MP * The play-by-email has been removed as the online asynchronous mode is replacing it * Delete online account * The saved game size has been cut by half for faster downloading * During the opponent’s turn, you may write a message, surrender or send a gentle reminder Air Search * The distance used to compute the chance to find is increased by 1 every 3 hexes * A major fire increases the chance of being discovered * Partial info transmitted by scout: the error may be up to 1/4 of the distance (was 1/5) Airstrike * Radio -20% instead of -15% per hex for the Japanese. Halved for a pure-fighter airstrike * The chance to find its target has been reduced for fighters and lone air units * Added a 1-hex margin for a safer return of long-range CAP Air Op * Variable fuel cost: the fuel amount has been doubled and fighters consume much less than bombers, see Air op rules * Ability to push aircraft overboard with via right-click / long-press * Automatic creation of seaplane bases * Display of a small plane symbol on carriers when there are at least 2 air units on deck: observed on own CV or during a battle Scenarios * Midway: additional penalties for Japanese scouts while the strategic surprise is running * Essex: updated victory conditions for the US TF * Added heavy AA values on the TF reorganization screen * Black triangles will indicate if there are CAP and/or ASW protection on the TF counter Sub * The chance for air unit to detect a submarine in a clear hex is only divided by 2 instead of 4 * The encounter chance is halved against a TF not matching the target type * Submarines do not attack ships in an airbase hex during daylight Logs * Larger and always visible scroll bar * Zoom on mobile Map * Touch/click on the map button to iterate though map pieces * A simple arrow is emphasizing the autopilot destination hex Technical improvement * The game sides and sequence have been generalized which is opening room for other games