williammiller

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Administrator RTW2 v1.22 UPDATE IS NOW AVAILABLE garychildress bcoopactual , and 37 more like this Select Post

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Link to Post Back to Top Post by williammiller on This update will patch RTW2 to version 1.22



DOWNLOAD THE RTW2 v1.22 UPDATE HERE



Download the zipped update program, unzip it, and run the updater. This patch should update both the initial v1.00 release and all previous updated versions of the game.



The patch/updater should automatically locate your RTW2 folder - if the path shown to your RTW2 folder is incorrect please use the 'browse' button to locate the correct folder. If you receive an error message such as 'RTW2.exe missing' then you most likely have selected the wrong folder for the game location, make sure you enter the correct path.



If you have modified certain of your RTW2 files then the updater may not be able to patch the game, so please restore any modified files (or re-install the original game to the same folder) before you attempt to update the game.

If you modify any file in any game/program it is always a good idea to first back it up in case it is needed.







If you have any issues with the update program please PM me ( williammiller ) and I will assist you ASAP.



Please note that all update files are scanned by multiple anti-virus scanners and are 100% clean when posted...however, due to the 'over- sensitivity' of some anti-virus engines (with regards to the the anti-piracy system used by the game) some AV engines may produce a false positive for the game executable. If you find this happening please let us know so we can report this to the AV company ASAP (you can set most AV engines to exclude the game executable/folder as well if needed).



THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.22 UPDATE:

Fixed a bug with MTB:s generating lots of error massages in some situations.

Fixed a bug with Medium bombers getting torpedo capability too early

Fixed a bug with the upheaval in possession event giving you the colony regardless of answer.

Fixed some inconsistencies in the penetration table and associated calculations.

Fixed a bug with bulged and subsequent rebuild.



THE FOLLOWING WERE THE CHANGES/FIXES FOR THE 1.21 UPDATE:

Improved AI carrier avoidance of enemy surface threats.

Improved AI airstrike management.

Air units that have been moved to another land base will have less aircraft serviceable if a battle takes place immediately after the move.

When opening the setup strike screen the selected number of aircraft for air formations will be set to number of undamaged aircraft .

Consolidated all air formation ready messages for one minute to one message.

Added buttons for set all to strike and set all to heavy to airstrike screen.

Carriers with core and patrol orders will now provide CAP to the lead division, just like carriers on support do. (to give more flexibility in managing supporting carrier divisions).

Reduced armor penetration for glide and skip bombing.

Adjusted AI ship designs better to research speed lower than 100.

The player will now see approximate range values for foreign aircraft he could buy a license for.

Reduced chance of losing contact with division based on search radar class.

Limited MTB:s to two squadrons per possession (To prevent spamming)

Improved scenario starting positions/spawn points for several types of battles (should greatly reduce spawn point issues).

Fixed a bug with torpedo reloads not working for above water tubes.

Fixed a bug with AI airstrikes sometimes not being coordinated when they should have been.

Fixed a bug with invasion battles carrying over to the next battle if the AI declined his own invasion.

Fixed a bug with harsh peace deals giving the player more possessions than intended in a peace.

Fixed a bug that could cause destroyers to wander off.

Fixed a bug that made MTB squadrons hug the coast too closely.

Fixed a bug with allied nations not taking possessions after a war.

Fixed a bug with a possession event, the player not getting the possession when ignoring an ultimatum from another nation.

Fixed a bug that caused air units participating in a fleet exercise to suffer real losses.

Fixed a bug that let the AI build larger airbases than set in the airbase limit option.

Fixed a minor display bug after clicking "improve bases" in a possession.

Fixed a display bug with speed loss when both adding bulges and replacing machinery in a rebuild.





Save games should, as far as we can determine, work fine with most updates, but it is possible that in some cases you may encounter issues. THE FOLLOWING WERE THE CHANGES/FIXES FOR THE 1.20 HOTFIX: *Fixed issue that prevented manual torpedo fire

*Torpedo launch interface improved - you can now quickly cycle through all ships in a division



NOTE ON MISSILES FOR THE v1.19 UPDATE: We really want to create a more complex rendering of all the missile types, which will take much more time and effort than it did for the basic missiles in 1.19.

