Nov 14, 2019
Axis & Allies 1942 Online - Julius Borisov
Today we're releasing Patch #5 for Axis & Allies 1942 Online and this one is major!

The patch notes below outline the substantial features and fixes included in today's update— and check out Cody Ouimet's (Producer, Axis & Allies 1942 Online) development letter for a more detailed discussion of this patch, plus future development plans.

PATCH #5 NOTES
NEW FEATURES AND IMPROVEMENTS
  • New Movement Arrows

- Visually redesigned movement arrows for Combat Move and Noncombat Move Phases
    New Player Controls

- Revamped control scheme that allows for separated selection and action buttons using their mouse or input device
- Revamped movement controls that allow for full stack movements through modifier keys
    New Rendering Engine

- New rendering engine that improves performance substantially across a wide variety of hardware
    In-Game Notifications

- Players will now receive notifications in game through a new notifications panel on the main menu and in-game.
    Ranked Ladders and Matchmaking

- Competitive ladders and matchmaking are now an option when playing online. Note: Matchmaking is only available for ranked play at this time
- Current online games have been rebranded as “Custom Games”
- Layout for game cards for Active Campaigns and Join Custom Games have been adjusted for better readability
    Player Profile

- New player profile contains statistics on your ranked and custom games
OTHER CHANGES
    Tutorial Updates

- Tutorials 1, 2, 3 and 4 have been reworked for the new control and movement arrow systems.
    New World Map

- The background art for the World map has been adjusted to give North America (Canada, United States and Mexico) more correct proportions.
    Commander Name and Email Change

- We have removed the ability for players to manually change their Commander Name and Emails for the time being while we resolve issues with the system
    Custom Movement

- Players can now customize the movement for Tanks and Naval units during the Combat Move Phase
    Tooltips and Notifications

- User Error tooltips have been reconfigured into expandable windows
    Transport User Experience

- Updated transport controls to quickly load and move stacks of transports
BUG FIXES
    Improvements to retreating and crashes related to retreating to valid retreat zones
    Variety of issues where Transports would no longer become selectable, would not allow for custom movement to pick up valid units for drop-off elsewhere or would not load units
    Moving Tanks through one territory and into another will no longer result in a crash
    Errors and crashes when spamming mouse clicks or hotkeys in large quantities when moving units
    Errors and crashes related to the landing of Fighters on certain Aircraft Carriers.
    War Diary will now show the correct information for the target player and round
    AI Fixes
- We’ve fixed a number of issues with the AI that would result in the AI crashing and not being able to start back up
- German AI will now do more with the Battleship and Transport in the Mediterranean in the early game
    Crashes when moving into and out of hostile sea zones
    Stranded Defending Fighters will now find valid landing spots before crashing and no longer float in the sea zone
    Server-side optimizations and performance increases
    Valid Mobilization regions will now highlight when animations are disabled
    Windowed Mode - Game will now remember window location correctly
Axis & Allies 1942 Online - Julius Borisov
Hello friends,

Since my last developer letter we’ve been hard at work on Axis & Allies 1942 Online, developing exciting new features that we’re pleased to share with you for the first time today:
  • New Control System
  • Redesigned Movement Arrows
  • Online Ranked Matchmaking
  • Online Ladders and Leaderboards
  • Player Profiles and Stats
  • In-Game Notifications
  • Redesigned Game Cards
  • Redesigned Custom Games Screen
  • Redesigned World Map, and
  • A new Rendering Engine
  • Updated Tutorials
I’m proud to announce that Patch #5: Turning Point contains all of the above features, in addition to bug fixes and stability improvements.

I want to extend a huge thank you to our community for your continued feedback and support. Our goal through Early Access is to engage with your feedback as we develop our favorite game. Read on for my breakdown of the latest features.

New Control System and Redesigned Map Arrows
We’ve overhauled the movement arrows, aiming for a more readable and approachable design.


New Arrow Design (Left) vs. Old Arrow Design (Right)

Updated Movement Controls:
* Left-Click: Select / Deselect
- Left-click to select a unit, region or destination marker
- Deselect the selected unit or region with another left-click.

* Right-Click: Action Button[/list]
- Right click region to move units during Combat & Non-Combat Movement Phase
- Right click region to mobilize / place units
- Right click region during combat phase to begin combat in that region

* Move Unit Stacks:
- Left Click: select unit stack
- Shift + Right Click on region: Move all units in a stack to the region

* Review Movement Plans:
- Left Click on the diamond icon / destination marker, or Shift + Left Click to open the info panel / dossier.

