Besides any new features are added, it might be nice to see some of the still remaining issues fixed. I posted most of these a while ago during a beta test, I did not see any mention of them or any fixes during the latest version, so I'll repost them here. Most of them are very minor issues, but some might be solved very easily. Sorry for the long-winded explanations, some are not easily described in few words. Strange fact: I'm posting this while listening to a live broadcast of the coup attempt in Turkey. Anyway...
Railway overlay bug:
Reported by members Zjorz & Cortilein:
http://www.slitherine.com/forum/viewtop ... 46&t=70671
The autogenerated railroads contain a wrong overlay. After looking trought the list its clear that somehow the right overlay got replaced by a different one. If you look it up, the overlay is in the list twice.
Tile #38 is wrong. There should only be the straight rail line from NW to SE, blended together with a curved line from N to SE. The correct tile for the one shown in the middle of your screenshot is tile #46 (comparing this to the Road tiles counterparts).
Missing US SE unit:
The US SE Airborne unit does not have a '43 version. I was awarded one but there is no '43 equivalent, so I upgraded it into a SE Ranger unit instead. Either a '43 could be added or the stats of the SE Airborne made equivalent of the British SAS unit.
Minor issue with aircraft spotting during bad weather:
During rain/snow/sandstorms, planes can't attack each other, and they normally can't spot each other or anything on the ground. Ground units can still spot airplanes, however. I knew that you could still be 'intercepted' if you accidently moved through another unseen airplane or if you moved to a hex next to it. This shows the plane you bumped into although you shouldn't be able to spot it with your aircraft. This seems to be a moment that the spotting isn't updated correctly, but it might be necessary game-wise to prevent two airplanes occupying the same hex or something, I don't know.
But if you wait another turn, that plane you bumped into turns invisble again if it is outside spotting range. Because your plane shouldn't be able to spot them, the aircraft dissappears from view. It should still be visible to ground units, so it won't dissappear when a ground unit is in spotting range. OK, but I have noticed something buggy when an airplane is completely surrounded during bad weather.
Suppose one of your planes is surrounded, and you can see the other aircraft with one of your ground units, so you cannot move through them to escape. But if you move the ground unit(s) away, the next turn the spotting is updated an even if your plane is still surrounded they won't be visible anymore, and you can move away. So if you want to prevent a surounded AI plane from escaping, make sure the AI can spot all your planes with its own units. Vice versa, if you need to escape you need to move your ground unit out of spotting range (during bad weather spotting is 1 for ground units, so its easy to estimate).
There is an issue (‘feature’?) with bombers being intercepted by fighters during cloudy weather:
Background: during cloudy weather air-to-air combat is unaffected, but air-to-ground attacks use only half the strength of the units involved.
When weather is cloudy, a bomber that attacks a ground target that is covered by a fighter will be intercepted (by the fighter plane) by a full strength attack, as it should. But all those kills/suppression are subtracted from the half-strength attack the bomber subsequently makes vs. the ground target. So instead of being subtracted from the full 10-str and that result being halved, such attacks are now next to useless because they are substracted from the already halved bomber strength.
Interception by bombers escorted by fighters:
Normally, when you fly a fighter and are being surprised (ambushed) by an air unit with passive [x] anti-air attack (like a level bomber), nothing happens, even when it is escorted by an enemy fighter.
But when you are being surprised by a fighter bomber (= tac bomber with normal air attack, like Bf110 / Typhoon) any escorting fighter will fire at your surprised fighter, and then an ‘unexpected encounter’ happens vs. the fighter bomber. So you take two attacks in this case, but none when the ambusher has [x] air attack? The difference between these situations is not very logical: if you would attack the bomber normally, the escort would fire and you would face the passive [x] attack of the bomber, so why doesn't this happen if a fighter is surprised by an escorted bomber?
Bombers can attack Victory Hexes although sometimes these attacks are invalid.
Strategic bombers can attack empty victory hexes, but they will only reduce prestige if those hexes are in cities/airports. So the attack will literally have no effect (empty combat log).
Another minor 'bug' reported by member Proline: strategic bombers can attack an enemy flag occupied by one of your own support units- i.e. AA or artillery, and destroy that flag and enemy prestige while dealing zero friendly fire.
Small issues during campaign play:
Aux units with the ‘Unique’ marker (this means they will appear in subsequent scenario unless destroyed) will carry over if they are disbanded by the player. If destroyed by enemy action they do not carry over, as it should. Not really a bug but an interesting exploit.
Air units that are lost due to lack of fuel are not available for reform during the next deployment fase.
In the case of special hero Rudel, if the first version is killed and reformed, it will no longer trigger the new Rudel to appear during 1941. So it seems during reform the name set in the editor is somehow reset although it still shows the correct one in the UI.
Some minor features/issues with little or no impact on the stock game:
Artillery that fires at a ground unit gets mass a attack bonus (which of course will have no effect).
A unit with a Rate of Fire less than 10 will still be able to attack even when it has only 1 strength, but the RoF will round the number of attacks down to 0, wasting that attack. It would be nice to always have a minimum of one attack or something else, or not allowing such attacks.
