In this update9
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Full Dread Admiral update
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Repeated intro
Hey all! I am back with another update; this one focuses on Crits and Unit Veterancy, along with a lot of community feedback changes and fixes.
What changed
- Gameplay
- Balance
- Maps
- Fixes
- UI and audio
- Server
Dread Admiral changes
I'd like to extend a quick thank you to the Discord community for all the continuous feedback!
Dread Admiral comes out Sept. 3!
Wishlist now!
New Features:
Turned on Critical Hits and Unit Veterancy
Metamap now has help topics/help menu
Gun Forts have been made buildable. (Note: Your opponents will also now build them!)
Rotated some Demo Perks to be less focused on economy. Removed Fortifier, Austerity Measures. Added Double DDs and Aerophobia.
Existing Campaigns/loadouts will be unaffected until you update them.
AI admirals (missions with a Flagship opponent) now favor specific perks, flagship loadouts
Balance:
Easy Campaign now gives +2 turns per map
Normal Campaign now gives +1 turn per map
Anti-Snowball bonus reduced for Easy/Normal by 20%/10% respectively (multiplicative)
Easy will now have a 50% chance of no modifier for M2. (Note: in the real campaign, all non-admiral missions are chance-based.)
AI decision variance for Normal increased from (.9, 1.1) to (.85,1.15) (affects how optimal its move/combat decisions are)
Hard AI gets a bonus Perk
Maps should now generate the appropriate number of cities much more frequently.
Fixed a bug that seemed to reduce all enemy movement by 1.
Made various adjustments that should result in Normal and Easy being mildly easier
Active Builder nerfed from 10% to 6% (Examples: Refineries cost 28 instead of 27, Downtowns 42 instead of 40)
Submarines
AI subs should not place themselves under your depth charges.
AI subs revealed by sonar will no longer go invisible during a siege.
Possible fix for Subs snaring planes
AI have reduced preferences for subs when the player has escorts
Visuals:
Big vs small flak mildly differentiated visually
Cannon-fire should be more evenly distributed across the hull, especially for things like Gun Forts
Flagship should be more centered on hex
Fixed a bug with the Protect City warning. It will now say the City Name.
Negative values should no longer display for Sieges, Invasions, or similar.
Added Critical Damage to HUD Description
Several city button arrow images fixed
Minor:
Fixed a bug that would cause the Raze City button to disappear permanently from all cities
Cities should more frequently have nearby open spaces (for Gun Forts)
Added 9 more help topics regarding Crits, Veterancy, and Phases)
Plane max speed increased (mostly affects long-range distances)
Fixed a ui bug regarding the Money reward
Patrols will visually catch up to their targets sooner
AI will probably target Flagship more often (internal value is being adjusted for Veterancy)
AI now prefers to Blockade ports more strongly than it did
Fixed some minor UI bugs regarding text
UI Backgrounds have film grain effects. You are officially immersed.
Pillboxes and Perks that affect City damage now display icons when they are altering damage.
AI can now start with partially Veteran units, based on difficulty, Admiral, and how far you are into the Campaign.
Added a bunch of new Chirps
Chirp panel now has a bit of whirring/static sounds as it turns on/off
Fixed a bug where the Distress Call modifier could be skipped, resulting in no modifier.
Fixed a bug that caused all movement for a given AI fleet to be skipped
All fear the Dread Admiral.
Follow our Socials, join the Discord!
As always, I appreciate all your feedback, and if you have any additional bug reports or Demo feedback!
I am always available to talk on our Community Discord Server!
Thank you for reading, and catch you in the next one!
Source
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