This weeks update aims to refine all aspects of the game, especially misleading (and sometimes confusing) Interface and User experience issues, along with much needed fixes.
Balancing
Increased the Radar Ranges to make them visible while aircraft are patrolling.
Air Superiority Fighter & Naval Air Superiority Fighter
Increased radar range from 50 to 60 for Tier 1 and Tier 2
Strike Fighter & Naval Strike Fighter
Increased radar range from 50 to 60 for Tier 1 and Tier 2
Helicopter Gunship
Increased radar range from 50 to 60 for all levels
Attack Helicopter
Increased radar range from 50 to 60 for all levels
General Changes
Added description for "Ferry" action in Field of View section on the Wiki.
Updated rank progress bar on player profile for better readability.
Updated Code of Conduct Section V.
Fixes
Fixed an issue where players with Security Council membership were able to start construction / mobilization through the queue button before the game started (in specific game modes).
Fixed an issue where Cruise Missiles pursued their targets even though they had already moved outside of their launcher's range. Missiles will now miss if the target manages to move out of range.
Fixed several issues related to commands issued for aircraft, including: Wrong arrival times, unwarranted refueling, and wrong graphics.
Fixed discrepancies in the display of Morale bonuses provided by several buildings.
Fixed text description in the Combat Stats (AI) information tool-tip.
We hope you've been enjoying the recent scenario rotations and international spirit of play! It should be easier to communicate with one another now since the last update. This update introduces many refinements and changes to refresh the game. One of the changes you will most definitely come across is that of disembarkation time, with it being increased across the board exclusively in Foreign Territory. This change has been made to prevent players from being made susceptible to rush tactics in the early game. In a further effort to combat tactic this we've set up level 1 bunkers in all player Capitals for the World War 3 Map. Other changes you will see are; an increased Spy limit per city (now limited to 3), and Sea Provinces being assigned a unique identifier per province which will also be used in the Event notifications for easier navigation.
Changes
Stealth Bomber or Heavy bombers will be drawn to represent stacks with a mix of aircraft
Players without Security Council will be replaced by AI if they go inactive in 4x games
Added radar descriptions for Officers information panel
Firing Missiles in Close Combat has been disabled
Fixes
Fixed Empty Headquarters icon for Intel Panel
AI will replace non Security Council members in speed games
Spy mission Event notification was being sent to the wrong player
Fixed an issue with the Intel Panel, where the Buildings section was not displaying the constructions present
Fixed an issue in Alliance maps, where research can still be done while the game is waiting for Start when full
Fixed wrong formation name for MRLS
Balancing
Increased disembarkation time from 67 minutes to 135 minutes in Foreign Territory. Disembarking in your own or allied provinces still uses the 67 minute timer
Added Level 1 Bunkers to all Headquarter Cities in World War 3 Map for playable Nations
Removed ground units detection from level 1 SAM Launcher
Increase Foreign Spy limit per city from 1 to 3
Map
Flashpoint:
Iceland has been moved further North east
Greenland removed
Cape Breton Island background update
Poland received a Major overhaul with the goal more of accurately depicting the borders and topography
Ireland, Scotland, United Kingdom, Spain, Portugal, Austria, Italy, Croatia, Bosnia, Serbia have had their borders cleaned up
32 World Redux Map:
Fixed issue where Ethiopia's name was listed over Sudan
Fixed issue where Somalia's name was listed but the nation was not in the map.
Fixed issue where a lot of nation names were over-lapping due to their size and position.
Added new province borders based off real-life regions and background topography for the USA
World War 3 and Flashpoint maps now have sea province names designated to them
Dear players, We're happy to bring you quality of life changes as well as urgent fixes. With the introduction of internationalization you are likely to come across players of all backgrounds. In the past you weren't able to copy the text players sent you in the message box, but with this update, now you are able to copy text and use an online text-translator of your choice! You will be happy to see refined retreat functionality and bug fixes.
