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The V-E Day update is here, and its loaded! There are 13 new scenarios (all what-ifs), a shorter and punchier Second Front campaign, numerous rule and balancing tweaks, and a bunch of technical improvements, including full UI scaling among other things.
I also, ekhm only now realize that Update 11 somehow slipped in without a post on our blog, with just a quick note here on Steam Lets just attribute that to coronavirus-induced panic and move on.
In general, the whole work-from-home thing seems to be working for our team. We are able to stay productive and keep ourselves safe, which is basically all you can ask for at this point. I wish the same, or at least close enough, to all readers of this blog and fans of our games.
A gargantuan FREE update to Unity of Command II, including the new ending to the (overhauled) "Victory in the West" campaign, is now available for playtesting in the newly released Update 12 Test.
How would you end the Second World War? We've been busy making A LOT of changes to the "Victory in the West" campaign to enable you to chose "to impose the will of the Western Allies" by attacking the Soviet forces. Operation Unthinkable is now available, along with IS3 units, SU-100s, Guards Mechanized, Guards Cavalry, IL2s and much much more, as an alternative final battle in the newly released Update 12 Test.
Daniel wrote a nice blog entry describing the path you need to take in order to unlock the Unthinkable, along with instructions on activating the Update 12 Test in case you want to jump in and try the new content straight away. You can read the full blog by visiting our forums, and we'll continue to tweak, update, upgrade and create new content, making Unity of Command II an even better game (and it's already pretty damn good!).
Join the Testing Branch and play the free Update 12 Test today!
"Unthinkable", following an early end to the war things go a bit haywire between east and west
https://store.steampowered.com/app/809230/Unity_of_Command_II/
After a period in testing, Update 11 for Unity of Command II is now live for all players, delivering new content, UI improvements, features, bug fixes and more.
Battle of Kasserine Pass and Operation Nordwind standalone scenarios are now included, completing an exciting trio of Axis operations together with Wacht Am Rhein.
Opening stages of Unternehmen: Wacht am Rhein, Hitler's last-dich effort to turn the tide on the Western Front, played in ultrawide resolution.
The game now includes a Save As option. It is enabled by default for standalone scenarios; for campaigns, you need to go to Options > Gameplay > Allow 'Save As'. You also have the option to change the save name when starting a new game/campaign. Happy save scumming!
We are back! Unity of Command II got released in November, to a good amount of press coverage, glowing reviews, and (predominantly) satisfied players clocking up good hours with the game. We, on the other hand, ended up totally busted from the pre-release crunch. We are now well rested and all that, but the whole thing made me appreciate my friend Fernandos militant views on crunch that much more. Im not sure if another Christmas without a released game would be great either, but the crunch definitely had us bruised.
The first Unity Of Command was designed for the open steppes of the Eastern Front. There, the major battles were about manoeuvre, with tank units chasing and covering miles of ground for their objectives, and lines of infantry moving to counter and support. The steppes were perfect for UoCs unique focus on maintaining your armys supply lines.
So, when designer Tomislav Uzelac began thinking about turning to the Western front for its sequel, he knew he had a problem. The big battles of France and Italy were slow and attritional, crossing mountain ranges and facing enemies dug into forests. The question was, how do you go from Case Blue, where you cover 1,000 kilometres in Russia over a month and half, to Monte Cassino, where you stay pounding on one position for six months? he tells me.
The answer lay in pushing and pulling at the frontline between military accuracy and game abstraction, and in exploring tiny design details which youd never think could lead to making a vast theatre of war this fun to play. But as well as dealing with Europes topography, the sequel would also have to be a lot more complex than the first.
...
Dear friends,
Unity of Command II is now available!
Join us right now for a launch celebration and watch a very special guest, XTRG (www.twitch.tv/xtrg), play through the opening stages of the war!
There's a 10% launch discount that's active today, as we appreciate the patience, feedback and support you've given us. Thank you!
Finally, there's a surprise from our co-production partners on this project, Croteam, as well as from 2x2 Games: a huge giveaway of 100 games, including Unity of Command Trilogy Bundle, that will fly out in chat during the stream.