In light of that fact, and the fact that 1.19 was taking longer than expected to complete, we decided to save work on those for later - possibly even as part of an expansion or DLC.

The basic missile system presented in 1.19 would be greatly expanded as part of this, along with other new features added of course...



THE FOLLOWING WERE THE CHANGES/FIXES FOR THE 1.19 UPDATE:

Ship displacement is now taken into account when counting ship strength for blockade and AI battle decline evaluation.

The AI will now take enemy local air strength into account when deciding if it should decline a battle.

Added option to limit the size of airbases when starting a game.

Slightly reduced the repair rate of land airbases.

Slightly reduced the hit chance against ships for non carrier trained land based aircraft.

Medium bombers with guided weapons will prefer guided bombs to torpedoes when selecting weapons loadout.

Added Early SAM and ASM.

Enlarged the battle accept screen to avoid clipped lines.

Removed unused displacement requirement when rebuilding ships.

CA with core orders will now stay in line and not flinch from enemy BB or BC.

Firefighting will not happen on a sinking ship.

Reduced air kill rates slightly for faster aircraft (air combat was too deadly).

Researching improved Electro optical director will now unlock electro optical director.

Carriers could be assigned to battles if they had assigned squadrons but no actual aircraft yet. This has been fixed.

Adjusted strategic pathfinding so the path with most base capacity will be preferred.

Big ships will not fire main batteries at sinking destroyers.

Ships will not select main battery targets that are not in the arc for any main guns (should help Nelson configuration ships pick targets better).

Improved division reforming if spread out (should help carriers to keep station on flagship).

Relaxed friendly ship on LOS check when firing torpedoes manually.

V turret now only lighter on BC and CA.

Blast effects from V turret will affect non casemated secondary gun ROF. (The intention is to make use of V turret a thing for BC with casemated secondaries.)

Using V turret will reduce AA slots by 10%.

Added Celebes and Moluccas possession as there was a base vacuum in the area.

Added Shana port on Etorufu Island (Hokkaido) to improve invadeability in the area.

Fixed a bug with flotation warning user setting not being registered.

Fixed a bug with a nation announcing it was joining a non-existent war.

Fixed a bug with CL up to 12000 tons not being allowed after 1940 as intended.

Fixed a bug that could cause miscounts in aircraft losses summary.

Fixed a minor bug that could make air strikes with mission ground attack search when they didn't need to.

Fixed a bug with air torpedoes sometimes being added to carrier torpedo totals.

Fixed a bug with the AI not building airbases as it should in contested areas.

Fixed a bug with ships being able to get get full AoN during a refit.

Fixed a bug that could make you approve enemy nations blitzkrieg plans.

Fixed a bug with ships under construction moving with a surprise attack force.

Fixed a problem with error messages when the AI was trying to build ships that were too fast.



THE FOLLOWING WERE THE CHANGES/FIXES FOR THE 1.18 UPDATE:

-Fixed the problem with the strategic turn sometimes occuring at the start of a battle.

-Air unit kills and bomb hit records are kept for 6 months after a war. If a new war starts within that time, they bring their score into the new war.

-Added option to continue searching if no contact between fleets.

-Bulges and additional deck armour are now removed when using a rebuilt ship as basis for a new design.

-Ships larger than 88000 tons cannot be bulged.

-Floatplanes on ships building will now not generate aircraft maintenance costs.

-Airship bases can now be expanded to have 16 airships. This gives airship anti-shipping activities a little more more effect.

-Reduced dock increases when using slow research speed.

-Adjusted tech developments better to slower research speeds.

-Submarine build now allows up to 12 subs and asks if you wish to generate a random name just before the ship build screen.

-Researching Improved AA director now automatically researches early AA director if not invented before.

-Fixed the bug that can occur when moving the cursor over an aircraft.

-Fixed the bug with additional deck armor adding weight.

-Fixed a bug when checking a rebuild to carrier with 6-inch casemated guns.





THE FOLLOWING WERE THE CHANGES/FIXES FOR THE 1.17 UPDATE:

Fixed the problem with raider battles "sticking".

Fixed a bug with the unit machinery box not being checked for designs that has unit machinery.

Fixed an error when scrapping MTB squadrons.