Retreat orders will now snap to province centers when selecting where to send your units
We've refined the ingame message-box. You no longer need to manually delete the 'Type Message Here' text after sending messages, as the box will be cleared as soon as you start typing
You are now able to copy ingame messages' text, allowing you to translate it elsewhere or pass it on to fellow alliance members
Fixed an edge-case where the same Officer could be mobilized multiple times
Fixed incorrect notification which stated that your missiles missed, when the province was empty
Updated the notifications to have type-specific colors: Green (Victory), Yellow (Combat) and Red (Defeat). In addition to this we've also introduced a notification dedicated to show you a lost Headquarters
Notification fixes:
Fixed a missing missile notification when targets are hit
Fixed a missing artillery notification when targets are hit
Fixed missing notifications when the diplomatic relation between your nation and another changes
Updated flag icon on games list to represent international language
After discussion with the community, Nationalization is being disabled for the time being. It is planned to be brought back at a later date
We increased the Victory Points required for all World War 3 Scenarios from 1700 to 1850
Added Splash Damage to conventional missiles:
Cruise Missile
Set Splash Damage Range to 5 across the board
Ballistic Missile
Set Tier 1 Splash Damage Range to 10
Set Tier 2/3 Splash Damage Range to 15
We updated the timers in 4x Games to make it more flexible in how you play, taking longer to kick you out of the game (Security council are not kicked)
AWACS / Naval AWACS now detect Helicopters (Description updated)
Balancing:
Frigates:
Updated Tier 1 Damage against Rotary Wing Aircraft to 0.5
Updated Tier 2/3 Damage against Rotary Wing Aircraft to 1
Increased Hitpoints of Anti Submarine Warfare from 14/14/16/18/18/20 to 17/18/19/21/22/25
Today's release addresses several issues that have been reported by the community, such as disproportional damage dealt to disembarking units, wrong unit names being displayed in notifications, and more. From a balancing perspective, Nationalization and Officers are in the spotlight today. The times to nationalize a city and relocate Headquarters have been increased with the primary goal of restoring their strategic value. For Officers, hit-points have received some love and mobilization costs have been reduced. Finally, we've added some quality of life changes: We've updated the descriptions of units with radar capabilities, detailing which units they can detect, and recolored notifications to make it easier to spot positive/negative events.
As always, thank you for your continued feedback and support!
Changes
Added radar detection types in the description and info panels for units with radar/stealth detection capabilities
Added a notification when you lose your Headquarters
Added new background for the Market Panel
Changed red font color to a lighter shade for better readability
Removed Embargo relation
Economic buildings are now automatically destroyed upon owner-change
Elite Challenge games no longer grant individual rank points, but contribute to ELO of the Alliance
Disabled Building Speedup button if combat is presently occurring in a city
Important: Gold rewards are now only given out to players who are Active at the end of a game
Balancing
Annexation
Decreased build time from 24 hours to 18 hours
Nationalization
Increased build time from 9 hours to 36 hours
Headquarters
Increased relocation time from 12 hours to 36 hours
Airborne Infantry
Increased Air Base requirement to level 2
Artillery
Towed Artillery
Decreased ATK Rating against Infantry from 4/4.5/5/6/7/8/9 to 3.5/4/4.5/5/5.5/6.5/8.5
Mobile Artillery
Adjusted ATK Rating against Infantry from 4/4/4/4.5/4.5/5 to 3/3.5/4/4.5/5/5.5
Decreased ATK Rating against Armored from 4/5/5/6.5/7/9 to 4/4.5/5/6/7/9
Ballistic Missiles / ICBM
Added ATK Rating against ships - this will affect ships that are within the splash radius of a missile
Frigates
