Carrier Command 2 v1.5.7 is out!
Geometa/Microprose have dropped the latest version of our favourite naval warfare sim, check out the release news over at steam

Make no mistake, viewing the modest text in the release notes you could be forgiven for thinking this is a small update. Nothing could be further from the truth, this update is HUGE for gameplay, For single player and multi-player or coop PvP and PvP these balance changes give a whole new set of strategy, the “full load” starting game settings have changed now giving you some new out-of-the box options, missiles are deadlier and resupply is going to be a big factor for your missions. But here I want to bring your attention to my favourite changes!
Forward Mule Resupply (FARP)
The mule has long been one of the hidden gems of the long and sneaky games, but this update really lets the little fellow shine. The Mule can now resupply not just Seals, Bears and Walrus. It can now resupply Petrels, Razorbills and other Mules.

This gives you the option of setting up a forward airbase far from your carrier, you can fly a mule over to a distant island, drop it and use it to refuel your petrels, with care and some good manual flying (and UI enhancer) you can even land your flight of petrels and rearm and refuel them from your mule. If your mule runs out, simply fly another one out there and bring the empty one home.
CIWS vehicles more deadly

Until recently the CIWS was limited to a magazine of only 100 shots, this would greatly improve thanks to a nearby mule but is still only really enough to repel one or two attacks before you are empty. Ground mounted CIWS now has 400 rounds, so your disembarked ground units have even more anti-air protection.