* Cancel Movements
- Shift + Left Click to open the info panel / dossier in the bottom left (or Left Click on the Diamond Icon). In the dossier, hover over unit you wish to cancel and hit the cancel button.

* Cancel All Movements to a Region
-Shift + Right Click on the diamond icon / destination marker in the region where you want to cancel.

* Load & Move Transports
- Left Click: Select Transport
- Right Click Unit: Load unit to transport. Continue to right click units to load transports in a stack.
- Right Click Region: Move transport and unload units. Continue to right click region to move multiple transports and unload units.

* Move a Specific Transport in a Stack
- Load the transports
- Left Click the diamond icon in the sea zone.
- Left Click the transport you want to move from the dossier (panel) that pops up in the bottom left.
- Right Click a region to move the transport / unload units

* Fast Load Transport Stacks:
- Left Click on transport stack
- Shift Right Click on unit stack to load as many transports as possible in the stack.

* Mobilize Units
- Right click region
- Left click diamond icon / destination marker to review mobilization plans in the dossier (panel in bottom left)
- Cancel mobilized units in the dossier (panel in the bottom left)

* Create Map Note:
- Keyboard shortcut (default key: “n”).
We plan to update map note controls in the future.

Previous Movement Features:
  • New arrow created for each unit type moved
  • Unit tokens move along arrows to the border of their destination
  • Multiple arrows and units overlap

New Movement Features:
  • The arrows are separated and color-coded by unit type
- Land Units: Yellow
- Air Units: Red
- Sea Units: Blue
- Special Unit Movement (Strategic Bombing Raids, Offshore Bombardment, and Amphibious Assault): Thin white line within movement arrow
  • Movements of the same type (i.e. land, sea, air) merge, rather than overlap.
  • Arrows move to target destination; unit tokens do not
  • Numbers at each end of movement arrow indicate how many units are committed to the movement vs. how many remain in the original territory.
    • Tanks and Naval Units
    - Players can customize unit paths for tanks and naval units.

    Combat movement arrows

    Matchmaking, Ladders and the New Game Cards
    We’re also pleased to introduce Matchmaking and Ranked Ladders into Axis & Allies 1942 Online. We know there is a competitive A&A community out there who we hope will have fun with our new ranked play.

    Matchmaking & Ranked Play

    Ranking & Matchmaking
    We’ve added a 1v1 competitive mode in a formal ELO system. The ranking system includes five different ranks (Wood, Bronze, Silver, Gold, Platinum). Players must participate in 5 placement matches in order to determine their initial rank. Once ranked, you can select your preferred team (or no preference) and you will be paired with someone of a similar rank.
    *Note: Current player win/loss records will have no impact on the ranking ladder.

    Ranked Matches Are Timed
    In order to keep ranked games moving quickly, we’re introducing stricter timing for these matches. Players will have 24 hours to complete their turn before they are automatically forfeited from the game.

    Separate Ladders Per Faction
    We’ve separated the ladders for games played as Axis and those played as the Allies. You will receive two separate ranks for matchmaking purposes.

    Ranked Games: Larry Harris Gencon v3.0
    The starting condition for ranked games will be the Larry Harris Gencon v3.0. Since launch, we have been keeping an eye on statistics for the win and loss ratios for both factions:
    • 1942 2nd Edition out of the Box (Online Games)
    Allies Win Rate: 35%
    Axis Win Rate: 65%
      Larry Harris Gencon v3.0 (Online Games)
    Allies Win Rate: 45%
    Axis Win Rate: 55%
    The overall win gap between the two factions is significantly narrower with the Larry Harris Gencon v3.0 compared to the out of the box setup. We feel this represents a fairer and more competitive setup for ranked play.

    Player Profiles
    You can view your current statistics for both ranked and custom games from your Player Profile. You'll also see details from your five most recently completed games. You can expand game cards to view more information about it.
    Note: Statistics from custom games completed prior to the release of this patch will not be included in your profile details.


    Updated Custom Games List
    The Custom Games will now appear in list form, as will your Active Campaigns. You’ll now be able to review your games at a glance in a cleaner aesthetic.

    Redesigned World Map
    We’ve adjusted the Axis & Allies 1942 Online map territories to better visually represent their real world counterparts. Our previous design was a direct adaptation of the 1942 2nd Edition board, which was never designed to wrap around or scroll infinitely.