Removed ATK Rating against Helicopters
Officers
Increased Hitpoints across the board
Infantry Officer
Increased HP from 30/35/40/45/50/55/60 to 35/40/46/52/58/63/70
Rotary Wing Officer
Increased HP from 32/35/37/40/45/50/55 to 35/40/43/46/52/58/65
Tank Commander
Increased HP from 65/68/70/75/78/80/85 to 70/75/77/83/86/88/95
Fighter Ace
Increased HP from 30/32/35/40/42/45/50 to 35/37/40/45/50/55/60
Naval Officer
Increased HP from 50/55/60/75/85/90/100 to 55/60/65/75/85/95/110
Submarine Commander
Increased HP from 35/37/40/45/50/55/60 to 40/45/50/60/65/70/75
Airborne Officer
Increased HP from 25/28/30/35/38/40/45 to 30/35/40/45/50/55/60
Reduced Officer prices
Rotary Wing Officer
Decreased Electronics from 3400/3850/4500/5150/5950/6800/7750 to 2400/2850/3500/4150/4950/5800/6750
Decreased Money from 8750/10200/12400/13100/14750/16800/18000 to 6750/7700/10400/12100/14750/16800/18000
Tank Commander
Decreased Components from 5950/6800/7950/10400/12075/15200/17375 to 4950/5800/6950/9400/11075/14200/16375
Decreased Electronics from 2900/3100/3700/5100/5600/7700/8900 to 2500/3000/3500/4150/4950/5800/6750
Decreased Money from 7900/8500/9700/13400/14800/19000/22000 to 6900/7500/8700/11400/13800/16000/19000
Fighter Ace
Decreased Electronics from 3550/4600/5550/6400/7300/8250/9000 to 2850/3900/4950/5850/6900/7950/8700
Decreased Money from 9750/12400/15250/19200/22150/26500/30000 to 7750/9800/12250/15200/19150/24500/30000
Naval Officer
Decreased Components from 6750/8100/9600/11400/13350/14700/16200 to 5750/7100/8600/10400/12350/13700/15200
Submarine Commander
Decreased Components from 4100/5250/6300/7500/8550/9600/10750 to 3600/4750/5800/7000/8050/9100/10250
Decreased Electronics from 3500/3925/4500/5100/5950/6800/7750 to 2750/3175/3750/4350/5200/6050/7000
Radar Changes
General
Only Mobile Radar can detect Rotary Wing Aircraft now
Naval Patrol Aircraft
Added radar detection of Fixed Wing Aircraft
ASW Helicopter
Added radar detection of Fixed Wing Aircraft
Mobile SAM Launcher
Added radar detection of stealth Fixed Wing Aircraft on Level 6
Removed radar detection of ground units
Theater Defense System
Removed radar detection of ground units
Destroyer
Removed radar detection of stealth Ships
Cruiser
Added radar detection of stealth Ships
Fixes
Added range circles for grounded Aircraft (when you hover your mouse over the unit)
Added missing picture for final level of Eastern Aircraft Carrier
Fixed issue where an event notification displays the wrong unit name
Fixed issue which was causing players to go to war against a neutral nation when they are in the same province
Fixed issue which was causing unintentional war when air assaulting with Special Forces
Fixed issue where units would suffer disproportional damage while embarking/disembarking in some cases
Maps
New & Improved: Flashpoint Europe 30 Player Map
New background that includes Canada and better positions the American continent.
Modified the provinces borders of USA to fit real-life state borders, and background topography.
Modified the provinces borders of France to fit real-life region borders, and background topography.
Modified the provinces borders of Germany to fit real-life region borders, and background topography.
Added Canada and Iran as playable nations, allowing for tutorial play with these nations
New starting unit set-up for players and AI nations.
A few other minor fixes related to researches, connections and province borders.
World War 3
Modified the provinces borders of USA to fit real-life state borders, and background topography.
Modified the provinces borders of France to fit real-life region borders, and background topography.
Modified the provinces borders of Germany to fit real-life region borders, and background topography.
Modified the provinces borders of Spain to fit real-life region borders, and background topography.
Overkill
Change Iran province Armen Sarkisian to Ardabil.
"Arkhangelsk" city is mis-spelled.
Modified the provinces borders of USA to fit real-life state borders, and background topography.
Updated background to fit the Colorado river correctly.
