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podcat

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Here is a bit of a changelog that the betas helped me assemble. It does not contain everything because it would be about 10 pages long for all the small changes done if I just pasted in the logs we make for betas. This should be the major stuff anyway.

Big features:
  • battle scenarios introduced: Desert Fox, Southern Conquests, Fall Blau, Battle of the Bulge, Operation Unthinkable
  • introduced underground resistance cells
  • rebalanced resources all around the world
  • reworked the world map
  • added strategic resources
  • added the concept of wargoals
  • added major nation specific decisions
  • added The Undeclared War in the Atlantic between the US and Germany
  • the game now uses multi-threading
  • added a theatre view to the top bar
  • added coups d'état
  • improved the air mapmode
  • supply logic reworked
  • defensiveness and toughness reworked
  • air to naval detection reworked
  • various AI improvements including research, production and spying

Other stuff worth noting:
  • supply & fuel indicators on selected unit now shows the amount of days left of stockpile at location/base
  • severly improved the tooltip for national unity
  • fleets without possible bases in their own country will now automatically base from the closest base in their faction
  • fleets without possibility of having a real navalbase to base from will immediately sink now
  • introduced diminishing returns on tech practicals and theories
  • foreign governments can now be seen in the intelligence view
  • you can now see efficiency and capacity on air and navalbases on the map
  • there is now a delayed tooltip on the base information on units which tells you the efficiency of repairs at that base
  • new neutrality rules: neutrality is a fixed value only modified by events etc. and is now affected only by threat
  • canals can now be scripted in adjacencies and are blocked by province control, no units needed
  • added a "remove all leaders" button with a confirm dialog to leader assignment screen
  • it is now possible to drag and drop units from the deployment window into the OOB
  • there is now a 1 day delay before a paradrop will be performed
  • revised the occupation policies
  • zoom to mouse cursor implemented
  • reserve order for air and naval units corrected
  • added attack delay and out of supply indicators to unit counters
  • changed the training laws and experience gain for land units
  • convoys will now be far less likely to run along enemy coastlines
  • aggressive/defensive/passive missions now stop at 25/50/75% strength or 10/30/50% org
  • the flag in the top left corner now lists all timed and triggered country modifiers a country has in a tooltip
  • a convoy raider is now more easily spotted just after a convoy has been raided
  • naval and air units now actually lose org after a combat when doing a mission
  • rebasing an air unit now halves its organization when it reaches the base
  • reserves now cost about 5 times as much to reinforce and repair compared to standing troops
  • you can no longer strategically redeploy if path crosses a combat
  • submarines got their historical reach
  • shore bombardement is more efficient
  • convoy raiding yields less experience
  • experience for units now shown in ledger
 

podcat

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Poor security guys with -0.01 to neutrality, they will all lose their jobs now...

they got a new job. I cant remember exactly what now. some of them got a bonus to country threat I think it was but we shuffled around a bit so it made more sense
 

Johan

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Does this apply to reserve troops that have been mobilized and subsequently damaged in battle? I really dont see why that should be the case.

it affects them always.