Airship Dragoon version 1.5.2 changelog (save game files should be safe) (1.5.2) Added new Mod Selector interface in Options GUI. If using the Realism_Mod, please download the new version and enable it via this screen. Added more hotkeys included camera control and cycling through troops, opening Inventory and Map due to customer requests. Added hotkeys can be customized to player preference and keyboard layout. Changed amalgamated all of the game mode inputs maps into one. Changed Aidkits can now be used inside the inventory by selecting the arm/reload button. No more having to equip the aidkit, exit the inventory, heal the wounded, and then go back into the inventory screen to re-equip a weapon. Changed tweaked movement animations. Fixed occaisional crash when sappers cleared enemy booby-traps/IEDs due to bad object cleanup. Fixed Scaffolding (for garrisons under construction) was giving the player the additional defenders which only a completed garrison should have. Changed Steam notification overlay moved to top left corner of screen so it doesn't block any buttons. Changed Victory Achievements are now available in Single Battle Mode as well as both Campaigns. Fixed Airship Jacker achievement only fired when player was aggressor and not defender. Changed naming convention for Ai garrisons. Changed sanity check to make sure Ai don't try to build garrisons practically on top of each other. Fixed bug with Lightning Gun causing a lockup when used at point blank range. Changed reduced height of low walls on buildings by 20cm/8" so it's easier for crouching/cautious mode troopers to spot targets and shoot over. Walls were previously just cover/defensive for crouched troopers, now they offer more aggressive option whilst maintaining minimal exposure to incoming fire. Changed very close range Ai will now opt for headshots/weakpoints over body mass centre. Player must still manually aim for the position they want to strike when up close, automated player attacks (via target range buttons, small, blue, far right side of screen) still aim for centre of target if it is visible (more chance of hitting) and head when centre is not. Changed refractored passive fire opportunity to discount classes with unsuitable ranges early. No noticeable in-game change but cleaning up code is always nice. Fixed "laser" beam from energy weapons extending beyond impact area. (purely aesthetic) Changed how panicking troops go beserk and start shooting, should now be slightly less indiscriminately. Added initial heat damage bonus to Atomic Death Ray when it causes a fire at a target's location. Fixed stopped artillery targeting recently deceased targets. (no noticeable effect in game) Changed updated in game documentation to reflect changes. (1.5) Fixed issue with next page of veterans button not displaying after a battle and recruitment has made veteran number greater than first page can hold. Added awesome cool groovy ribbon effects for tracer and projectiles. Added shader materials for said ribbons effects. Changed redone standard projectiles so they look better with the new ribbons. Added performance option to shader quality so that ribbons are disabled on low and very low settings. Added virtualization for fleeing enemy troops who are far from the player's forces to speed up panic phase. Changed tweaked enemy Ai thought process slightly when wanting to virtualizing movement. Added pdf file of instructions that were previously only available in the game. Added icons for achievements which are similar to the steam/valve build. Fixed issue with name buttons not displaying for first recruits in campaign modes. Added a warning and easy abort back to main menu if loaded save game can't find art assets because a mod has been uninstalled. Changed tweaked a few variables here and there.