RTW2 v1.16c HOTFIX: This hot-fix resolves the 'Auto-resolving AMC being intercepted stops the game turn counter' and 'only receiving raider interception battles' issues that occurred in v1.16. You can install this over any version of RTW2, including v1.16b or 1.16.



RTW2 v1.16b HOTFIX: This hot-fix resolves the "ErrorInCoupMinor" and "GetRandomPossession" error popups that occured in v1.16. You can install this over any version of RTW2, including v1.16.





THE FOLLOWING WERE THE CHANGES/FIXES FOR THE 1.16 UPDATE:

Note: This release includes an extensively updated manual, now over 100 pages with some illustrations. The manual is located in the "Manuals" sub-folder.



Revised the turn order for the strategic turn. Turn order is now:

- Strategic ship move

- Battle occurs

- Raider and submarine warfare

- Game provides notifications of events, process completions, technologies, etc.

- War breaks out.

- Surprise attack battles (if any).

- Design studies finished and option to rework design.

- Player strategic turn - player acts, building ships, making strategic level decisions etc.



Note that this gives the player time to adjust ship status when a war starts. Previously wars were a bit too sudden.

This also fixes the problem with reworking design studies.



Added option to force battle end with some losses (click exit battle button).

Effect of autoloaded AA guns on HAA factor now shown in build screen.

If an aircraft type with no bombs on M range is given NStrike mission, H load is automatically selected.

Selected target on the airstrike screen is cleared between scenarios.

There should now be no 1 strength air squadron fragments.

Decreased the probability that oil fired destroyers will miss a battle due to range to base.

Aircraft on the map will show better at all zoom levels.

If you move the mouse pointer over an air formation on the map when the game is paused, you will see an enlarged view of that air formation in the inset view.

Added select ready button in setup airstrike screen.

Modified formatting in log file for easier readability.

Added air group info to the map details screen.

Restricted carrier flight activity when enemy is in sight to prevent them turning into the wind in unhealthy directions.

Ships in reserve or mothballed will now not have engine problems.

Added more fleet size options. This may change the name of your current fleet size in ongoing games (e.g. a game started as medium will now be called small).

Limited AV to 14000 tons.

Added warning when HAA ammo of a ship goes below 50%.

Coastal artillery batteries now have 360 degree arc of fire for main guns (This is a bit generous and a simplification, but the previous arcs were too restrictive).

There is now a chance that coastal artillery batteries will have radar.

Fixed a bug with aircraft cruise speed in rare cases exceeding max speed.

Fixed a bug with 7 in coastal batteries having 8 in guns.



THE FOLLOWING WERE THE CHANGES/FIXES FOR THE 1.15 UPDATE:

Small carriers that cannot operate fast aircraft effectively will not have such aircraft types assigned to them.

Limited the number of main guns on a ship to 20.

Limited the total number of secondary and tertiary guns on a ship to 32.

Allowed AMC with up to 25 knots speed after 1925. To simulate building a converted liner carrier like Hiyo or Junyo, build a 10000 ton 25 knot AMC, then convert to carrier.

Tweaked the weights of AMC hulls and engines to make CV conversions more reasonable.

Added air group summary to ship description.

The Navy will now be consulted before colonies are granted independence

Added option for unit machinery. Lowers the chance of engines disabled damage event.

Air units on carriers undergoing rebuild will not lose experience unless the refit is halted (this is to prevent misuse).

Added another air base for Russia/Soviet Union at Peterhof.

Increased maintenance costs from 1950 and onwards. This is to reflect that maintaining large fleets and air forces were increasingly unsustainable in the 50s and 60s.

Added a new battle type: Carrier Battle. Carrier battles can occur if both sides have carriers and there is enough sea room.

Added current flooding after reduces flooding message in ships log.

Added current fire level after fire limited message in ships log.

Slightly increased damage from multiple torpedo hits

Added Role to air attack messages

Having too many submarines under construction risks production delays.

Aircraft types under development are shown for comparison when a private venture is evaluated.

Cumulative air kills and bomb hits for air units are now tracked (reset after a war is over).

Air units can gain permanent elite status. These air units will remain better than other air units.

Added notice if friendly units think they are spotted by enemy aircraft.

