War Footing · published · build 26395747
After some development and testing, I'm now ready to push v1.0.2 out for beta! This is a big update and I'd like to let the community test it for a bit before moving it to the default branch. You'll have to manually switch to the beta branch to test it.
At a high level, it makes helicopters behave in a more balanced way, and significantly decreases the effectiveness of infantry operating without armored vehicle support. After this update, I'll focus on the 1.1 update which will introduce a new feature and have some additional content.
Here are the full patch notes:
V1.0.2
Fixed bug: Helicopters were not engaging each other properly
Fixed bug: Anti-air attacks against helicopters were being undercounted
Doctrine update:
Mass assault now gives -10% damage multiplier, +50 recruits per turn, and +10% boot camp throughput, +10% production capacity
Hi-Tech Integration: fixed a bug that prevented damage increase from applying to attack helicopters
Prepared Defenses: -10% casualties from anti-personnel fire, and +5 armor for all vehicles
Elite Training: Reduced the training speed penalty
Armored Spearhead: +15% soft attack for all armored vehicles, +10% hard attack for tanks, and -10% hard and soft attack for infantry
Deep Operations renamed Sustained Operations. +50% per-turn readiness recovery.
Change: Increased effectiveness of MANPADS against helicopters and scaled it more appropriately to equipment capability
Change: Made high-end air defense systems (like Patriot) less effective against helicopters
Infantry rebalance: Garrison units were far too powerful and APCs were underpowered. Ideally garrison units will still retain a role for situations where the player has high manpower, but will be less effective as a main force.
Increased lethality of soft attack damage
Increased screening effect of tanks & IFVs
Gave tanks a bonus to soft attack damage when no enemy tanks are present
Reduced number of crew casualties for destroyed IFVs
Reduced artillery allocation for garrison units
Reduced readiness cap for garrison units
Increased the penalty for losing an adjacent sector
Decreased IFV cost
Fixed a bug that overwrote old campaigns when starting a new one
New Equipment:
Germany: Panzerfaust 3
France: 105mm & 155mm towed artillery + CAESAR mobile artillery
Brazil: 120mm heavy mortar
Change: Special Forces School now required to raise SOF units, not deploy them
Fixed Bug: Tooltips sometimes displaying under other UI items
Change: Standardized naming for armor & mechanized units
Change: Can right click on budget sliders to lock them in place
Fixed Bug: Fixed an edge case where the enemy sector being full of helicopters + SAMs soft-locks progress
Change: Increased the readiness penalty for having too few tanks + IFVs in a formation that requires them