1.0.7.0
— AI Unit Animation setting: AI units now animate only if there are at least X player-controlled hexagons within range 2.
— Carrier Deployment: The 5 initial Japanese carriers and their planes can now be time-released at the start of Year X so they only enter play later to speed up play
— Japanese airforce units block more of the AI strafing and with high tech-level within range 2
— Ships can only rest/repair in harbors if no adjacent enemy city or unit is present
— Fixes: see change log
1.0.5.0
— Added harbor adjacent to Singapore
— Special Forces unit does not incur river crossing cost
— WAYPOINT (v2 might reset settings): Options: OFF or ONLY if target tap >= 1/2/3/4 hexagons away
— Tank unit used fuel too often when being transported on rail/water
— Crossing a river via railway-bridge should now skip extra MP loss
— Critical fixes: Combat on far-east hexagons and Navy-Army-Rift might have caused a crash
1.0.4.2
— Relocated the oil field in Sumatra to coast (tanker access)
— Empty Tankers/Trucks +1 MP between turns
— Dive Bombers: Strike vs ground targets uses less fuel. Refueling on Carrier, it loses half of fuel taken-up by planes
— More stable USSR relations: move near border less likely to increase tensions, if it does, amount is less
— Weaker early French/Dutch/Local units
— Setting: Confirm moving a carrier on same hexagon with another carrier
— Setting: Confirm making a move that raises tensions
1.0.0.4
+ AI: Trying to keep UK/US landing fleets grouped more tightly
+ Documentation: Added proper Radar information, rewrote Waypoint guidance
+ Crash fix: Railway near edge-of-map was problematic
+ Minor tweaks, fixes, and typo corrections