Adjusted HAA factor calculations to limit very large numbers of heavy AA guns.

Added equipment flaws that can be discovered in wartime. For example faulty torpedoes or AP shells.

Reduced the chance of inventing Bombentorpedo to 10% (the Germans have it as bonus tech though, so will always have it).

Raised the cost of buying aircraft licenses and allowed poorer nations to buy when tension is lower than 4.

Search planes now do a dogleg at the end of their search vector.

Added a new key shortcut for moving ships easily. Pressing M in the main window ships in service screen will bring up a menu with all the map areas. Clicking an area in the list will set the destination of all selected ships to that area, regardless of current location.

Also added other key shortcuts for selected ships: C > cancel move, A > active, T > Trade protection, F > Foreign station.

When readied torpedo bombers stand down, the torpedoes will be returned and not lost.

Oil fired destroyers now have a smaller risk of missing a battle due to range to base.

Improved AI strategic movement.



Introduced Carrier trained property for air units:



* Only carrier capable air units can be based on carriers.

* Carrier trained air units cannot number more than 150% of the air capacity of existing carriers in wartime, 120% in peace or 110% if elite pilots.

* Carrier capable air units cost 150% of the maintenance of other air units.

* Carrier capable air units must be defined as such when they are created, they cannot be converted later.

* They can be created on bases, in the reserve or on carriers.



Fixed a bug where the wrong nation could be mentioned in the ship fate when sunk in a gunnery duel with a submarine.

Fixed a calculation bug that gave ships of exactly 5000 tons greater horsepower requirements than intended.

Fixed a bug with the fuel shortage notice remaining after a war.

Fixed a bug with bulging giving too good protection against torpedoes.

Fixed an error message that popped up when requesting CAP and no airbases exist.

Fixed a bug with invasion ranges sometimes being mis-calculated.

Fixed some problems with invasion battles status "sticking".

Fixed a bug with some very large battles generating an error on loading a saved game.

Fixed a counting error of submarines under construction.

Fixed a bug with enemy nations intercepting player raiders running the blockade.

THE FOLLOWING WERE THE CHANGES/FIXES FOR THE 1.14 UPDATE:

Light cruisers with DP main armament (AA cruisers) are more likely to be selected as CV escorts. Note that they might still very well get involved in surface actions, as happened historically.

Seaplane carriers can now provide CAP. Floatplanes will fly CAP only if their division has specifically been ordered to fly CAP over a division (which can be themselves).

Added possibility to request land based CAP over ONE ship division. (Button in division screen)

Researching secondary director for CL now unlocks secondary director for all ships if that was not invented before.

Increased aircraft handling penalties for carriers with aircraft capacity larger than 110.

BB divisions can now screen CV divisions when circular AA screen has been researched.

Reduced the number of times an enemy division is reported (to reduce report clutter).

Refurbished the calculations for penalty points when declining battles to eliminate some extreme values.

Increased CAP launch time variability.

Airbase Size is now limited to 100 planes if Fleet Size is medium or small.

The setup strike dialog will remember the last preferred target type.

Old techs are very likely to be discovered when they are older than 6 years.

Museum ships are now clearly labelled as such in the nation ship summary.

Ship list in main screen will not jump after a move is ordered.

Carriers cannot use cross deck firing.

Carriers with no aircraft will not be deployed in battles.

Some research levels in engine tech in the 30s will now give 2% weight saving in machinery (to reflect historical advances in engine weight reduction).

The attacker must now sink 6 ships to fulfil a convoy attack mission.

HAA factor now shown in design screen. Note that actual value in battles may vary slightly from the value in the design screen due to ROF and fire control advances.

Fixed a bug that could cause enemy reports to be visible when loading a saved game.

Fixed a bug that generated an error when selecting "Any ship" as target type for air attack.

Fixed a bug that allowed triple turrets on CL before they were researched.

Fixed a bug with the maintenance cost of ships under repair being dropped from costs.

Fixed a problem with invading Malta when the objective is inside the defensive minefield.

Fixed a bug that could cause enemy nations to take a player nation home province after a war.

Fixed some quirks with aircraft type assignment and aircraft replacement.





