In this update4
Full notes
Full War Selection update
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What changed
- Balance
- Gameplay
- Performance
- UI and audio
- Fixes
War Selection changes
In this update the scene graphics have been improved, and experimental rendering styles and a brightness setting have been added. Many water units now have an elliptical shape instead of a circular one — collisions and hits are counted against the hull rather than against the circle drawn around it. Movement has been reworked: horsemen, fast vehicles and ships now accelerate and turn smoothly while moving, and chases finally make sense — the pursuer cuts the target off along its course, and a shooter backs off exactly far enough to turn and fire. Slow on hit has been split into two tiers on the principle that it is the explosion that slows: an advance is now stopped by artillery rather than by oncoming tanks. The spear line has received a damage bonus against cavalry.
General
Scene graphics have been improved
Experimental graphics styles have been added
A brightness setting has been added
Many water units now have an elliptical shape instead of a circular one — this affects both collisions and hits on them
The game has been optimized
Background asset loading has been improved — the simplified look of objects is shown less often
Units unloading from a transport or a building no longer appear on top of each other
Watching a match from all players' perspective no longer reveals the fog of war of the animal faction
Unit movement has been improved:
Horsemen, fast wheeled vehicles and many ships now accelerate and brake smoothly, and turns follow an arc — on the move, without stopping and rotating in place
Units push each other more neatly in a crowd
When chasing a fleeing target, a unit moves to intercept along its course instead of trailing behind it
During a chase, a shooter backs off exactly as far as it needs to turn around and get a shot off
Modding
Damage properties now support excluding targets by tags: a buff or debuff can be skipped for the chosen target types
Heavy vehicles received a separate Heavy vehicle tag — previously a tank and an armored car were indistinguishable by tags
Bug Fixes
Sakura attacking over water sometimes did not crash, but levelled out and returned to flight
A unit started its attack too late, overshooting the target's attack radius
Translations fixed and completed in all 25 languages
Other issues fixed
Balance
Slow on hit has been split into two tiers. Artillery, mortars, naval and stationary guns, demolition charges, the Anti-tank rifle and Tank Maus now slow all ground vehicles, including tanks. Grenades, grenade launchers, aerial bombs, the guns of all other tanks and light vehicles slow ground targets except tanks
Early Europe
- Spearmandamage against cavalry increased from 5 to 8
- Heavy spearmandamage against cavalry increased from 6 to 9
Early Asia
- Spearmandamage against cavalry increased from 5 to 8
- Heavy spearmandamage against cavalry increased from 10 to 15
Western Europe
- Pikemandamage against cavalry increased from 10 to 15
Eastern Europe
- Pikemandamage against cavalry increased from 9 to 14
Western Asia
- Azapdamage against cavalry increased from 7 to 11
Eastern Asia
- Ashigarudamage against cavalry increased from 8 to 12
- Harquebusierdamage increased from 18 to 19
Abstract Country
- Fighterhealth increased from 300 to 360
Germany
- Attack aircraft He 51turn rate increased by 48%
- Me.262population cost reduced from 8 to 6; its hits now slow tanks as well
India
- Elephant-trench mortarattack interval reduced from 8 to 7.2 sec.
Russian Empire
- Death's Scythesplash area reduced by 17%
Source
Changelog.gg summarizes and formats this update. How we read updates.