Reduced resource production bonus by 50% on Elite & Alliance Challenge maps
Updated map selection for Elite and Standard challenges
Internal Challenges have been disabled to encourage players to actively play together
today we are releasing a new map for our alliance challenges based on the beautiful islands of Malta - the Heart of the Mediterranean (also known as the unsinkable Aircraft Carrier in WW2). We hope you enjoy this slightly tongue in cheek approach to our home country and don't get your troops bogged down with to much Cisk and Pastizz! Disclaimer for all connoisseurs of our nation: we do not claim any historical or political correctness in our depiction, neither historical nor contemporary.
General Updates:
The gold button is now disabled for situations where you cant use it (Units in combat, Full health units etc.)
Security Council players will now be removed from games if they do not perform a single action within 45 minutes (making way for other players)
Reduced homeland cities limit from 6 to 5 across all maps
Added a warning popup when cancelling research, construction or mobilization
Balancing Updates:
Towed Artillery
Decreased ATK against Infantry from 4/4.5/5/6/7/8/9 to 3.5/4/4.5/5/5.5/6.5/8.5
Decreased ATK against Naval from 1.5/1.5/2/2/2/2.5/3 to 1/1/1.5/1.5/1.5/2/2.5
Decreased Lvl 2+ ATK Range from 75 to 65
Decreased Lvl 7+ ATK Range from 100 to 75
Mobile Artillery
Adjusted ATK against Infantry from 4/4/4/4.5/4.5/5 to 3/3.5/4/4.5/5/5.5
Adjusted ATK against Armored from 4/5/5/6.5/7/9 to 4/4.5/5/6/7/9
Decreased ATK against Naval from 2/2/2/3/3/4 to 1.5/1.5/1.5/2/2.5/3
Increased Lvl 1+ ATK Range from 50 to 65
Decreased Lvl 4+ ATK Range from 100 to 85
Multiple Rocket Launcher
Decreased ATK against Infantry from 5/5/6/7/8 to 4/4.5/5/6/7
Decreased ATK against Armored from 5/6/6/7/8 to 4/4.5/5/6/7
Increased ATK against Naval from 3/3/3/4/5 to 3/3/3/4/5.5
Decreased Lvl 2+ ATK Range from 100 to 85
Decreased Lvl 4+ ATK Range from 125 to 100
Decreased Helicopter Gunship ATK against Ships from 2/2/2/3.5/3.5/5/5 to 1.5/1.5/2/2/3/3
Decreased Attack Helicopter ATK against ships from 3/3/4.5/4.5/4.5/5.5/5.5 to 2/2.5/3/3.5/4/5/5
Increased ASW ATK against ships from 3.5/4/4.5/5.5/6.5/7 to 3.5/4/4.5/5.5/7.5/8.5
Increased Tier 1 Cruise Missile Hitpoints from 2/3/4 to 3/4/5
Fixes
Fixed issue where Construction Panel side-arrows were misaligned with the frame
Fixed issue with the text of the 'Join More Games' popup
Fixed issue where double notifications would appear for aircraft attacks
Fixed issue where aircraft would declare war if province they were patrolling was conquered by a neutral country
Fixed issue where defending units would involuntarily reveal their path to other players
Fixed issue where planes crashed mid-ferry if the home airbase were destroyed. If an aircraft's home base is destroyed, the aircraft will now look for a suitable airbase in it's ferry range instead of attack range
Fixed issue where multiple officers of the same type could be queued for mobilization
Fixed an issue where the HP was not being rounded up to the first decimal value, sometimes causing units to appear with 0 HP (although they actually still had some very low fraction of 1 HP)
Maps
BRAND NEW Malta Map: This map has been designed and balanced from the ground up for Alliance Challenges on a small map. This intense 4 v 4 scenario is available for Standard Alliance Challenges
Mediterranean Theater Map: Adjusted the initial set-up of units for players. [To help encourage faster game-play, based off player feedback that initial set-up was a bit slow]
World War 3: General map polishing. Overhaul of United States of America to better fit real-life state borders and major cities/regions.
