4.5.0.1
+ Tactical Routes between hexagons marked with a yellow-green arrows (instead of green line between hexagons). Intensity of arrows can be adjusted from settings. Arrow can also be made to be black, and exceptionally this is default in this game due to lighter default background pattern.
+ Setting: Warn of possible uphill combat
+ Correction: incompatible reward resources from seizing enemy HQ
4.4.0.0
+ New frozen-forest background pattern (#23), default for this game
+ Generals can fly from airfield to airfield (MP cost varies 1-5)
+ Easier to ID soviet formations (fog-of-war)
4.2.0.1
- Adds Skis resource (chance of extra movement points between turns)
- Some hexagons are impassable (red line between them)
4.0.0.0
+ City icons: Settlement option
+ Animation delay before combat result is shown
+ FALLEN dialog after player loses a unit during AI phase. Options: OFF, HP-only (exclude support units), MP-only (exclude dugouts), HP-and-MP-only (exclude support units and dugouts), ALL
+ Unit Tally tracks what % of combat did end up in: win/draw/loss/escape and lists units the player has lost (data since v4)
+ Switching to fictional flags as out-of-control AI bots ban games if you use historically accurate flags
3.6.0.2
+ Selecting a unit will pop-up any battle results from AI phase. Red B1/B2 tag on black. ON/OFF option
+ AI: Summer 2024 update: Higher priority vs dugouts/mines/support-units, unit-type-base logic for route selection
+ Bombarding enemy HQ might result loss of MPs
+ Setting: Set mine icon to REAL, (triangle) NATO, default
+ Setting: Confirm moving a resting unit
+ More MPs in rear area over time (player), Soviet commanders
+ Cost of Mines/Dugouts change more
+ Icons: More contrast
+ HOF refresh
3.4.0.0
+ Revamped movement arrow drawing mechanism
+ Artillery and Airforce can now use MPs to prepare for the barrage/sortie to make it more efficient
+ Setting: Alter how strongly hexagon grid is drawn on the map
+ Setting: Scattered Units marked with symbols instead of icons (various options)
+ Setting: MAP button can either show full screen map with default city icons or VP is drawn over the city in a circle
+ Setting: Make support units to be at higher or lower initial selection priority
3.2.6.0
v3.2.6
+ Setting: Turn AutoMove ON/OFF or alter its range (moving the selected unit multiple hexagons after one faraway tap)
+ Unused RMPs lost at a slower rate between turns
+ AI: Less excessive tactical-task-switching
v3.2.4
+ Setting: General switched from ON/OFF to % chance of getting each general
+ If a unit covers a tactical route, narrow green line drawn over the unit
+ Ending turn requires using all the resources that would expire between turns
+ 30 UNDOs
+ Simplified Shield city icons
3.2.2.0
+ General can request sabotage: a couple of nearby enemy controlled hexagon change sides
+ Dugout can be placed on a border hexagon of a province if enemy control at most around 5 percent of it
+ AI: More comprehensive situation assessment before attacking over rivers
+ Stats include length of the front-line
3.0.6.0
2022/08/19
+ Replacements for Recon unit type
+ Map labels show peak Soviet advance
+ When replacement resource selected, unit types able to receive +1 HP will have yellow edges
+ When MP resource selected, eligible units will have yellow edges
+ More Tactical Routes, more rear area movement, easier to auto-move multiple hexagons at once (select rear area unit, tap 2-6 hexagons away)
+ Setting: Randomly & secretly make X units from each side both a hero+coward unit (0-50% combat bonus/penalty)
3.0.4.1
2022/03/09
+ Minefields requested by Generals/Commanders now arrive with one turn delay
+ Assigning replacements (+1 HP) to a unit is a bit easier (3 adjacent enemy hexagons allowed, but the severity of enemy-blocks-replacements depends on the Difficulty Level
+ HOF relocated to web (see dev-log for details)
+ Setting: HOF: Send scores to online database (ON/OFF switch)
+ Setting: Turn major developer alerts ON/OFF
+ AI: Improvements in front line coherence