1.4.2.1
+ Animation delay before combat result is shown (player side)
+ Unit Tally tracks what % of combat did end up in: win/draw/loss/escape for the player
+ Bombarding enemy artillery or commander might result MP-loss
+ AI: Summer 2024 update: Higher priority vs dugouts/mines/support-units, more unit-type-base logic
+ Fixes: Excessive riots/uprisings, east-west flip of army names, ammo depot created in east-coast drifts less to west, tweaking army names, front-length stat, missing initial ammo depots
1.2.2.0
+ Revamped movement arrow drawing mechanism
+ Setting: Alter how strongly hexagon grid is drawn on the map
+ Setting: Scattered Units marked with symbols instead of icons (various options)
+ Rear area units with multiple MPs might not leave movement arrows to avoid filling the entire map with them
+ Setting: Rounded Display: If turned ON, the game tries to pad the status line text to prevent info being covered by the rounded corner
1.2.0.0
+ Setting: MAP button can 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 selection priority when using NEXT button
+ Setting: Automove (moving several hexagons at once) can focus the map into direction of travel
+ Slightly bigger Status Line at the bottom of the screen
+ Only one Disband action (via long press of REL button) allowed per turn
+ Fix: Transporting General could reset its negative MPs
1.0.6.2
+ Units that will get a combat bonus from the selected General marked with black-and-white edges
+ Setting: Turn AutoMove ON/OFF or alter its range (moving the selected unit multiple hexagons after 1 faraway tap)
+ AI: Less tactical-task-switching
+ Reserved more memory for the resources
+ More effective Union bombardment
+ Bug fixes: east-west unit name flip, unit list not continuing to page 2, taking cargo loops through all units at the spot, unit stack had issues with build-railway etc
1.0.6.1
+ Units that will get a combat bonus from the selected General marked with black-and-white edges
+ Setting: Turn AutoMove ON/OFF or alter its effective range (moving the selected unit multiple hexagons after one faraway tap)
+ AI: Less excessive tactical-task-switching
+ Reserved more memory for the resources
+ A bit more effective Union bombardment
+ Minor bug fixes: east-west unit name flip, unit list not continuing to page 2, taking cargo now loops through all units at the same hexagon
1.0.4.0
+ Dugout can be placed on a border hexagon of a province if enemy control at most around 10% of it
+ AI: Tweaking attacking priorities (the large scale of the map causing some imbalances)
+ Simplified Shield-styled city icons
+ Fix: Units attempting a bigger long-distance landing via the sea might not be visible for a turn and then reappear
1.0.2.0
+ General Actions: Request Sabotage alters with Summon New General action (sabotage when near the front-line)
+ Tweaking the order of battle and reducing issues caused by out-of-control variation
+ Fix: Sharpshooter event in city might hide the city from view
+ Number of UNDO-actions increased to 40
1.0.1.2
+ Refined the Victory Point distribution cities
+ Gunboats and riverboats can now move via coastal water hexagons. If a riverboat transports a combat unit over coastal waters, it suffers a movement penalty, and the transported unit can only move back to land on a hexagon that is empty of all units.
+ Fix: Purchases, like Ammo Depot, near New Orleans might end up on enemy-controlled hexagon
+ Control-all-VPs-to-win option was hidden/showed-incorrect-text in some devices
+ Tweaks, fixes, typos