctly after Army Command moves.

  • Increased the AI’s eagerness to pursue Alignment for itself when beneficial.

  • Improved AI goal-setting for individual units and campaign goals for each theater.

  • Introduced evaluator weights, a unified scoring system, and long-term planning memory for more consistent strategic evaluation.

  • Refined AI evaluation of kill chances on land, sea, and air.

  • Improved AI assessment of nuclear strikes and updated Apocalypse handling for more accurate outcome calculations.

  • Improved AI handling of warzones and strategic chokepoints (straits) to better reflect escalating conflicts.

  • Updated AI evaluation of air cover, including fighters and carrier fleets, for smarter deployment of air assets.

  • Fixed issues where the AI could miscount remaining Interests from Alignment or underestimate incoming nuclear strikes.

  • Adjusted AI priorities when gathering military Interests and considering People costs, especially for off-focus operations.

  • Ensured the AI only sends combat-ready units to Command Reserve and only fires policies that can actually be enacted.

  • Improved plan selection so the AI is more likely to choose the best available option and avoid off-focus mismanagement.

  • Improved AI planning and competitiveness around the Space Race, including better assessment and internal plan simulation.

  • Clarified the logic between withdrawing a defeated unit to an adjacent region and retiring a unit to Command Reserve.

  • Fixed several smaller AI issues, including priority list bugs and text/logic typos.

DEBUGGING & TOOLS

  • Improved AI plan debugging with additional functionality.

  • Added a button to display AI plans directly in Debug mode.

  • Updated the debugger structure, visuals, and text to make AI information easier to read.

  • Updated the debug menu layout for greater clarity.

  • Restructured AI planning into separate data to support easier iteration and simulation.

  • Added an internal AI plan simulator (no networking/UI) to support future AI improvements.

SAVE GAME MENU

  • When loading a save game, you can now see the difficulty level for that save file.

  • Fixed an issue where the “Remove Save Game” button could display incorrect text.

DIFFICULTY & SCENARIO SELECTION

  • Added a Back button on the difficulty selection screen that returns you to scenario selection.

  • Moved the difficulty selection menu into the Play main menu and updated the underlying logic.

  • Fixed issues with difficulty level tooltips and implementation to better reflect the selected difficulty.

  • For most unscripted scenarios (5–7), players are now taken to a dedicated Faction & Difficulty screen before the game starts.

  • On the Faction & Difficulty screen, players choose which superpower to command: USA or USSR. In scenarios written from a single side’s perspective, the faction is preselected and the opposing side is unavailable.

  • Clarified that difficulty only affects the strength and quality of the AI’s decisions. The AI does not receive extra resources, different rules, or hidden bonuses at higher difficulties.

  • CIVILIAN: Training setting for new commanders. The AI frequently overlooks strong moves and leaves exploitable openings.

  • REGULAR: Standard Cold War simulation and recommended for most players. The AI usually finds good moves but still makes occasional mistakes.

  • APOCALYPTIC: For expert players. The AI plays close to optimal strategy and will quickly punish careless or inefficient decisions.

TUTORIALS

  • Disabled the Victory Conditions screen in tutorials where it was not needed.

  • Updated “The Big Picture” tutorial scenario for improved clarity and flow.

  • Updated the China Card tutorial victory condition to require control of all regions in Mainland China.

  • Fixed an issue where the Air Combat and Leader Combat tutorials could end too quickly.

  • Fixed an issue where rapidly clicking during the enemy turn in tutorials could cause the AI to freeze.

  • Fixed an issue where repeatedly clicking the Done button could allow players to skip and softlock tutorials.

  • Added a Recon Intel mission for Mirvin to use in tutorials when needed.

MODDING

  • Made Victory Conditions moddable and allowed them to be enabled or disabled via decisions.

ANIMATIONS

  • Fixed a bug where certain animations could run at the same time instead of sequentially, causing visual issues.

BUGS & TECHNICAL

  • Fixed an issue where an incorrect error could appear when a unit enters combat.

  • Fixed various minor text issues and typos across the game.

GAME MANUAL

  • Updated the game manual to a new and updated version