32 World Redux Alliance Challenge map (Standard): Increased the maps starting units and resource provinces
Fixed translation issues which occurred in new games. Please note: You may now see mistranslated text introduced in particularly old games dating back several months - nothing we can do about this unfortunately
Moving well into 2019 and already we are changing some of the established Rock/Paper/Scissor of our missile-play. This update revamps the behavior of Theater Defense Systems vs Missiles, with the TDS receiving some early game bonuses and later game mobility. In turn, the anti-aircraft capabilities of TDS have been somewhat reduced to further highlight the system's role as a dedicated anti-missile unit. With TDS now airlifting in Tier 2 and ground movement speeding up Tier by Tier there could even be a place for it in the front lines - protecting those valuable stacks against NBC attacks later in the game.
PLEASE JOIN NEW GAMES GENERATED POST-UPDATE TO BENEFIT FROM ALL LATEST CHANGES
GAME AND BALANCING CHANGES
Theater Defense System
Increased ATK versus Missiles to 12/12.5/13/14/15/16
Decreased ATK versus Aircraft to 2/2.5/2.5/3/3.5/4
Increased base speed by Tier to 0.5/0.75/1
The Airlift ability has been pulled forward to Tier 2
Reduced ATK and Radar Range by 25 across the board
Ballistic Missile
Adjusted Hitpoints to 15/16/17/19/21/23
ICBM
Adjusted Hitpoints to 22/26/33/40
Swapped out level 2 and 3 researches
Range Upgrade is now level 2 research
Missile Shield Upgrade is now level 3 research
Hospital description now contains the appropriate percentages of population growth bonuses
Nationalization
Homeland City will no longer be displayed in city bar - only in the city list (allowing sorting)
MAP CHANGES
64 Player World War 3
Starting units have been updated (made the minor AI nations easier to conquer, reverting to a more conservative player starting setup)
Adak and Makushin provinces added in Alaska
150 Player Overkill
New Starting Unit setup (made the minor AI nations easier to conquer, reverting to a more conservative player starting setup)
Due to a current issue which frequently appears in speed games, we have updated the transfer of Coalition Leadership (this is a temporary workaround to patch technical issues, and will be revised in a future update.): • It now only takes place if the coalition leader is NOT a Security Council member, and has abandoned the game. • If the coalition leader is a Security Council member, and has abandoned the game, the only way to change leadership right now is to leave the coalition and form a new one.
Defeated players will be removed from the coalition, and another will be assigned Leader. If there are no players left, the coalition is disbanded.
Added Wiki entry for nationalization feature
Fixed randomized combat log notifications upon entering a game - they will now appear in their correct order
Fixed issue where Anti-Air Timers and Combat Timers were not displaying correctly or missing.
After finishing the nationalization of a homeland city it will no longer be marked as abandoned, and Annexation and Homeland City progress will now be properly displayed in city list
Welcome to Conflict of Nations 2019! And it will be a really amazing year for our game - no doubt about it...
To start off with a bang we are introducing City Nationalization, a feature which should (again) change how many of you see and play the game. No longer will minor nations below 6 cities need to live out their days in miserable squalor. Did you ever secretly dream of making minor nations great again? If yes, then this update is all yours. Countries starting the game with less than 6 cities will now be allowed to quickly and FREELY (no costs incurred) declare conquered cities as their "Homeland" - allowing you to build the nation you always dreamed about. This mechanic theoretically even allows you to migrate nations, eg. Germany to South America (obviously not without losing your fatherland, but hey, if you are craving a place in the sun this may come in handy..).
We are also testing a new way of merging players of different languages on large maps. This is to reduce the reason for the communities biggest gripe: not enough activity on certain maps. Starting today we will be hosting a 150 player merged map where all of you will be contesting with each other - no longer segregated by language. Please note that certain server-side messages will always be in English, but the rest of your game will be localized as usual. Kindly revert to ENGLISH as the common language for the chat on said maps. If this is successful and players like it we will continue improving this experience and roll it out for other maps as well.
