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:
Other stuff worth noting:
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