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Update v1.0.9

https://store.steampowered.com/app/3535540/ICBM_Escalation__Endless_October/ Hi everyone,

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

GENERAL FIXES

  • 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

MISSION 3

  • 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

MISSION 4

  • 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

MISSION 5

  • 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

MISSION 6

  • Changed the mission ending immediately upon finishing the primary objectives if secondary objectives are available

  • Increased mission point rewards for next mission

MISSION 7

  • 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

MISSION 8

  • 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

MISSION 9

  • 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

MISSION 10

  • 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

MISSION 11

  • Greatly increased the budget available from the previous mission for more starting units + techs
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