    New North America layout

    In Game Notifications
    Players who opt-out of receiving emails can now choose to receive email notifications of in-game events only. Game notifications will be viewable from both the main menu and a new Notifications button in-game.


    Main Menu Notifications

    New Rendering Engine
    Lastly, we’ve updated our rendering engine, which significantly improves the speed and smoothness of the game. We’ll continue to improve the rendering engine in future development.

    THANK YOU!
    Thanks again to all our players. We’re eager to hear your thoughts on the update— we’ll be sending out a feedback survey after the patch goes live, so watch out for that announcement in the coming weeks.

    Sincerely,

    Cody Ouimet

    Producer, Axis & Allies 1942 Online
Axis & Allies 1942 Online - Julius Borisov
Another Hot Fix is coming to Axis & Allies 1942 Online today! It should help solve a few server issues & errors we’ve been seeing since last week.

The Axis & Allies 1942 Online servers will be offline from 1:00PM PDT / 8:00 UTC to 2:00PM PDT / 9:00 UTC today.
Axis & Allies 1942 Online - Julius Borisov


Today we're dropping the fourth patch for Axis & Allies 1942 Online. Thanks to our community for sharing their great feedback as we continue through early access development!

There will be a brief outage from 10 - 11 a.m. PT on October 2, 2019 to implement the patch.

Read on for patch #4 details!

NEW FEATURES AND IMPROVEMENTS
  • Automated Landing of Fighters in Noncombat Move Phase
- We've added a new button to the Phase Confirmation popup at the end of the Noncombat Move Phase which allows players the option to land any unlanded Fighters automatically. Choosing this option places any Fighters and/or Aircraft Carriers needed to land planes safely to move to the required zones / territories; any Fighters requiring a mobilized Aircraft Carrier will be moved to the necessary Sea Zone.
*Please note: these moves will not always be the most strategically optimal, but will help unblock any players who are confused about Fighter Landing requirements.
  • Windowed Mode and Automatic Screen Resolution Sizing
- We’ve implemented the ability to set the window size of Axis & Allies 1942 Online when in Windowed mode to specific 16:9 resolutions (1280x720 - 3180x2160). This should provide a much better game play experience for those looking to play in Windowed mode or on a non 16:9 aspect ratio monitor (Ultrawide).
*Please note: this feature is only available when playing in Windowed Mode.
Axis & Allies 1942 Online should also remember your last screen position in Windowed Mode when the application is shut down.
  • Improved Error Handling and Bug Submitting
- We’ve improved our automatic bug submission with some new features that will help us track down issues faster. Players now have the option to include their PC specs and a screenshot of the game when submitting a ticket within the game.
  • Changing Commander Names and Emails
- Players can now change their Commander Names and Emails associated with their accounts from within the game. No more separate Service Desk tickets! Both fields can only be changed once every 24 hours, and emails will now need to be verified on account signup and email change. If you are unable to verify your email due to a typo, we will still be accepting Service Desk tickets to manually reset an associated email account. Please note that players will not receive any email notifications until they have verified their email account after signup or changing their email. Existing customers who do not change their email will be unaffected.
  • Map Note Tip Text
- We’ve added some additional tips to the Map notes panel that explain how to leave a Map Note, and how to guide any Computer teammates by using Map Notes to tell them what to aim for!

Rules Implementation

  • Automated Stranded Fighter Landing/Crashing
- We have implemented the automatic landing and/or crashing of stranded Fighters in the ocean when their accompanying Aircraft Carrier has been destroyed while defending during the Combat Phase. Fighters will now seek out a valid landing zone within 1 space of the current region (prioritizing Aircraft Carriers over territories). If there are no valid landing zones, the Fighter(s) will crash into the ocean, and the event will be logged in the War Diary.
This brings the game closer to the Axis & Allies 1942 Second Edition rules-as-written: "Stranded defending fighters also land during this phase [non-combat move]. These are carrier fighters whose aircraft carrier has been destroyed in combat or fighter interceptors whose original territory is now under enemy control. These fighters are allowed movement of up to one space to find a friendly territory or carrier on which to land. If no landing space can be found, they are lost."

