*** Bugs fixes ***
1- Orders files with appended carriage return (added by overzealous mailing programs) should not crash the game anymore.
2- An army entirely killed while force marching would cause a crash.
3- Upgrading units should now work. This is done automatically if your leader is a Training Officer or Master Driller (Washington, von Steuben, ...).
*** Scenarios & data ***
1- Some erroneous links corrected in the map (Isle au Noix for example)
2- Scenarios reworked again, notably the French-Indians war scenarios. Also if Louisbourg fall, the french will loose 100 VP. If not taken, starting in 1758 some added reinforcements will arrive, notably the "Grand Renfort d'Amérique" with 5 lines regiments and assorted assets.
In the AWI, added the 1st RI regiment, an american regiment with black troops (august 78).
*** Gameplay additions & changes ***
1- Ships can now bombards. In order to do so your fleet must have:
a) big guns (range 5 or better), b) be in offensive posture and at sea c) must not have bombarded this turn d) have the order "bombard" activated.
A valid target is (coastal province each time):
a) an enemy army in a region where you have an army in offensive posture
b) an enemy in a city, if the city has an harbor
c) an enemy fleet, harbored, in a port not protected by a fort
d) an enemy army, entranched with artilleries.
Beware, the enemy can strike back...
2- Units recombinations
You can recombine weakened units (who have lost elements) into a single one. Common usage will be to regroup your weakened artilleries, supplies and militias into stronger units. To do so, multi-select the units which should merge, then hit CTRL-C. Provided the merging is legal (right elements, no more than 4), then the operation will be done instantly (no need to be processed by the hosting phase).
3- Indians units will now cost 2 CP (command points) if commanded by a leader unable to command indians units. Reminder: these units have a 0 CP cost normally, if left alone or with the right commander. Ambush percentage chance has been increased for all units what's more.
4- Levies are now raised in february and june, starting with february 76 in the AWI.
5- If you fight in a region where you have a structure, you will now retreat inside. Also if you sortie from a structure, the hosting module will force you to switch to an offensive posture if not done. This is to prevent a possible exploit, where players would sortie and go away from a structure besieged by a force in defensive (to get the benefit of entranchement eg).
6- Yet another test has been made to get a right flavor message when you are victorious or defeated in a battle. Pyrrhic victories are still difficult to get right...
7- A passive posture now enable you to get out of a ZOC. Reminder: a ZOC is a zone of control, = a region where the enemy has a fort or many troops. (see the previous readme for all the rule)
8- the protection rating of troops is now used differently. Before each point in protection substracted 4% to hit chance. Now the To Hit chance is time 0.96. This should be more realistic in some extreme cases (low or high To Hit chances). eg: 5 protections give (0.96)^5 = 0.80
*** Graphics ***
1- The cityscapes sprites have been remade to look "crispier".
2- If you use the pause after battle option, the battle balance is now disabled.
3- Explosions have been replaced by the region of the battle pulsating in red.
4- The English flag has been fixed.
*** User interface additions ***
1- Scrolling will now disable correctly the tooltip, if you choose to have a delay on tooltip appearance.
2- Added shortkeys
For postures: Use A, O, D, P for Agressive, Offensive, Defensive, Passive
This will skip the army/fleet when you browse thru your list of assets with the browse keys.
Reminder: E: previous land group R: next land group T: previous fleet Y: next fleet
*** The armies/fleets are skipped if on move, UNLESS you press also CTRL. ***
For special orders & missions: Use SHIFT +
T: Move inside Town upon arriving into the destination region.
F: Build Fort
D: Build Depot
S: Sortie from structure
M: Forced March
R: Raze Fort
B: Burn other structure
Ctrl-C: combine units
3- Some regions colors are now customizable. Open BoaSettingsGeneral.opt, add these keys:
colFoW = 175|175|175|255
colEventBlock = 145|145|145|255
colPermaBlock = 125|125|125|255
the 4 numbers for each color are: red value, green value, blue value, opacity (leave 255, as for these 3 the opacity is hard coded).
colFow is for fog of war. colEventBlock is for regions that are blocked (unplayable) but can be unblocked by an event. colPermaBlock are for region blocked during the entire scenario (outside the playing area).
4- Optimal mouse cursor "giggling a bit" should not reset the tooltip delay anymore.
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