Hey all, a lot has been happening in August, and I'm sure some information slipped through the hull cracks. Here is a comprehensive roll-up of the latest patches.
Starting with today's patch, 0.12.5:
Fixed a bug where Gun Forts receiving a Weapon Damage crit instead received On Fire.
Gun Forts now have an equivalent to Hull Breach that they can receive.
Submarine Torpedo damage buffed vs Armored units (except the Flagship)
Damage variance increased from 5% to 15% (e.g. the chance of dealing +1 or -1 damage)
Damage variance is now (highly) influenced by the difference in Veterancy between the units (Vet units are much more likely to roll high on damage, and have opponents roll low on damage)
Reduced high variance of M1 opponent's City Size. Difficulty should feel steadier.
Added a CRT filter
Fixed missing Black Fleet Warning (was accidentally removed in 0.12.0 due to localization)
Various localization issues fixed
Possible fix to a rare ship draw-order bug
Fixed minor bugs regarding box selection (forts, deselecting selected units, etc)
Fixed how the AI treats players' PT boats so they don't spam destroyers unnecessarily
Fixed word-wrap issues with City text displays
City Quickview Panel size increased
Added Bloom to Fire/Explosions
Perform Queued Moves is no longer interactable during a multi-move.
Attached end game screen to Final Mission
Late missions will now allow AI to spawn a limited number of super units with their initial fleet (matching their perks, if they have any)
Conquering Hero will no longer receive Destroy Cities missions. These are replaced with Rebuild Cities missions for now.
Note: In the future, this will become a short list of alternative missions.
Veterancy now increases your likelihood of rolling high or low on damage for all variable damage (including in skirmishes)
Veteran'd Carriers are now more likely to have their planes make it to the target (but will die at the same rate.)
Ambushes will now put a greater proportion of the enemy's forces in the 'ambush'
Bombing Runs can now deal +1 or -1 damage, like other attacks. This is also affected by the new Veterancy changes (e.g., a higher chance to do +1 damage or -1 damage based on relative Veterancy)
This aligns Bombing Runs with other attacks' variable damage, adding a bit more excitement and variability into outcomes.
In particular, this should help Veteran CVLs survive an opposing carrier's alpha strike by about 40% of the time.
Note: this will look like a buff in the Damage Estimation as Bombers already showed 0 minimum damage.
Increased Player XP gain by 66%
Far more likely to have different mission types when presented options
Far more likely to have different reward types when presented options
Fixed a bug where the AI was still not receiving proper Veterancy at the start of a campaign mission
Sounds added to Perk Selection, Upgrade Selection, and Upgrade background
Battlemap sounds added: City selection, Unit Repair
Another shim added to prevent messing with multi move.
Further sped up Torpedoes
Fixed a bug regarding Cameras focusing on ships that failed to repair a crit
'Max Demo Rank' should once again appear in the demo.
Beating the Demo on Hard (should) now unlock Brutal for the Demo
'End Mission' Action now allowed in the Combat Phase
SubHunt will once again disable further movement actions.
Fixed null ref at end of mission (updating meta progress)
Fixed a bug where Flagship Upgrade rewards now said "Uninitialized Reward"
Known localization issue: Mission rewards at the end of a mission
Added protections against erroneous hex data (e.g., thinking it has a ship that it does not.)
This should solve a critical bug where you can end up with an extra fleet by saving and reloading the map
Another attempt to prevent users from stacking boxed-move actions. (This causes various issues)
Fixed several outdated English 'translations.'
Cities lacking space for Gun Forts should now be very rare
Fixed a bug where the AI would often build Housing instead of Shipyard II or Adv. Shipyard. This should increase the AI's mid-late game performance admirably, particularly for AI's who built up their econ.
NOTE: As of the 0.12.0 fix to AI logic for building Advanced Shipyards, the game difficulty increased quite a bit since it had been wasting money and often failing to build Battleships/Carriers.
Normal Campaign difficulty reduced mildly
Player now starts with a PT boat for all Campaign difficulties.
Recon range was bumped up to PlaneRange + 1. This might assist with Gun Fort missions, or walking into opposing ships
Fixed a bug with the timing of Patrol flak, which caused it to fail to apply flak if the sortie had dropped its bombs.
(Hard Only) Enemy 'Safety Recons' now select a random nearby hex of the carrier, rather than always directly on top of itself.
Number of turns granted per level no longer scales, though number of turns per level in general has increased by 1.
It seems that players are now reliably earning lots of Black Fleet delay, as originally intended, which means the scaling I added is no longer necessary.
Perform Auto Moves is no longer spammable (can corrupt hex data)
Sped up Perform Auto Moves delay by 40% (0.25->0.15 seconds delay)
Perk text should now reliably fit within its box.
Cleaned up an issue where old RTS boxing lines could be left on screen
Expanded window for City Upgrades and Purchase Panels
Fixed a bug with Siege Line perk showing the wrong panel over the wrong cities
Patrols will once again fly at a consistent speed when they reach their destination
Ambush was placing 25% of its forces in the middle, rather than 75%. This has been amended.
AAII, AAIII, PillboxesII now appropriately show up in the purchase panel
Fixed issue where Supership perks weren't available for selection after earning them.
Fixed a bug where Bonus XP could apply multiple times.
Fixed a bug with Supership tech labs requirements
Second Shipyard should no longer function while offline
Second Shipyard should reliably allow you to produce two of the same unit now
Prestigious Perk will no longer try to award billions (or negative billions) of XP.
Friendly Territory modifier is now independent of negative map modifiers. (e.g. a Friendly Territory doesn't replace a bad mod; it is rolled separately. This should lead to some maps where you have both Friendly Territory on top of a bad mod.)