THE FOLLOWING WERE THE CHANGES/FIXES FOR THE 1.13 UPDATE:

Reduced pre-battle air attrition and made it more variable.

Pre-battle air attrition will be heavier for both sides if suppress airbases is selected as air priority.

Added the ability for carrier divisions to provide CAP to any other division on the same side. This is in addition to CAP for supported divisions.

Improved AI airbase construction and land air unit management.

There will only be one aircraft from each manufacturer offered as prototypes. Prototype names will be unique.

Cancelling a fleet exercise will not prevent further fleet exercises the same year.

Added a button for putting all ships in reserve (useful after a war).

Fixed a bug with air units getting hijacked by sunk ships.

Fixed a bug with default search areas for airbases sometimes being wrong.

Fixed a bug with BB at start in 1920 sometimes having a build year of 1900.

Fixed a bug in aircraft replacement procedure.

Fixed a bug with invasion missions not triggering when completed.

Fixed a bug with air formation experience set to Fair after loading a saved battle.

Fixed a bug with speed/Hp calculations for some high speed cruiser designs.

Fixed a typo in the British bonus techs.

Stopped forces spawning on top in some cases.





THE FOLLOWING WERE THE CHANGES/FIXES FOR THE 1.12 UPDATE:

Battles in restricted waters will be less common unless one of the sides has a base nearby. (For example battles in the Baltic or Adriatic if one side has no base there) Added option for harder peace deals. This will work equally for the player and AI.

Reduced the chance of learning tech from foreign built small ships.

Ships with all secondaries and tertiaries in casemates will have 5 degrees wider firing arcs for main battery wing turrets.

CL with secondaries of 3 inches or less will also have 5 degrees wider firing arcs for main battery wing turrets.

Fixed a mistake in the nation file. Italy now has Motobomba FFF as a bonus tech as intended.

Improved heavy AA on AI designed carriers.

Reduced a tendency of the AI to overbuild MTB and coastal artillery.

Adjusted force spawning.

Made bombardment targets easier to destroy when bombarding ships are CL or smaller.

Added option to have a popup message when an air formations is ready.

The strike screen can now be accessed when weather does not permit air ops, but aircraft cannot be launched.

Aircraft cannot be readied if sea state is Gale or worse.

Added checkbox for confirming target location of airstrikes when spotted. Normally checked but this gives a possibility to avoid this.

Added possibility to set priority target type for airstrikes.

Increased the chance for invasions to occur.

Made it slightly more difficult for fighters to shoot down other aircraft.

Increased the difficulty of extinguishing fires on carriers.

Changed the show division names button to display further map options.

Added a button to delete selected reports in the report list.

Ships that are mothballed or in reserve will not be mined.

Reduced the hit chance for Medium bombers dropping torpedoes.

PB will now not have torpedo capability (applies to aircraft developed from now).

Added button to copy air stats to clipboard (for pasting into excel).

Prevented selecting possessions with a value of 10 or above as invasion targets (these are not invadeable, so the invasion would never fire).

Catapults in positions 3 and 4 (aft) are now legal.

Tweaked air unit experience (it was too hard for air units to become veteran or expert).

Fixed a display issue where the ends of long class names could be obscured in the ship dialog.





THE FOLLOWING WERE THE CHANGES/FIXES FOR THE 1.11 HOTFIX:

Fixed a bug with forces sometimes spawning too close.

Fixed a couple of bugs with the no contact timeout value.

Fixed a bug with own AI controlled radar spotted ships not displaying on the map as intended.

Fixed a bug with own ships sometimes torpedoing own radar spotted ships.



THE FOLLOWING WERE THE CHANGES/FIXES FOR THE 1.10 UPDATE:

The age at which the AI considers scrapping ships will increase in the later part of the game.

Removed "Has sunk" message in battle.

Fixed error message when multi-dragging aircraft to the reserve.

Fixed a bug that caused scout forces not to appear.

You will now get a warning if you try to launch planes from a carrier that cannot perform flight operations. (Previously the strike would just not ready.)

Improved AI airstrikes on spotted player carriers and capital ships.

Carrier divisions now listed first in the division list in the setup strike screen.

Reduced chance for two turrets damaged on critical hit.

Immunity zone calculation now includes effect of inclined belt and additional deck armour.