Finally we added full Chinese localization - so if you are a speaker/reader of both traditional and/or simplified Chinese, please tell us what you like (or dislike) about it.
PLEASE JOIN NEW GAMES GENERATED POST-UPDATE TO BENEFIT FROM ALL LATEST CHANGES!
NEW FEATURES
City Nationalization: Now possible to convert conquered cities to homeland cities, producing resources and mobilizing units at full capacity
International Games: Certain games will now be international and appear on the "New Games List" regardless of player language setting
Chinese Language: CON is now available in Chinese (expatriate) testing the waters for further Asian expansion (both ingame and business wise)
BALANCING CHANGES
Rebalanced Naval Missile Defense - they were effectively becoming an impenetrable shield
Adjusted Frigate DMG against Missiles to 2.5/2.5/3.5/4/4/4/4
Adjusted Destroyer DMG against Missiles to 1.25/1.25/1.5/1.5/1.5/1.5
Adjusted Cruiser DMG against Missiles to 1/1/1/1/1
Adjusted Mobile Anti-Air Vehicle DMG against Missiles to 1/1/1/1/1/2/2
Adjusted SAM Launcher DMG against Missiles to 2/2/2/3/4/5.5
Adjusted Theater Defense System against Missiles to 8/910/11/14/15
Adjusted Cruise Missile HP to 2/3/4/11/14/16
Reduced Cost/Time to Relocate Headquarters - allowing players to quickly recover from losing their HQ and/or re-cente their military "Schwerpunkt" (center of gravity)
Removed all resource / money costs
Set construction time to 12 hours
150 Player Overkill Map Adjustments
Upon popular request by our Balkan friends: Updated borders between Serbia, Montenegro and Macedonia to match "real" borders
Increase Playable Nation count to 150 Players (added Botswana, Senegal, Andorra, Kosovo, Cyprus, Bahamas, Caribbean States, New Caledonia, Luxembourg, and Eritrea)
Swapped various cities to create above nations
Remove 1 Towed Artillery from small nations (1 city and 2 city nations)
Added missing connections in Linz, Austria
Added another sea lane to Fiji, Pacific
Added Caribbean Islands
Added Madeira Island
Added South Georgia Island
Swapped starting units for AI nations: they have 1 National Guard instead of 1 Motorized Infantry now
Removed all level 2 starting Bunkers from the map
For small island nations we swapped the Tank Destroyer for a Corvette (not the car)
Swapped all UAV for Air Superiority Fighters on the map
Added Airborne Unit and Airfield for all nations with 3 cities or more
Unified all player cities to have at least 2 Motorized Infantry (up from 1)
64 Player World War 3 Map Adjustments
Moved Airborne Infantry away from the capital to the countryside to avoid confusion among new players, and added an airfield to the province they are now located in. Replaced with 2 Motorized Infantry.
Increased the amount of randomly generated resource provinces by 1-2 per nation, in order to encourage more resource influx and strategic competition on the map.
Fixed missing connection in Irish Sea. (Still unsure how ships got there in the first place, however the sea province was missing sea connections)
FIXES
Fixed an issue with the casualty counter displaying wrong statistics in the score and newspaper
Fixed an issue where missile launchers would unintentionally lose their missiles causing the reload timer to set-off upon landing
Fixed missiles from getting stuck if targets moved out of range during their attack
Fixed several issues with game translation strings breaking
Infantry officers lvl 2+ had wrong camouflaged unit assigned
Added missing image for flying missiles
Added Steam and Chrome icons to the game loading screen
Added a notification for cases where missiles miss their target (when at sea)
Shortly before the holiday season is upon us, we wanted to make your life a little easier by introducing new ways of establishing early game river bridgeheads. We thus renamed the navy wharf to pontoon. Obviously this in itself doesn't really help yet, so we also made it cheaper and faster to construct. To round it off, we pulled forward the airborne infantry to day one and made it quickly accessible, adding an airborne unit to all capitals in the updated WW3 World Map. Players can now use them to establish early bridgeheads in enemy territory while constructing the pontoons needed to ferry the heavy, non-amphibious units across and into battle.