Some minor features/issues only present with modded files.
When using the ranged attack modifier (for artillery etc.) in mods it is possible to engage a target although that attack will be at 0 or negative strength due to long range; similar to the RoF giving 0 attacks above.
When you attack a submarine with an aircraft, and you have modded the sub to have an air attack, the sub will fire against the Close Defense of the aircraft. (should be ground defense I suppose).
The AI cannot use switchable aircraft. It can switch ground units & naval units without problems, but not air units. But its behaviour with switchable aircraft is a bit odd as well, I get the impression the AI does 'see' the switch modes and is selecting targets while assuming it is using a switched mode, but the air unit isn't actually switched at all. This is because I occasionally saw air units without ground attack (in cases where the switch version had it) move directly over ground units and do nothing although other viable targets where available. To be honest, this bug is a bit of a personal frustration of mine, because I had planned a mod using switchable aircraft that had 'high' and 'low' flying versions, but had to abandon it after I found this little bug.
Like I said, most of these issues are quite minor but some are quite annoying.
Wishlist
With regards to a wishlist, it's a big one but most are too far-fetched for a simple patch. Some ideas/wishes can be found here
http://www.slitherine.com/forum/viewtop ... 21&t=71989 but for a more complete list:
Air unit movement:
- Air units should follow the movement path indicated by the arrow: at the moment they will move in a straight line, leading to unpredictable intercepts because it can be too hard too tell if they will cross an unspotted hex that you want to avoid.
Unit stats
- A slight GD nerf for the new jeep-like recon units like Uran21 announced. This means the Willys Jeep, GAZ-67B and M3A1 Scout car.
- Make Horse Transports available for other nations (Germany, 'minor' nations)
- The Sahariana and Chevy WB (scout units), SdKfz 7 and Voroshilovets (transports) should be 'Soft' target type. All are now 'Hard' type which doesn't make sense as all are unarmoured truck-like vehicles.
- Please make the German Ta152H an in-family upgrade of the Fw190A and Fw190D. The Ta152H had more in common with the Fw190D than the Fw190D with the Fw190A.
Game/Combat rules:
- The softcap needs a little tuning; at the moment I'm hesitant to suggest any values but I will be willing to devote time to experiment with them.
- Some experience bonuses (in exp.pzdat) might need a little tuning as well. I feel the 200% bonus for Air Attack for AA and especially fighters is a bit much. I started with some altered values but have no conclusive testing results as yet because I've been on holidays and have only just returned.
- Initiative cap should add any initiative hero bonus last, to prevent the Weather cap from nullifying this bonus when it is most important. In similar vein, it would be nice to be able to change the random Initiative bonus during combats. Either in the gamerules file or an on/off setting in the difficulty options. The 'dice chess' already turns it off so this should not be difficult to implement I guess.
- During ambushes, the unit that does the ambusing receives +4 Defense, and the ambushed units initiative is set to zero. It might be more useful to increase the attack of the unit that does the ambushing instead of their defense. As it is now, when ambushed by a much inferior unit they will just miss with every dice roll and the ambush is no more dangerous than a regular combat. If the attack value of the ambushing unit is increased an inferior unit will be better able to inflict damage, which is the whole point of an ambush.
- The submarine AA bug gave me an idea: Instead of a fixed low-level attack penalty, why not give air units a Close Defense value that is used during low level attacks and maybe 'Sudden Encounters' as well. For the stock setting the CD can be just the current AD minus the current -5 penalty, but some heavily armoured aircraft could be slightly better. Something similar could be used in naval engagements; give naval units a Close Defense value and use that if they are ambushed on the surface or attacked by submarines.
- I have had a long-standing idea that artillery would be better balanced if each additional defending barrage in a single turn was weaker than the previous one. Perhaps by means of suppression: each time it fires a point of suppression is added to the arty unit, so it will become less effective with each shot.
UI:
- More transport overlays: now there are only truck/halftrack, but there are many more types of movement that were introduced.
- Show the RoF and hero bonuses in the unit statistics.
Class bonuses: (see thread linked above for better explanation)
I think a lot can be improved by simply making existing class abilities into separate traits: you could finally get rid of the AT-class +3 ini bonus for turreted AT vehicles an instead finally use the 'fixedt/rott' traits for (non-)turreted vehicles, also other class abilities could be used out-of-class for other units. Look at what happened when the former-class-ability 'reconmove' and 'captureflag' traits were added to be used for everything, that was a big success in my view. For example, something new like a separate 'counter-battery' trait that is now only used by naval units to shoot at each other during ranged combat would be nice.
To add to all this, as a moderator I have seen repeated requests on the forum for the following features:
- All PC version features made available in the iOS version. (often mentioned and I think this is very important)
- Point-for-point unit strength reinforcements instead of all or nothing.
- Show RoF and hero bonuses in UI.
- Built-in mod support instead of GME.
- More zones available for use with the editor.
- Multiplayer ladder/league system.