Improved AI economic management of air units.

There is now a max value for secondary and tertiary gun calibre in design screen.

The time until a ship becomes obsolete will now increase to 12 years after 1935 and 14 years after 1945.

Own AI controlled ships (like convoys) will now be visible on radar. Note: This can make things more confusing in night battles, not less.

When multi selecting airbases in the coastal fortifications tab and selecting expand, all selected airbases will be expanded (if possible).

If you setup a strike and select launch, you will have an opportunity to adjust the target location when the strike is spotting.

Tweaked airstrike target selection so that they will ignore non-carrier targets on their way to the specified target location.

Adjusted air combat to increase the value of escorting fighters relative to CAP.

Added warning message if a multi carrier combined strike is attempted when the tech is not researched. (Previously the squadrons from the second and subsequent carriers would just go uncoordinated.)

Longer starting ranges in battles where carriers are present.

Carriers taking part in an exercise will have their full air complement even if they are in reserve (they are assumed to have been brought up to strength for the exercise).

AI nation treaties against the player will now show in the tension popup.

Increased the point value of carriers for VP purposes.

The AI will now launch larger and better coordinated airstrikes on naval targets.

Fixed a bug with AI submarines not sinking any merchants.

Fixed a bug introduced in 1.09 where old game files were not cleared.



The following were the fixes/changes made for the v1.09 update:

Revised battle missions for Italy and AH to account for possible change in ownership of Dalmatia. Tweaked battle compositions so that lack of certain ship types will not guarantee that a "better" type is substituted.

Aircraft of multi deleted air units will now end up in the pool of available aircraft.

Auto delete of unused rebuild design files is now an option. If checked, the delete will be performed every December.

The airbase list data will now update after multi-moving air units to the reserve.

"Fastest Available" checkbox will be automatically turned off if game speed is manually lowered.

Added copy and paste function for air groups in Air Groups screen.

Airbases in air groups screen now sorted: Reserve - CV - Home area bases - other bases by possession.

Fixed an error with British bonus techs in the nation file.

Added Dreadnought to the British ship names file.

Made airstrikes less likely to target transports.



The following were the fixes/changes made for the v1.08 update:

Changed the way the ASW value from flying boats are computed.

It is now possible to multi select air units and multi delete air units in the air groups screen.

It is now possible to change numbers for multiple air units in the air groups screen.

It is now possible to drag drop multiple air units to reserve or to other airbases in the air groups screen. The number of Aircraft of air units put into reserve will now be completely reduced in the first month.

Ship design files for reconstructions that are older than 20 years and not used by any ship will be automatically deleted, thus reducing the size of saved game files.

Fixed a bug with the player declining an enemy invasion battle.

Changed ship selection for battle to make CVL more likely to be included.

Changed mechanism for limiting DD in battles and improved player feedback on why DD may not be deployed.

Tried to focus AI air attacks more on spotted enemy CVs.

Fixed a bug when starting a game in 1920 with slow aircraft development.

Fixed a bug with assignment of aircraft to units with an authorized aircraft strength of 4.

Increased peacetime aircraft production slightly.



The following were the fixes/changes made for the v1.07 update:

Increased the effect of accelerated construction if a nation has efficient shipbuilding industry (will make it about 15% faster instead of 10%).

There is now a chance that nations losing a war will have to return possessions conquered during the war. The chance is based on the severity of the war loss.

Fixed a bug in copy air group function.

Fixed a bug with air unit experience.

Corrected electro-optical director crew size.

Airbase list in air groups screen now sorted by area.

Added multi select and button to select all air bases in air groups screen.

Carriers will now not lose contact with division.

Changed tonnage limit for treaties. (The game will not choke on anything up to 100 000 if modded).

Armed merchants may show up in convoys.

Fixed a bug with the wrong penetration modifier being used in some cases.

Ship crew quality after a refit will now always be lower than before the refit.





The following were the fixes/changes made for the v1.06 update:

NOTE: With this update it might be best to start a new game due to certain changes made...

Added status for air bases. It is now possible to put an airbase in reserve, which reduces costs. Aircraft numbers in units based there will drop to 70% and pilot experience will be reduced.

