a brand new update for ICBM: Escalation is here. It focuses on fixing a multiplayer issue, along with various balancing adjustments and bug fixes for the DLC missions.
Here is the full changelog:
1.0.9
- Fixed the MP issue with lagging and disconnecting when the server is run on much more powerful machine than client,
- Fixed the crash on server migration when lagging,
- Fixed the crash on forced sync with out-of-sync hosted units,
- Changed the handling of the diplomacy offers for the Events system,
- Fixed the "My Last Words" achievement (once again),
- Fixed "Down With The Sickness" achievement,
- Fixed the possibility to skip pre-requisite techs when distributing points,
- Fixed the AI not using nukes for air strikes on armies and bases
- Fixed unit model animations for all Soviet tanks, the tier 5 Soviet Spec-Ops Helicopter, and the static laser defence site
- Added flavour text for Mission Pass/Fail screens
- Fixed captured territories carrying casualties over to the player for several missions
- Fixed a bug where losing Cambodia and re-invading it would trigger a nuclear war
- Causing a US retreat now completes an objective, destroying the retreating US units is no longer required
- Visually clarified the time available for the bonus objective
- Fixed a bug where the AWACS tech would not carry over from earlier missions if unlocked
- Visually clarified the time available for the bonus objective
- Changed the Warsaw Pact to be neutral to avoid confusion
- Removed passive research and production from European NATO
- Visually clarified the time available for the bonus objective
- Moved an enemy SSBN to a different location to prevent accidental nuclear war
- Increased player's baseline production GDP
- Territories captured by the player and lost to the US are now auto-reassigned to European NATO
- Fixed a bug where losing a captured territory to the US and re-invading it would trigger a nuclear war
- Fixed a bug where using nuclear weapons in a US-captured territory would trigger a nuclear war
- Increased mission point rewards for next mission
- Changed the mission ending immediately upon finishing the primary objectives if secondary objectives are available
- Increased mission point rewards for next mission
- Overhauled the spawning system for insurgents inside the USSR, which are much more active
- Added periodic enemy army reinforcements to Afghanistan
- Clarified an objective location involving a unit spawn
- Changed timings for mission phases
- Reduced mission time from 30 mins to 20
- Adjusted ISAF landing zone
- Reduced player production GDP
- Added more starting units for the player
- Increased mission point rewards for next mission
- Added several free starting techs
- Added more starting units in Primorsky and south of Japan
- Increased player's baseline production power
- Adjusted aid ship spawns slightly
- Landing spec-ops in Japan no longer triggers war
- Lowered Japanese tolerance for casualties before starting total war
- Increased mission point rewards for next mission
- Fixed the Alaska bonus objective not working properly and causing nuclear war
- Fixed the 'Surface ship' and 'Submarine' objectives not being counted separately
- Adjusted routes for some NATO fleet responses
- Landing spec-ops in enemy territory no longer triggers war
- Added a Carrier to one of the player's Cruiser groups.
- Added resupply ships to several friendly naval groups
- Added the 'Advanced warship' tech to the player for free
- Increased mission point rewards for next mission
- Fixed a bug where Mongolia controlling Baotou after 40 mins instead of the player would cause a fail
- Added several free starting techs
- Increased the player's baseline production and research output
- Greatly increased the budget available from the previous mission for more starting units + techs