BUG FIXES
  • Various reported issues surrounding the Retreat Action.
  • Transports can no longer be selected to take hits after a Battleship has taken a single hit.
  • Moving Tanks through one territory and into another will no longer result in a crash.
  • Combat will no longer freeze when sending 10 Fighters into battle against 10 ships.
  • We’ve removed the bug caused when a player joins a slot the AI was attempting to join.
  • AI Fixes: We’ve fixed a number of issues with the AI that would result in the AI crashing and not being able to start back up.
  • Crash when accessing the Game Settings screen in Hot Seat mode.
  • Crash when attempting to end the Purchase Phase as any power.
  • Several issues that were a result of the client computer becoming desynced from the server instance.
  • Automated Blitz paths causing issues when blizting or moving out of Karelia S.S.R.
  • Fixed issue where Japanese Turn Summary would appear over the victory screen, regardless of observing player allegiance.
Axis & Allies 1942 Online - Julius Borisov
WE LAUNCHED!

Since the July 31st launch we’ve seen players from all over the world join the battle to relive the game they know and love— or take the plunge and play Axis & Allies for the first time. We’re incredibly grateful to our awesome community members who are essential to the game’s development through Early Access.

In this retrospective I’ll be sharing:
  • Some of my favorite visual highlights
  • A brief discussion of server issues
  • An overview of our plans for the near future…!
[/i]
[/list]
WAR STORIES: SCREENSHOTS
First up - some levity! These maps and screens tell the story of your victories and defeats.

A sea of green:


Hoarding Units:


When a Strategic Bombing Raid wasn't very strategic:
- Three bombers attacked an industrial complex
- 1 plane survived doing 1 damage


THE SERVERS ROLLED A SIX

We're absolutely aware our launch to Steam began with some considerable stability concerns, so we're especially grateful to those of you who've stuck with us. Upon release, our server infrastructure was simply not up to the task of hosting the influx of players. We faced server-side issues right from the start, including:
  • Disconnect / reconnect loops
  • Server side latency
  • Online AI errors and disconnects
We'd made several assumptions about how to handle simple events like disconnects, without proper consideration for the servers failing as hard as they did. Although we’ve since patched up most of the issues, you can be sure we’ll continue to work on major networking and server improvements throughout Early Access.

Thank you to everyone playing the game, providing feedback, and sticking with us through the hurdles.

Here are a few ways to get in touch (and hear from us):
WHAT'S NEXT?

Back in August we introduced some major player-requested features and fixes:
  • Streamlined Combat Board Experience
  • Alternate starting condition: The Larry Harris Gencon v3.0 variant
  • Added animation and visual control options
  • Performance and networking improvements
  • Over 200+ bug fixes
Looking to the future, we'll continue to keep the Axis & Allies community at the heart of our development plans.

Here are a few of the features we plan to include in future development work:

PLAYER PROFILES
  • Keep track of your wins and losses
  • See which power you play the most
  • Review previous games
UNIT MOVEMENT & ARROWS
  • We hear you loud and clear - there are too many clicks and the movement arrows get pretty confusing (...and it looks like spaghetti).
- We plan to refine unit movement reduce the number of clicks needed to move unit stacks
- We have a plan for how to represent unit movement in a much clearer way that should reduce the confusion (and no more spaghetti).

MATCHMAKING
  • We want to speed up the time it takes for players to get into a game
  • We're working on a system to match players searching for games together
  • We also plan to include a ladder system that matches players based on skill level
GAME NOTIFICATIONS
  • We're looking into ways we can notify you that it's your turn, aside from email
FIGHTER, AIRCRAFT CARRIER AND TRANSPORT IMPROVEMENTS
  • We agree it's not always clear how the rules for these units work (especially if you're new to the game)
  • We're taking steps to make the UI and visuals for these units more clear.
BETTER AI
  • We're working on getting our robot players up to snuff - but you are tough competition.
  • We have a few ideas how we can make the AI more challenging contenders.
BUGS, POLISH, STABILITY
  • As always, we're prioritizing work on the stability of servers, improving the speed, and overall polish to the game.
AND MORE!

We currently have a ton of content in the Early Access pipe. While we've been releasing content patches with fixes and features about every two weeks since our launch, we now plan to focus on a few larger changes to the game. Expect a slight slow-down in our patch schedule as we'll have our heads down to implement these awesome features. We'll be sure to keep you updated on our progress (the newsletter is a great place for this).

I want to thank all of you for having patience with us as we work through these growing pains. It didn't all go as planned at launch, but we appreciate your feedback, reviews and commentary on the game so far. Keep posting feedback and suggestions. We're listening!

Sincerely,
Cody Ouimet
Producer, Axis & Allies 1942 Online
Sep 11, 2019
Axis & Allies 1942 Online - SDBeamdog
We're launching a new patch for Axis & Allies 1942 Online today. Thanks to everyone for your feedback and support as we continue to develop this Early Access title.

