Posted November 29, 2018
We have added MODs to this update, it is quite comprehensive giving you lots of options for creating scenarios and even new ship types! You want to create your own historical battles or bizarre craft? You can!
We have even added a couple of mini examples for you to try!
Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.
Gameplay:
• Added mod support.
• Partial war bonds are refunded when a ship construction is cancelled, depending on how complete the ship is.
• Flights stored in an airfield's hangar may be scrapped for a full refund in war bonds.
• AI fleets will not scramble all their fighter flights against single spotter planes.
• Fighters ordered to defend an aircraft will follow that aircraft.
• Improved AI for positioning ships attacking with their anti-submersible weapons.
• Ration usage is now determined per crew member rather than a fixed rate for each ship, totalling 3 weeks of rations.
• Improved pathfinding on the bridge to use straighter paths when available.
• Improved optimisation on the ocean and fog.
• Fleets may be renamed via the fleet screen.
Bug fixes:
• Aircraft do not “bunny hop” when changing altitude at high timescales.
• Crashing aircraft finish crashing after loading a save, so their ghosts don't linger on forever.
• Fighters defend the correct friendly unit when launched with a defend order.
• Attack orders against small fleets, such as torpedo boat forces, are no longer instantly cancelled.
• Fixed deep diving via radial menu in the combat screen.
• Fixed a bug where an independent ship would set its throttle to 0 after receiving its first turn command.
• Destroyed flights no longer display the “out of fuel” tooltip.
• Independent aircraft whose squadron leader is not currently dive-bombing can themselves dive-bomb.
• Fixed some cases of fleets loading in with all their ships on top of each other.
• Fixed some infinite loading screen situations.
• Fixed a bug where amphibious assault forces would spawn on the opposite side of the port.
UI:
• Added submerging and surfacing controls to the fleet order radial menu on the bridge.
• Updated the Chinese localisation, and fixed some strings that weren’t being localised.
• Added more feedback when the attack order is disabled.
• Radial order buttons update immediately upon opening.
We have even added a couple of mini examples for you to try!
Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.
Gameplay:
• Added mod support.
• Partial war bonds are refunded when a ship construction is cancelled, depending on how complete the ship is.
• Flights stored in an airfield's hangar may be scrapped for a full refund in war bonds.
• AI fleets will not scramble all their fighter flights against single spotter planes.
• Fighters ordered to defend an aircraft will follow that aircraft.
• Improved AI for positioning ships attacking with their anti-submersible weapons.
• Ration usage is now determined per crew member rather than a fixed rate for each ship, totalling 3 weeks of rations.
• Improved pathfinding on the bridge to use straighter paths when available.
• Improved optimisation on the ocean and fog.
• Fleets may be renamed via the fleet screen.
Bug fixes:
• Aircraft do not “bunny hop” when changing altitude at high timescales.
• Crashing aircraft finish crashing after loading a save, so their ghosts don't linger on forever.
• Fighters defend the correct friendly unit when launched with a defend order.
• Attack orders against small fleets, such as torpedo boat forces, are no longer instantly cancelled.
• Fixed deep diving via radial menu in the combat screen.
• Fixed a bug where an independent ship would set its throttle to 0 after receiving its first turn command.
• Destroyed flights no longer display the “out of fuel” tooltip.
• Independent aircraft whose squadron leader is not currently dive-bombing can themselves dive-bomb.
• Fixed some cases of fleets loading in with all their ships on top of each other.
• Fixed some infinite loading screen situations.
• Fixed a bug where amphibious assault forces would spawn on the opposite side of the port.
UI:
• Added submerging and surfacing controls to the fleet order radial menu on the bridge.
• Updated the Chinese localisation, and fixed some strings that weren’t being localised.
• Added more feedback when the attack order is disabled.
• Radial order buttons update immediately upon opening.