Okay, after much discussion, we're not releasing the update today.
We are, however, making the testing version available to whoever would like it;
http://www.battlegoat.com/downloads/SRC ... 7-2-45.exe
You must have 7.2.2 to install this. When update 3 is installed, you might need to reinstall completely if you use this but probably not. We are actually hoping the final change log will have a bit more than this. Please be very aware of the "known issues" in this build.
7.2.45 Tester Readme
Known Issues
- Merchant Marine just stop in some places. Eventually AI regions will recall or scrap these. Still working to reduce this.
- Transport still takes northeast passage too often.
- Suez canal transit treaties may get cancelled too often.
- loading a savegame,starting time may take longer as all paths are re-calculated. This is especially noticable in games where there are hundreds of units actively moving.
- Boats still get stuck in “inlets”. (Baltimore, Bay of Fundy, etc.)
- AIparams still to be reviewed.
UPDATES
Update 3 beta – September 2012 -
Changes:
- Income and Expense reports in Treasury completely redesigns
- Income and Expense totals shown per department
- Spending shortfalls only shown when shortfalls exist
- Scorecard shows flag for “region is target of destabilization”
- Header will sort to find regions the player is targeting
- 25 more leaders faces (all leaders into the ‘80s)
- Map Fixes
- BattleZones touched up
- Balance reviewed based on engine changes
- Various fixes
- Tech Tree updated
- Equipment File updated
- Orbat fixes
- Updates to events
- Unit Trade - default to "trade where located";
-Scenario lobby option “Diplomatic Merchant Marine”, off turn will “magic transport”.
- Regions more likely to trade goods
- Allies will offer money more often (but less money)
- Approval negative effects minimized for players "in sphere"
- Military upgrade maintenance costs reduced / inflation adjustments
- Colonies auto-send their surplus to their parents daily (no cost / no trade)
- Colonies will max production, and not sell to market (send to parent instead)
- Fixed issue with certain minister priorities - rewrote internal priority handling
- Fixed garrison reduction issues (will still take time, though)
- GUI Crash bug resolved
- Naval "AI Request" message flood bug resolved (memory "leak")
- Adjusted use of interception-AI requests for stationary units
- Liberate Colony added for Single Player
- Neutral Exit flag inherited by merchant marine
- New Consumer demand formulas - more GDP tie-in; Roads/Rails for fuel use
- Start of game world GDP calculation fixed
- Power no longer stocked over multiple days
- Improved AI / Minister handling of Social Spending, Research spending
- Start of game world GDP calculation fixed again
- Adjustments to social spending when no money (AI/Minister)
- Colonies will slash research spending unless they are rich
- Exit Rule bugs fixed - units on 'neutral exit' will not get shot at; will use ports
- Fixes to trade w/o transit issues
- Air Patrol / Fuel bug fixed
- Tax / GDP Formula bug fixed
- Sphere changes when declaring war on other sphere member adjusted
- Handling of colonies of defeated player fixed in MP
- GUI items; handling of 'excluded flag' by AI updated
- Supply contribution of port is now based on largest value instead of prior order
- Fix bug in reduction-of-supply calculations
- Fixed Relationship change issues when liberating region
- Garrisons are eliminated when land changes hands
- AI war declarations on same "leaning" sphere increasingly possible
-State department Region Select now with Theatre headers
- Reserve and Production facility select now with Theatre headers
- Adjusted quick-exit path (Window X or alt-F4) to try to prevent exit-crash
- Fixed cache creation, memory bugs
- Aircraft landed on carrier units will no longer be shot at if sea but no land transit
- Diplo trade of units from base locked in colony should hopefully work
- Minister will no longer recommend research that is already in queue
- More on parent/colony exit rule fixes
- Fixed some goods reporting: diplo trades now show up in 'trades' total (but only quantity, not dollar value)
- Fuel/Ammo given to transit units w/o regional supply now reported in demand/use
- Adjusted save write buffer size for large unit counts (should resolve 1K save crash)
- Optimization - reduce RAM use
- Optimization - reduce savegame size
- More error checks in code
- AI unit scrap code will reduce more types of leg infantry, incl cavalry
- AI players will no longer send units to support a colony request (but may still respond to calls for assistance from parent units)
- on-map graphic events no longer queued when game is minimized
- More Merchant Marine fixes
- AI Merchant Marine that are completely lost will auto-scrap
- Performance adjustments:
- Units unable to sea transp to base will not try repeatedly
- Resupply is no longer done per slice; up to 120 slices at once if idle
- Units retreating to safe areas no longer need to go back to a base
- Reduced occurrence of "traffic jams" due to stack size pause & allies in the way
- findclosestbase routine improved to use seed pathing to check if reachable
- Possible issues with Resupply rate of in-reserve units fixed (minor)
- Various other small fixes