Hello everybody,

Big update today with plenty of goodies. As always, let us know what you think. We're especially interested in your thoughts re: strategy map to RTS unit count ratio & balance.

- New campaign map
- 4 new skirmish maps
- Variety of minor balancing fixes
- Rebalance of pricing on strategy map
- Rightclicking a buildsite will no longer show "Can't attack target" message
- Fixed hold position for priests
- Added combat reserves mechanic: units coming from strategy phase are put in the "reserves" when support is overflowing. These units are build for free and without build-delay in their respective building.
- Pathfinding improvements
- Fixes to battle-result screen
- Tooltip in the combat hud show more information about active bonusses on selected units
- Added range indicator for turrets and devestators
- Sub-selection is no longer reset when a unit dies
- Fixed lockup in prepbattle
- Made turrets and buildsites smaller on the minimap
- Battleships should no longer miss their targets when standing still
- Units will not flee when holding position
- Reduce stop distances for battleship and hunters
- Restructured main-menu
- Bombs dropped by balloons should continue to their target after it dies
- AI fixes when playing on an island map with no available building sites
- Show correct icon when hovering over sea tiles in strategy phase
- Added "Last call for dragons"-mechanic: when the population on a map drops to zero each player can spawn their dragon one last time
- Fighters can attack ground units again
- Autoresolve will play-back now. No skip button yet though! Comes very soon...
- Fixed mouse mosition when playing on non-native resolutions in fake fullscreen
- Zeppelin weapon damage fix
- Fixes in unit descriptions
- Turrets can be affected by statuses
- Several, small and large, stability and performance fixes

Cheers