Refurbished the aircraft replacement system. Air units now take longer time to replace losses.

Added filter for land based air in show air formations screen.

The frequency of private shipbuilding expansions will now be related to the tonnage of heavy ships in construction in home yards.

Added check box in battle screen to use fastest game speed available.

Fixed a bug with initial air search sectors that could cause them to be much too wide.

Ensured that normal catapults are invented before flight deck catapults.

Ensured that torpedo storage for ships cannot be negative.

Fixed a bug with heavy AA shell doctrine not sticking.

If Bomb load is selected as first priority for an aircraft design you are guaranteed to get at least some bomb capacity.

If a nation has an operational carrier, chances increase that torpedo bomber or dive bomber tech will be unlocked.

Fixed a bug with the air torpedoes ammo check when conducting a multi-carrier strike.

Fixed a bug when creating a new air unit under the reserve.

Fixed an error in check invasion procedure.

Fixed an erroneous objective location in destroyer action, Germany vs Russia.

Fixed a bug with air sounds playing even if sound effects are off.

Prestige penalties for being under budget are now stricter enforced during war.

Fixed unreachable invasion objective at Gibraltar.

Fixed unreachable bombardment target in Tanganyika.

Fixed a bug where buying an aircraft type from an ally will reset funds to zero if they are in the red.



v1.06 Aircraft Replacement System notes: Air units have an authorized strength and an actual strength. Air units will try to fill up to authorized strength, but it may take some time before they are up to full strength.There is a simple production system with a number of aircraft produced of each type each turn. The produced number will rise if more aircraft of that type are requested. You can see the number of aircraft in stock for a specific type in the aircraft types screen. If you disband a squadron, their aircraft will go back to the pool. In the air groups screen, bases will show Actual aircraft number/Authorized aircraft number/Base capacity. Air units will show Actual/Authorized aircraft. Bases not in home regions will get aircraft replacements at a slower rate.



The following were the fixes/changes made for the v1.05B Hotfix:

Fixes a bug with sighting reports disappearing.

Air torpedo limitation now applied both when pressing ready and launch buttons.





The following were the fixes/changes made for the v1.05 update: If a submarine ban is implemented, any build requirement of submarines will be voided.

Reduced risk of research getting "stuck" in research areas with long time between levels.

Reconstruction messages for DD and K are now merged into one message, just as for commissioning.

Improved feedback on invasion progress.

Fixed problem with research above level 20 being stopped (again).

Fixed a bug with erroneous message about S and T catapult positions not balanced.

Sinking ships will no longer contribute HAA fire.

No prestige loss when buying foreign aircraft if no own aircraft type for that role is available.

Only aircraft roles that are available will be shown in the list when requesting prototypes.

Fixed a bug with enemy flying boats contributing to player ASW efforts.

Fixed a bug with Electro-optical director.

Fixed a problem with too frequent "Enemy dominating".

Aircraft torpedoes will be limited to 2 torpedoes per/TB plane stationed on each carrier/base.



The following were the fixes/changes made for the 1.04 update:

Aircraft with ground attack orders will return if the target is already destroyed. Range circles for enemy air will now only show land bases.

Removed duplicate tech for twin DP mounts.

Some further tweaks of armour weight for large ships.

Reduced turret weight for heavy guns (17 in +)

Fixed strange declarations of war after other nations blitzkrieg occupations.

Fixed a bug with research above level 20 sometimes being stopped.

Fixed some battle missions (bombardment targets, start positions etc).

Fixed a bug with starting gun calibres in 1920.

Spain is now included as a playable nation in 1900.

Raised the chance of an invasion occurring.



The following were the fixes/changes made for the 1.03 update:

Fixed a bug with small corvettes getting very small crews.

The AI nations will now build more battleships in the initial fleet on manual build and 1900 start.

If a squadron is selected for strike but has no medium bomb load, heavy bomb load will be set as default instead.

CL are allowed to be up to 12000 tons from 1940.

Escorts in non-coordinated strikes will now return to base on schedule.

Fixed a problem with research levels greater than 21.

Fixed an error in damage control research. (Improved watertight hatches)

If improved triple turrets are researched then triple turrets are unlocked.

Fixed a bug with home possession base values sometimes fluctuating.

