Balance:
* Reordered how growth checks are performed. They now operate *after* new buildings, but before checking for usable buildings. In rare cases this might allow a queued ship to sneak out of port when it wouldn't have been able to before.
-> The purpose of this reordering was originally to turn on buildings 'in time' for them to operate during the upkeep. This update to that change should allow a 'just in time' housing building to house the new growth (as it used to.) This should also mean that Growth buildings once again take effect the turn they are created.
* SDD now has buffed Depth Charges (averaging 9)
* Adjusted how Patrols shoot at sorties, so that their 'flak' is 'staggered'. This should hopefully result in more consistent kills. This is probably a buff to overall kills but a nerf to preventing bombers from dropping their payload.
* Adjusted how Interceptors and Patrols stagger their 'flak', which should result in less planes dying 'randomly' (e.g. dead planes no longer get to apply their flak values). This is probably a buff to interceptors.
Removed:
* Glitch effects from dying. (Incompatible with a unity update that also couldn't be reverted.)
Minor:
* Smoothed out speed curve for Bombing Runs a bit
* Added option to disable End Phase dialog
* EWS text string corrected for English
* Gun Forts no longer claim to have Shore Bombardment
* Invasion hint in Move Action tooltip now accounts for veterancy, pillboxes, perks, etc
* "Challenge Mode" should now be remembered based on your last selected Starting/Normal setting.
* Gun Forts are more likely to prioritize units on a Port
* Fixed a display bug where Bombing Runs would double count Siege Line or Fortress Cities. (Balance is unchanged)
* Units with an Offline Required Building will no longer finish production if queued. (E.g. a supership when the Tech Lab goes offline.) Also covers an edge case of sneaking out a super while blowing its tech lab.
* Fixed a bug causing EWS to not show its range
* End Phase dialog is now optional