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Version Changes

The document provides patch notes for version 1.00 of a game engine. It lists over 50 fixes made, including fixing issues that caused crashes, scripting errors, incorrect unit behavior and combat calculations. It also details several gameplay balance changes such as increasing the number of playable major countries from 8 to 10 and adjusting research and income bonuses.

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0% found this document useful (0 votes)
49 views3 pages

Version Changes

The document provides patch notes for version 1.00 of a game engine. It lists over 50 fixes made, including fixing issues that caused crashes, scripting errors, incorrect unit behavior and combat calculations. It also details several gameplay balance changes such as increasing the number of playable major countries from 8 to 10 and adjusting research and income bonuses.

Uploaded by

Nishad
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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v1.

00

GAME ENGINE CHANGES/FIXES


- fixed a LOOP event issue that caused the scripted loop positions to change
locations.
- fixed a PBEM++ Lobby error where if there were no entries in the Join list and
you pressed the Enter key, it would cause a CTD.
- fixed a TERRITORY event error that could lead to the creation of more than one
Capital for a new country.
- fixed a mouse hover resource MPP display error that did not show MPP values for
Fortresses if they were assigned a value.
- fixed a Reports screen error that did not count Major Cities and Major Capitals
when mouse hovering over the bar chart for Cities.
- fixed an error that did not take into account an enemy crossing action point
penalty value for Major Rivers.
- fixed an error that did not take into account general action point penalties for
River terrains.
- fixed a Diplomacy screen error where friendly majors not yet at 100% were not
showing in the list.
- fixed a Diplomacy screen error that did not list fully mobilized Minor countries
that are not yet at war with the currently selected Major.
- fixed a National Morale error that saw large decreases of National Morale during
Strategic Bombing attacks.
- fixed an HQ attachment error that allowed you to attach/detach units that had
attacked but not yet moved.
- fixed a hidden unit error that had Subs attacking other Subs when an AI Sub was
surprised by an enemy Sub.
- fixed an issue where some DECISION TYPE=3 events were not firing on AI turns.
- fixed an issue where Amphibious Transports could remain at sea and attack
adjacent land units over subsequent turns, now they can only attack once without
the ability to attack again on a new turn.
- fixed an issue where Special Forces could not load into an Amphibious Transport
in an available coastal hex if it was located next to an adjacent Port that was
full of naval units.
- fixed an error that allowed Paratroops units to air drop into bad weather hexes.
- fixed an error that allowed UNIT event Garrison units to arrive with strengths >
5.
- fixed a position check error that led to some unwanted POPUP events triggering
when they shouldn't have.
- fixed a bug where an enemy naval unit trapped in a friendly port, after hex
ownership change, could not be attacked.
- fixed a bug where Coastal Guns could not fully spot adjacent enemy naval units
under FoW.
- fixed an error relating to declaring war on all available nations and then
attempting to launch the Diplomacy screen which led to a CTD.
- fixed a 3D model unit sprite error for some AI units coming off of the production
queue.
- fixed an issue where a Sub would dive and disappear from view under FoW despite
ending its dive next to another eligible attacking unit.
- fixed an issue where naval units that took refuge along neutral major country
coastlines could not be attacked.
- fixed an AI reorganizational issue that led to it placing air units adjacent
enemy borders when it was at 100% but not mobilized.
- fixed a Carrier move and strike range error that did not allow Carriers to recon
once they moved their maximum AP and had no visible targets in range.
- fixed an escort error that allowed fighters from bad weather tiles to escort.
- fixed a unit desertions/surrender error for units with supply < 5 that had them
incorrectly re-appear on the purchase list at a discounted price.
- fixed a combat error that did not list destroyed units that were in good supply
for possible repurchase at a discounted price.
- fixed several AI Carrier combat issues as Light Carriers were never attacking and
Carriers were avoiding enemy naval units in port.
- fixed reinforce tool error that did not allow you to elite reinforce the aircraft
portion of a Carrier.
- fixed a hide/show unit error that kept units hidden when you elected to end a
turn.
- fixed a bomber flying over neutral territory error.
- majors that reach 100% will now still appear in the Diplomacy screen list
enabling declarations of war against them, but diplomacy will still be inapplicable
as they've reached 100%.
- abandoned Ports adjacent an enemy City/Town will now switch to enemy control.
- added a #NAVAL_CRUISE= flag for AI TRANSPORT and FLEET events.
- clicking on a location in the Convoy Map will now have the game jump to this
location.
- implemented support for UNICODE (UTF-8 BOM).
- re-typed internal data types to use less memory bits wherever applicable.
- increased the number of MAJORS from 8 to 10.
- supply rule changes:
- subs can no longer dive at 0 supply.
- all raiders can no longer raid at 0 supply.
- defending units at 0 supply will receive 50% more damage from a successful
attack against them.
- fighters and carriers cannot intercept/escort when at 0 supply.
- maximum reinforcement points is now 5 strength points per turn for all naval
units except Motor Torpedo Boats.
- naval units positioned top of a small island sea enemy hex will no longer be
fully revealed under FoW.
- minor nation Capitals, Fortresses with 3 or more adjacent enemy units will now
have their supply reduced by one strength point per turn.
- neutral majors can no longer load units onto Amphibious Transports.
- research and intelligence breakthroughs have been amended to simply increase the
development advance percentage by a random 10-20% rather than a full development
breakthrough as was implemented in previous games.
- defending subs at zero supply, or defending land units defending from ground
attack at zero supply, will now have their morale fully recalculated after any
defending strength losses are applied.
- research progression report popup alerts now display the percentage advance in
the popup.
- research breakthrough advancements doubled from 5-10% to 10-20%.
- operational movement cost for air units is now double that of land units.
- zoomed map that shows the entire map will now recognize if the 'hide' unit option
is enabled and only show unit activation symbols if units are not selected to be
hidden.
- scrolling of map when mouse cursor is along map edges will no longer occur if a
player has left clicked the map to drag the map instead.
- computer income bonus (MPP %) has been changed to 5% increments from 10%.
- POPUP events now have a #MAP_POSITION field that if specified will center the map
on this position before the popup image appears.
- Special Forces units, after amphibiously unloading, now maintain supply for up to
5 turns with a drop of 2 supply points per turn.
- Free French units can now be attached to British HQs.
- Subs will now have a 25% chance of receiving at least a single strength point
loss when diving from attack.
- Ports no longer provide supply to land units if there is an enemy land unit
adjacent to the port.
- improved AI HQ landings which now better attempt to consider adjacent enemy units
before landing.
- improved AI Amphibious landings in general.
EDITOR CHANGES
- dramatically improved script compilation speeds
- new View button to help with editing and viewing POPUPs and DECISIONs to see how
they will appear in game
- more powerful display options for POPUP and DECISION events, see header notes at
the top of these files for more details.

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