This patch focuses mainly on fixes, rather than features, but stay tuned for a development update from game producer, Cody Ouimet, later this week!

Patch Notes

Features
  • File support tickets in-game: If you receive an error while playing, you can now send us a support ticket in-game. This will also give us a copy of your saved game, which will speed up our ability to identify and respond to issues

Bug Fixes
  • Removing Abandoned Games from the Lobby: We'll now remove games that are more than 7 days old from the lobby area.
  • Fixed Fighter and Aircraft Carriers: Fighters must have a valid place to land during the non-combat move. There were a number of errors with enforcement of these Fighter / Aircraft Carrier rules that we've polished for this Patch.
  • AI Fixes: We've fixed several issues that were causing AI to crash.
  • Menus and Scrolling: We resolved a number of issues where elements in the menus or pop-ups were not displaying correctly.
  • Server and Infrastructure: Numerous server fixes to reduce latency and increase stability.
  • Tutorial 4: Resolved issue occasionally causing a crash in the final combat of Tutorial 4.
Axis & Allies 1942 Online - Julius Borisov
Hello commanders!

We're deploying another Hot Fix today to improve server stability and performance.

Note: ***There will be a brief outage at 12pm PDT to perform the update.***

Axis & Allies 1942 Online - Julius Borisov
Today we're launching our second full patch for Axis & Allies 1942 Online. Thank you to all the avid strategists down in the trenches sending us feedback on our Early Access game!

Check out the full list of fixes and new features, including AI speed control, streamlined combat, and a brand new starting condition based on Larry Harris' Gencon 3.0 Variant for Axis & Allies 1942 Second Edition.

PATCH NOTES

AI ACTION SPEED CONTROLS
Control the speed of Computer Players' turns in your games. Slow them down to learn some basics from the Computer AI, or speed up the turns to get back to the action faster.

* Available in Options -> Settings -> Gameplay

STARTING CONDITIONS: LARRY HARRIS VARIANT
Larry Harris’ Gencon 3.0 Variant is now available to play! Simply create a new game to select between the out-of-the-box setup, or Larry Harris’ revised starting condition, which modifies the initial board layout for Germany and the UK. This starting condition is available across all game types and modes.

STREAMLINED COMBAT BOARD EXPERIENCE
This patch reduces the overall number of clicks needed to assign hits and casualties. We've also added ways to assign casualties to groups of units, as well as an option to disable the dice rolling animation from the combat board itself. Players can now access a more detailed Roll Log that will show the results from the entire combat instead of just the current round.

- Assigning Casualties
Casualties can now be assigned to individual units in a stack without having to manually select them from the slide out panel. Simply left-clicking on a stack of
units will now automatically assign hits to the units within that stack, one at a time. The slide out panel is
still available for aircraft and Battleships, and will appear when those units/stacks are clicked on. Right-
clicking on units with casualties assigned will now remove a single casualty from the stack

- Assigning casualties to a stack
Shift + left-clicking a unit will assign as many hits as possible to the selected stack. If this stack contains Battleships or air units, it will assign them intelligently (a single hit to each Battleship first
before assigning a second; assigning hits to lower fuel air units first). Shift + right-clicking a unit will remove all of the hits from the selected stack.

- Disabling Dice animations
Players can now disable the Dice Animations using the toggle found under the Attacking Player lane.

- Roll Log Improvements
The Roll Log will now show the results for all rounds in a single combat, and can now has some better sorting options for summarization. The new Roll Log will not work with combats retroactive to the update, but will work with any combats and games post-update.

OBSERVER MODE IMPROVEMENTS
When following another player in Observer Mode, any combats the player participates inwill now automatically open up. Players can now control the zoom level when following another
players actions.

GAME LOBBY AND CREATE GAME IMPROVEMENTS
When creating a new game, there is now an option next to the Start Game button that will allows players to have the game auto-start when the lobby is full. This is set to “On” by default.

SKIP THE BEAMDOG INTRO VIDEO
The Intro Video can now be skipped by left-clicking.

MAC TOUCHPAD CONTROLS
More intuitive touchpad controls have been implemented.

