What changed
0 fixes0 additions2 changes0 removals
changedA new version of the Second World War is now available. Update #10 is intended to be our final Early Access Update. The plan is to have the game ready for an official release sometime next month. Many of the previous updates were focused on the AI. In this release we begin to turn our attention again towards features and UI clean up. Submarine detection behavior has been significantly improved. Now ships and aircraft with sub detection capability only have a % chance to see a sub on a given turn. This allows us to give higher level units improved sub sighting ability and expand the stealth gameplay of the submarine units. Enemy subs can more easily sneak up on a fleet, engage and retreat. The naval AI received some further attention. Nations will no longer send their fleets to bombard land forces while ignoring Coastal Defense attacks against it. This was leading to some unwise shipping losses in the English Channel. The AI will now prioritize target coastal batteries but generally avoid dangerous sea regions - except when enemy transports appear. We also made changes to encourage naval AI to provide escorts for their capital ships. A couple of features suggested by a Steam Forum user were added. Aircraft, Missiles and Artillery units can now directly target enemy Artillery groups. Before the attack order applied damages to all land units in a region. And the Strafing Order was changed from only running a single turn to being continuous until canceled. Both these ideas seemed good enough to squeeze in, even though we’re not really in an add new features phase. The UI has been getting small fixes, mostly tasks like adding missing properties in the Encyclopedia and improving labeling consistency. The Encyclopedia is still missing a lot of description information, as is the lobby. Many of these items have been written but not yet put into the game. They will all be filled in for the final release. In version 10 we have introduced an in-game, light tutorial for new users. This will mostly present information about the UI and also be some introductory gameplay hints. We are looking at adding a Glossary to the Encyclopedia that will also include more howto information. The Second World War is almost complete. And while there is a lot of work ahead, the remaining items on our must-have list are dwindling fast. It’s been a long haul getting the game to this point - much longer than we planned for. I’m going to save the excuses for the post release recap. In the meantime, thank you to all the current users out there who have offered us feedback and bug reports. This process would have taking us even longer without your support.
changedRelease Notes for Early Access Update #10AI Changes: - Reworked AI rebase logic to be more offense minded - AI no longer targets undetected subs as bombing targets - AI will now prioritize targeting Coastal Defenses for shore bombardment - Updated naval AI to try and maintain group composure - AI will try to keep Carriers and Battleships with support vessels - Coastal Defenses only fire upon visible subs - AI will avoid sending ships to sea regions with enemy Coastal Defense - AI will always try to send ships to stop enemy Troop Ships from unloading Game System Changes: - Can now directly target Artillery through bombing and strafing - Can now specifically target Artillery using Missiles and
Making History: The Second World War changes
changedA new version of the Second World War is now available. Update #10 is intended to be our final Early Access Update. The plan is to have the game ready for an official release sometime next month. Many of the previous updates were focused on the AI. In this release we begin to turn our attention again towards features and UI clean up. Submarine detection behavior has been significantly improved. Now ships and aircraft with sub detection capability only have a % chance to see a sub on a given turn. This allows us to give higher level units improved sub sighting ability and expand the stealth gameplay of the submarine units. Enemy subs can more easily sneak up on a fleet, engage and retreat. The naval AI received some further attention. Nations will no longer send their fleets to bombard land forces while ignoring Coastal Defense attacks against it. This was leading to some unwise shipping losses in the English Channel. The AI will now prioritize target coastal batteries but generally avoid dangerous sea regions - except when enemy transports appear. We also made changes to encourage naval AI to provide escorts for their capital ships. A couple of features suggested by a Steam Forum user were added. Aircraft, Missiles and Artillery units can now directly target enemy Artillery groups. Before the attack order applied damages to all land units in a region. And the Strafing Order was changed from only running a single turn to being continuous until canceled. Both these ideas seemed good enough to squeeze in, even though we’re not really in an add new features phase. The UI has been getting small fixes, mostly tasks like adding missing properties in the Encyclopedia and improving labeling consistency. The Encyclopedia is still missing a lot of description information, as is the lobby. Many of these items have been written but not yet put into the game. They will all be filled in for the final release. In version 10 we have introduced an in-game, light tutorial for new users. This will mostly present information about the UI and also be some introductory gameplay hints. We are looking at adding a Glossary to the Encyclopedia that will also include more howto information. The Second World War is almost complete. And while there is a lot of work ahead, the remaining items on our must-have list are dwindling fast. It’s been a long haul getting the game to this point - much longer than we planned for. I’m going to save the excuses for the post release recap. In the meantime, thank you to all the current users out there who have offered us feedback and bug reports. This process would have taking us even longer without your support.