Additionally, we would like to point out two important unit and building changes, again inspired by feedback from our community: Main Battle Tanks just got their Urban Combat Negative Modifier halved - meaning they are now a much more viable option to use in urban environments (or rather, not a total catastrophe like they used to be). Also we decided to follow an idea of one of our dedicated alliance leaders, proposing to put more morale emphasis on the Hospitals. You can now up a cities target morale (max morale) by 25% simply by building hospitals. Together with the morale benefits bestowed by Recruiting Offices and Bunkers you can now up a town's target morale by a whopping 50%.
IMPORTANT: PLEASE JOIN NEW GAMES GENERATED POST UPDATE TO BENEFIT FROM ALL THESE CHANGES!
Updates:
Navy Wharf:
Renamed to Pontoon
Construction time reduced from 9 hours to 3 hours
Construction costs reduced:
Supplies from 500 to 250
Components from 750 to 500
Fuel from 750 to 500
Money from 2,000 to 1,250
Totally removed Electronics cost
No longer destroyed on conquest
Remains operational until 40% Hitpoints
Airborne Infantry:
Changed availability of research for level 1 to day 1 for all doctrines
Army base requirement reduced to level 1
Mechanized Infantry:
Cost of Supplies reduced by 250 for all levels
Cost of Components increased by 250 across all levels
Hospitals
Added Morale bonus to Military Hospital 5/10/15/20/25
Removed Morale bonus from Army Bases
Removed Manpower Generation bonus from Military Hospitals
Main Battle Tank
Reduced offensive penalty on Urban/Suburban terrain by 25%
Increased offensive penalty on Jungle terrain by 25%
NBC protection for Infantry
Removed NBC protection from Motorized Infantry and National Guard
Replaced lvl 5 researches with another speed upgrade
Base speed increase from 1.3 to 1.5
Rotary Wing Officer
Ferry range changed from 1000 to 2500
Naval Units
Frigate:
Reduced Radar Range and ATK Range against Aircraft from 100/125/125/125/125/125/125 to 75/100/100/100/100/100/100
Reduced Radar Range against Non-Aircraft by 25
Destroyer:
Reduced Tier 1 and Tier 2 Radar Ranges by 25
Cruiser:
Reduced Tier 1 Radar Range by 50
Reduced Tier 2 Radar Range by 25
Reduced Tier 3 Radar Range by 25
Reduced Tier 3 ATK Range against Non-Aircraft by 25
Capped Naval Officer's Radar Range and ATK Range vs Non-Aircraft at 100
Capped Submarine Commander's Sonar Range and ATK Range at 100
Reduced Submarine Tier 1 Sonar Range to 75
Naval Infantry
Airlift feature moved to Level 2
Naval Officer
Removed speed upgrade
Cut ATK Bonus by 5% across the board
Set ATK against submarines to 9 at Level 2 with a linear scale
Maps:
Mediterranean Theater
Doctrines changed:
Portugal to EU
Morocco to Western
Egypt to Western
Starting units:
Syria - Swapped out CRV to Mobile Radar, and added Gunship
France - Swapped out CRV to Mobile Radar, and added Gunship
Tunisia - Swapped out CRV to Mobile Radar, and added Gunship
Removed 2 Motorised in Novi Sad province
Reshaped cities to be more organic (ongoing map adjustment)
Provinces reshaped to fit the background topography
World War III
Capital cities now have the following starting units:
1 Airborne Infantry
1 Air Superiority Fighter
1 CRV
Other cities:
2 Motorized infantry
1 CRV (one per nation)
Fixes:
Disembarking/Embarking units were not visible during this state
Instances where wrong army name was displayed in event notification
Fixed quite a few localization errors reported by our community (while still investigating further loca issues as we speak)
UI/UX:
Added a description for Chemical and Nuclear Missiles listing Friendly Fire and Damage Radius
Updated the Event Log description of Nuclear Bombs to Nuclear Weapons