This is possibly the most epic update so far. Take a look at what we've got for you:
Armies are now shown as icons on the map, not just circles. There are 5 different ones: soldier, tank, ship, submarine and plane - they indicate the predominant type of units.
Captured cities will now spawn free Militia in the numeber of the city's reinforcements. This is done to make the conquests more final and avoid pointless exchange of empty cities.
Air units can no longer capture cites. They can destroy all units inside, after which they will 'park' next to the city.
13 new upgrades and 1 new strategy (unlockable). Some people were already running out of upgrades, so they can finally spend their hard-earned SP now
Some upgrades introduce the After-roll bonus (ARB) tech, that has always existed in the game, but was rather undocumented. Now you can see the unit's ARB in the Units menu and in the City menu (by expanding unit info). ARB is a sort of a 'critical shot' - it's number indicates the maximum after-roll bonus. ARB % shows the chances for the minimum bonus to apply. The higher bonus has proportionally less chances. So, if the unit's ARB is 5 and the ARB chance is 50%, 1 will be added to the roll every other time. Adding 2, 3, 4 and 5 has less chances, with 5 being pretty damn rare.
The SP requirements for ranks have been lowered significantly. Expect a new rank next time you finish a game!
Player status is now displayed in the game over stats panel (playing/won/lost/kicked/left).
Turn duration is now maximum 12 minutes. This is done to avoid exploits with losing players setting the turn to 60 minutes.
Capacity has been lowered to 10 for Transports and to 4 for Air Transports. These can be expanded with some early upgrades.
Fixed the bug with being able to kick players on their first turn.
"Capture selected country" victory condition now allows alliance victory (still, one player must hold the entire country for it to work).
Winning SP is now divided between the allied players.
Maximum city reinforcements are now 7.