ICBM is a real-time strategy game of nuclear destruction. Research new technologies, build up your nuclear stockpile and use a combination of ships, planes and missiles to strike at the heart of your opponents’ cities while keeping your population safe from harm.
ICBM update v1.0.5 is now available in open beta.
In order to activate the beta, go to your library and right-click on ICBM. Select "Properties" and navigate to the tab "Betas". Select "Open Beta" from the drop-down menu and close the tab. [b]If you can't see the open beta branch, you may need to sign out and restart Steam[/b]
Your game will automatically update to the current beta version. You can opt-out the beta program anytime by selecting "None" from the same drop-down menu.
Check out the full changelog below. Please remember that this new version is still in beta, so you may encounter some bugs. If you meet any issue, please report it by replying to this thread.
-------------------------
[1.0.5 FULL CHANGELOG - OPEN BETA]
- Fixed the 4 corners map - no crashes anymore
- Fixed the crash when AI is not able to find its target
- Added possibility to delete Icon and RoundIcon for UnitType
- Added possibility to set CanBeUsedAgainst "type" - for the specific defined Missile Type or Unit type, not general types.
- Fixed incorrect predicted elevation and position for ballistic missile
- Fixed incorrect drawing angle for missiles that target satellites or high flying missiles
- Added the Trajectory settings to the missiles
- Added "Requires" setting to the mod description section - meaning this mod is Dependent on another mod. This also automatically adds "After" directive.
- Now the position of destroyed/disappearing units are stored in journal events, so when you click on the event in Journal, the camera goes to the last known position
- Better vertical scaling for the Technology descriptions
- Fixed the bug with incorrect loading of modified AI Groups and AI Plans
- Fixed the bug with AI Cache generation for the maps like 4 corners, where some factions own very big water spaces
- Added the "Limits.txt" file that configures the limits of values used when changing the match settings
- Slave units are not the Strike Plan targets by default
- Strike Planner now tries to select the cities with bigger population even when all of them give close to 0 points
- Late-game performance significantly improved
- ICBMs are now more difficult to intercept
- Heavy Rockets are now dependent on Thermonuclear, not Boosted fission
- SSBNs are a little cheaper
- SLBMs are more difficult to intercept
- Excessive missiles in the unit's storage are now automatically returned to the global storage when possible
- Supported the "Elevation" property for aircraft
- Fixed the visibility bug for the missiles that are too high to be detected at some part of their trajectory
- Added the possibility to launch slave units from the patrolling units
- If the slave unit cannot be dropped at the selected point, the order will not be added
- Fixed the bug that was preventing from having only one warhead on MIRV
- Fixed the hit check for the fire-by-area anti-missiles (nuclear ABMs)
- Enabled independent targeting for MIRV heads (targets are selected automatically from those close to the principal target)
- Enabled control of the MIRV splitting algorithm - by percent of the path or be minimal distance to target or both
- Added possibility to have splitting heads for non-ballistic missiles
- Added "DecayTimer" property for units (in ticks)
- Added "CanBeBuilt" property for units and missiles
- Added "AvailableFrom" property for technologies, to give the possibility to disable certain technologies before some predefined in-game time
- Fixed the "AffectedBy InRange" parsing
- Added "TargetInPlanner" property for units. It is Yes by default for non-slave Ground, Naval and SubWater units and No for other units
- Strike Planner window now automatically adjusts its width to fit more than 18 targets and more than 8 attackers
- Bombers now carry only one nuclear bomb/ALBM
- Added "AutoRepair" property to the units, default to Yes
- Fixed a bug with the "Select Best Config" option for Missile Silos
- Added properties CanCarryUnit, HangarExit, HangarMaxLoad, HangarSpaceRequired
- Added the possibility to board and unboard units
- If HideLink used for some technology, the hidden link is not listed as the "Also Required"
- UID counters are auto-restored
- AutoRepair property is now of floating-point type
- Warheads now retain the target after splitting, if the target is movable
- Fixed the bug with the AI Submarines remaining surfaced
- Fixed the bug with Autodeployment timeout still flashing even if auto deployment is switched off