changedAI Changes: - Reworked AI rebase logic to be more offense minded - AI no longer targets undetected subs as bombing targets - AI will now prioritize targeting Coastal Defenses for shore bombardment - Updated naval AI to try and maintain group composure - AI will try to keep Carriers and Battleships with support vessels - Coastal Defenses only fire upon visible subs - AI will avoid sending ships to sea regions with enemy Coastal Defense - AI will always try to send ships to stop enemy Troop Ships from unloading Game System Changes: - Can now directly target Artillery through bombing and strafing - Can now specifically target Artillery using Missiles and
A new version of the Second World War is now available. Update #10 is intended to be our final Early Access Update. The plan is to have the game ready for an official release sometime next month. Many of the previous updates were focused on the AI. In this release we begin to turn our attention again towards features and UI clean up. Submarine detection behavior has been significantly improved. Now ships and aircraft with sub detection capability only have a % chance to see a sub on a given turn. This allows us to give higher level units improved sub sighting ability and expand the stealth gameplay of the submarine units. Enemy subs can more easily sneak up on a fleet, engage and retreat. The naval AI received some further attention. Nations will no longer send their fleets to bombard land forces while ignoring Coastal Defense attacks against it. This was leading to some unwise shipping losses in the English Channel. The AI will now prioritize target coastal batteries but generally avoid dangerous sea regions - except when enemy transports appear. We also made changes to encourage naval AI to provide escorts for their capital ships. A couple of features suggested by a Steam Forum user were added. Aircraft, Missiles and Artillery units can now directly target enemy Artillery groups. Before the attack order applied damages to all land units in a region. And the Strafing Order was changed from only running a single turn to being continuous until canceled. Both these ideas seemed good enough to squeeze in, even though we’re not really in an add new features phase. The UI has been getting small fixes, mostly tasks like adding missing properties in the Encyclopedia and improving labeling consistency. The Encyclopedia is still missing a lot of description information, as is the lobby. Many of these items have been written but not yet put into the game. They will all be filled in for the final release. In version 10 we have introduced an in-game, light tutorial for new users. This will mostly present information about the UI and also be some introductory gameplay hints. We are looking at adding a Glossary to the Encyclopedia that will also include more howto information. The Second World War is almost complete. And while there is a lot of work ahead, the remaining items on our must-have list are dwindling fast. It’s been a long haul getting the game to this point - much longer than we planned for. I’m going to save the excuses for the post release recap. In the meantime, thank you to all the current users out there who have offered us feedback and bug reports. This process would have taking us even longer without your support.
Release Notes for Early Access Update #10
AI Changes: - Reworked AI rebase logic to be more offense minded - AI no longer targets undetected subs as bombing targets - AI will now prioritize targeting Coastal Defenses for shore bombardment - Updated naval AI to try and maintain group composure - AI will try to keep Carriers and Battleships with support vessels - Coastal Defenses only fire upon visible subs - AI will avoid sending ships to sea regions with enemy Coastal Defense - AI will always try to send ships to stop enemy Troop Ships from unloading Game System Changes: - Can now directly target Artillery through bombing and strafing - Can now specifically target Artillery using Missiles and