Balance: * Reworked the HP input to Hard to Hit. This should make DD's and SDD's feel more significant. This change sits between the original values and the reworked values around launch. -> The Rework specifically avoided buffing PT's to avoid complaints. Ex. 1: SS vs Bombing Run buffed from ~22% to ~28% Ex. 2: DD vs Bombing Run went from ~18% to ~28% Ex. 3: SDD vs BB broadside went from ~13% to ~26% NOTE: Remember that Hard To Hit doesn't affect Skirmish weapons or attacks made within the same Hex. (See its tooltip) * Fixed a bug where Emergency Stores could override Hospitals for 'repairing', causing 1 'repair' growth instead of 3. * Austerity Measures no longer lowers the VP generation of Buildings. * Armed Populace City-pop Black Fleet Delay effect increased from 15% to 33% (multiplicative) * Fortress Cities now increases City-pop Black Fleet Delay by 33% (multiplicative) * PillboxesII City-pop Black Fleet Delay effect increased from 15% to 25% (multiplicative)
New: * Recon planes can now be used to increase their parent unit's Sight.
Minor: * End Phase Dialog now has a default hotkey of 'Enter' * End Phase dialog now tells you how many Recons are unused * End Phase dialog now reminds you if you can End Mission * Fixed a bug regarding orange City Pop text telling you growth was always 0. * Fixed a bug where Gun Forts were part of the Main Phase unit-cycling * Damage display number positions are now randomized a bit so they are less likely to overlap * Repair Sprites are now updated upon destroying buildings. * Enemy repair sprites for repair yards are no longer shown. * Unlock Text will now display in slightly randomized locations to minimize chances of overlapping text * Fixed a bug regarding the Control Scheme not localizing if "Show Help on Start" wasn't toggled. * Fixed a bug where 'Next Building At Size' text could be incorrect if current size was evenly divisible by 10. * Several perk descriptions amended to describe hidden benefits or be more explicit. * 'Glass Cannon' text now yellow. For readers - this is related to an achievement. * Increased Ai preference for using units that have less targets. (Makes them less likely to kill-steal eachother) * Normal and Starting difficulties reduce AI's preference for targeting the Flagship at lower HP values. * Fixed a bug where EWS was not actually extending city's normal sight range. * Fixed various minor text errors * Missile Speed increased betweeen 5-25% (depending on range.) * 'Fireball' (Cannons) Speed increased betweeen 5-15% (depending on range.) * Hull Breaches Dealt/Received in Campaign Summary is now accurate. * Fixed a rare issue where the game could potentially save your prestige but you could lose those specific unlocks if you didn't trigger a meta-progress save. * When in the Army Painter on an Unsaved scheme - the scheme will no longer reset when you switch ships. * Adjusted how the AI checks for player flak along flight paths to be significantly more accurate. * Universities now mention that they increase Max City Pop by 5. * Investor Text added regarding its cap.
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.