RTW2 v1.13 UPDATE IS NOW AVAILABLE
May 23, 2019 18:53:43 GMT -5
garychildress, bcoopactual, and 33 more like this
Post by williammiller on May 23, 2019 18:53:43 GMT -5
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 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.
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 ARE 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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
If you have any issues with the update program please PM me (williammiller ) and I will assist you ASAP.