- Pinch to Zoom to zoom in/out
- 2-finger scrolling to pan the map

BUG FIXES AND OTHER IMPROVEMENTS

- AI will not process other game states after hitting an error in one game state
- Fixed crash related to "Purchased naval units should not exceed available sea deployment locations"
- Fixed crash related to "cannot retreat to sea_zone_5 as there are no retreatable units remaining"
- Fixed crash related to "Aircraft Carrier in sea_zone_56 with direct call to move Unit: You must use move Aircraft Carrier to avoid leaving behind
fighters that cannot move"
- Fixed crash related to "cannot read property 'addChild' of undefined"
- Fixed crash related to cannot read property 'commands' of undefined"
- Fixed crash related to "AI can deadlock when committing combat move phase"
- Fixed crash related to "Cannot read property 'dropTarget' of null"
- Fixed crash related to "Error in transport drop: transport has no path to region "philippine_islands"
- Fixed crash related to "Cannot do a combat roll for a roll target that has already rolled"
- Fixed crash related to "AI Error committing phase: Aircraft could be saved."
- Fixed crash related to "Error in GameController.cancelMoveUnit: Cannot cancel a move that has not yet been made"
- Fixed crash related to "AI Error in GameControllerAdapter.updateMapNote: GameController rejected with message: Error: Soft reload currently disabled: Original error: Game not found for id=5d56cda5a0060672af11946e."
- Fixed crash related to "Error: No meeting destinations for a fighter promised to land on an aircraft carrier"
- Fixed crash related to "Error in GameController.moveUnit: Could not move to sea_zone_5, it is not a valid move"
- Fixed crash related to "[object Object]" when double clicking to add computer to a slot
- Combat Board: Fixed gamebreak where player cannot assign hits, cannot finish battle, cannot continue game.
- Combat Board: Artillery/Infantry link should be in correct order when infantry is amphibious but artillery isn't
- Fixed: URE may fire for "Cannot read property 'index' of undefined" during combat
- Fixed bug that causes game to stall requesting player to assign damage when no troops remain.
- Fixed bug that let's player get stuck with return to combat button, but no combat present.
- Fixed bug causing a large portion of the map to go gray after a combat.
- Fixed URE fires for "Cannot read property 'usedStackCount' of undefined" when applying hits multiple to infantry during an attack.
- Combat Board: Animated banner should be dismissed by keyboard input
- Hit selection panel does not close when using enter to accept
- Stability: Clicking multiple times to amphibious assault, no longer causes more units than you brought to appear in the Combat Board UI
- Combat Board: Ships will appear as expected in the Roll 2 lane
- Combat Board: Fixed bug causing black screen when clicking on a bomber on the raid board
- Aircraft Carriers + Fighters: Fixed bug causing player to be unable to mobilize an ACC underneath a fighter in a sea zone
- Main Menu: Fixed bug causing game list to appear empty

Axis & Allies 1942 Online - Julius Borisov
Hello friends!

We're deploying another Hot Fix today to improve the stability of AI players in Online Multiplayer games.

Note: ***There will be a brief outage at 2 pm PDT to perform the update.***

HOT FIXES FOR TUESDAY, AUGUST 13, 2019

- AI in Online Multiplayer games will take turns consistently
- AI bug fixes to reduce disconnects

Axis & Allies 1942 Online - Julius Borisov
Hi All,

Last week we launched Axis & Allies 1942 Online into Steam early access! Thanks to everyone who's been getting into the trenches already and providing great feedback.

The launch included some connection / speed issues, and the team has already performed a few hot fixes that went a long way to improving gameplay.

Today we'll be pushing out our first major patch focusing on performance and stability improvements.

*There will be a brief outage at 12pm PDT while we perform the update.*

Read on for more patch details!



PATCH NOTES FOR FRIDAY, AUGUST 9, 2019

Front-end Performance:
- Changed how renderer caches textures to reduce memory usages and increase rendering speed
- Changed how Steam Avatars are fetched to reduce server load
- Join Games list now has a refresh button so users can request an updated list manually rather than auto-updating
- Changed how in-game videos are handled to reduce memory usage
- The game now behaves better when minimized

UX Improvements:
- The Combat Summary now automatically opens when all combats are completed.
- If a player has not set up any combats in the combat move phase, the game will automatically skip to the non-combat move phase.
- Updated combat summary dialog styling
- Added Industrial Complex damage in combat summary totals
- Updated tutorial with a clearer explanation of infantry & artillery pairing

UI Improvements:
- Fixed misaligned and/or incompletely styled tool-tips on various screens
- Fixed text alignment on various screens
- Revised map art to better align region borders
- Revised main menu art
- Adjusted button positioning on game cards
...