Demo update version 0.9.0

Patch Notes 0.9.0

Balance:

  • Gun Forts no longer have ‘Shore Bombardment’

  • Submarines can now shoot a Fort if they are directly next to it (submarines can’t use their surface weapons when adjacent to ships)

  • The Black Fleet penalty on the following map is now as follows:

    • Easy: No Penalty

    • Normal: 1 Turn for each full turn spent while the Black Fleet is in the Area

    • Hard: 2 Turns for each full turn spent while the Black Fleet is in the Area

  • Raze City option costs about 40% less now

    • Design Note: Raze City is not meant to be used frequently. Aside from a Perk that gives you bonuses for Razing Cities and being a way to achieve the “Destroy City” mission. The reason it has high costs is to make it difficult to abuse for a player retreating from a losing battle.

UI:

  • VSync added as an option (might help with some display issues). Default is Off

  • Framerate limiting should be applied to all scenes now (no need for 400fps menus)

  • Adjusted Fleet Upgrades screen to be easier to use, more descriptive, and consistently show much more information

UX:

  • Fixed an issue where New Campaign could retain state from a previous New Campaign that was never started, leaving updated perk selection or flagship upgrades behind.

  • Text has been added to let the user know that New Campaigns overwrite existing Campaigns

  • Player Recons no longer force the Player to wait. I’ll keep an eye on this in case it causes some kind of exploit.

  • Player can now box their fleet and move it in a single command. The fleet will, roughly, attempt to maintain its formation.

  • Black Fleet penalty turns are now displayed to the user.

Minor:

  • Actually finally fixed plane crash direction for real this time, honestly.

  • Fixed a bug where the Campaign was always Desert. Should now be a random environment. (Long campaigns will go through multiple environments.)

  • Fixed an issue where the difficulty would swap to Normal when loading a battle from other difficulty settings.

  • Fixed a bug where loading a campaign save where you’d killed the Admiral reverted its personality to the dead guy.

  • Fixed an exploit regarding submarines

  • AI should be a little more risky with planes now, especially if they can sink an opposing ship.

  • Aligned AI estimation of its patrols, which should result in it skipping fewer actions when a Player has patrols up

  • Possible fix for AI skipping Intercept actions

  • There should be slightly less repetition of small explosions

  • Fixed a bug regarding Intel revealing new nodes

  • Game should generally be brighter

  • Black Fleet once again enters on the Player’s turn instead of the AI’s turn. (This was the original design, but originally caused several bugs.)


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