Added option for range circles from airbases during battle. Friendly airbases will have dashed circles, enemy will have solid circles.

Range cicles for enemy bases are based on best intel on enemy aircraft types, or lacking intel on your own best aircraft type of that role.

A nation under peace treaty is not restricted by caliber limits of a general treaty. (Allows for example Germany to build Deutschland class ships (pocket battleships) in 1920 if the Washington treaty is in effect.).

Added column for airship bases in base overview tab.

Adjusted some battle missions (Sardinia, Sakhalin).

Added airbase info to map details screen.

Added tech for centerline torpedo tubes on ships up to 7000 tons.

Made armor slightly lighter on very large ships(> 45000 tons).

Prevented air units being set to more than 20 planes.

Tech category is now specified in messages about buying or selling technology.

Some changes in response to feedback on land air:

----Aircraft on a base within range of an enemy airbase will suffer pre-battle attrition resulting in the base starting with a number of damaged aircraft.

----Better possibilities to suppress messages about land air to land air in preferences screen.

----Setting for not pausing the game on air attacks on land bases.

----Air approach message will only be shown when enemy aircraft are approaching ships.





The following were the fixes/changes made for the 1.02 update:

DP guns checkbox will now not be checked in an autodesign when DP guns are unavailable

Fixed a memory leak issue.

Torpedo bomber squadrons will not be auto-created at airbases if the nation has no aircraft of that role.

Estimated number of enemy submarines active will not be negative.

Checking a design with 0 deck armor will now give an error in the designs report instead of no response.

Deutschland class ships (pocket battleships) will be classed as CA (12000 tons or smaller, guns 11 inches or less, and 6 or fewer main guns).

If Austria goes communist, it will be led by a Chairman.

Now takes radar sighting range into account when determining initial positions for battle.

Reduced victory points for surviving merchants to 600.

Fixed a bug with historical resources in 1900.

Fixed a bug with TPS value not showing in a rebuild.

Fixed a bug with torpedo reloads for deck mounted torpedo tubes.

Fixed an error with rebuild times being too long on ships with aircraft.

Fixed a bug that caused floatplane scouts not to launch or only launch from the first ship.

Fixed a bug with AON armor connected to the wrong tech.

Fixed a bug with box protection not always being applied.

Fixed a bug with some carriers on the borderline between CV and CVL being classed as CA.

Fixed a bug with reducing gun count in casemates giving negative weight.

Fixed a bug with CV and CVL not included in strength ratios for determining blockade.

Fixed a bug that caused error messages when setting ammo and torpedoes for battle.

Fixed a bug with radar range circles not showing in battle.



The following were the fixes/changes made for the 1.01 update:

Aircraft maintenance cost in main screen will now update when a squadron is added or disbanded in the air groups screen.

Fixed unreachable invasion target at Rhodes.

Sunk ships will no longer repair aircraft.

Fixed a bug with display of hangar side armour.

Fixed display of ship speed in nation data ship lists.

Slightly increased ready and spotting times of aircraft

Stopped some erratic course changes at start of battle.

Prevented building of airbases in the base overview screen until airbases are invented.

Map flags are now updated when a nation changes government type.

Removed automatic scrapping of old Corvettes.

The design board of the AI nations now also demand guns on their first carrier.

Misidentified ships will now not be revealed in the ship data card.

If twin DP guns is invented, then basic DP guns will be unlocked as well.

Fixed a bug with CL sometimes being built with features ahead of their time by the AI in a 1900 start.

If the first carrier is below 20000 tons, the design board will only demand 6 in guns.

Fixed a bug with torpedo hits not being credited to air formations.

Prevented bulging of ships below 2500 tons.

Fixed erroneous hints in rebel support event.

Added text in battle map if weather prevents floatplane or air ops.

The eccentric scientist will now be less eccentric, i.e. he will not invent things in tech areas that are not even known.

When aircraft prototypes are offered, only the three latest non-obsolete types of the same role will be shown for comparison.

Fixed an error in in CheckDarknessApproachingBase procedure.

Surprised airbases will not launch strikes, not even at other airbases.

No reminder about air group for museum ships.

Cancelling invasion target will not change ASW or submarine policy display.