Have fun and remember to drop us a line in the discussions section here on Steam, or forums over at unityofcommand.net.
https://store.steampowered.com/app/809230/Unity_of_Command_II/
Unity of Command II releases next Tuesday, November 12th. You heard it here first, PR be damned! To celebrate the occasion, please have this sequel to The Power of Supply the most popular post this blog has ever had.
This isnt just a trip down memory lane, mind you (but hey, 8 years!). Supply is our signature mechanic, and it has been revamped with an eye to all of the theaters of WWII that we plan to visit this time around.
Granted, you wont be seeing that much of a supply pinch with the Allies in the base campaign. They usually have generous supply, and only really see supply issues immediately following a naval landing. By the time we reach Russia though (in DLC), I suspect the words supply disruption will ring with some dread. You are welcome!
We have set a new build for Mac OS X as default. This new build is a 64-bit, signed app that should work on Macs that were upgraded to the new Catalina version of the OS.
If you are running an older Mac that does not support 64-bit apps, an older build is available in the following way: go to Library -> Unity of Command -> Properties -> BETA and opt into the beta named "beta".
If you are installing for the first time, and you're asked to enter a product key, CMD-TAB to Steam, then go to:
Library -> Unity of Command -> (right-click) View CD Key
Please copy/paste the keys from here. We apologize for this inconvenience, but this is an older piece of code and we are still working out how to remove this procedure.
https://store.steampowered.com/app/809230/Unity_of_Command_II/
Were starting the beta test for UoC II in ten days or so. If you dont mind spoilers and have a high tolerance for bugs, please apply and help us make it an awesome wargame.
The beta application is open to everybody. We will ask a few questions, and invite a select group of testers based on the replies. Dont be sad if youre not invited the application form is there to weed out the obvious trolls, and apart from that we mostly pick people at random.
Most of our work these days consists of preparing for the beta test and rooting out bugs. Were not quite there yet, but the game is shaping up nicely. In the meantime, please support our troops by watching the stream and join the war effort by wishlisting and following the game!
We decided to start up our tanks engines and stream again. This time well go through the first three missions in the Allied campaign. Our scenario designer and researcher, Daniel Mellbin, will be doing his utmost to explain the new mechanics in Unity of Command II and guide you through the game.
Our Gamescom Unity of Command II gameplay live stream is about to start!
Tonight at 8 pm CEST, Daniel Mellbin, our scenario designer, will be playing live for the first time so tune in and stay on this page if UoC II is your thing.
We are descending on the fair city of Cologne, Germany this week to attend Gamescom, the world's biggest gaming expo. Our chosen screenshot should be appropriate then, as one of the objectives for the Rhine crossings of March 1945 was indeed Cologne and its bridges.
The major reveal here are the support cards. This is a new mechanic for the UoC series, and it lets us show a side of the war that cant be represented as units on a map. The player can buy the cards with prestige, or receive them as rewards for taking bonus objectives.
Theater asset cards are the simplest, yet very powerful. The B-26 gives you an additional air attack for the duration of a scenario, which can be enough to turn the situation around if played at the right time.
GMC CCKW (truck) card is interesting because it can be used in two ways: to increase the range of your supply network or to motorize the units (of one HQ). This motor pool ability simulates the superior transport capabilities of the Allies, but there is a real tradeoff with supply, especially in 1944 France scenarios.
The really cool option is taking control of the Red Devils. Cards like this are the most expensive, and dont come up often. They let you make divisional para drops about once every three scenarios, providing your unit doesnt get killed in the drop. This is a quiet nod to what happened in Market Garden so dont be reckless with your paras there.
In recent weeks, we put a lot of effort into making sure that seaborne invasions play well in the game. This is important because these air/naval operations were such a feature of the Allied campaign. Counting just the historical ones, theres six: Torch, Husky, Salerno, Anzio, Normandy, and Dragoon.
Granted, we have decided to start the campaign at Wadi Akarit, after the Torch landings, but that still leaves us with five so invasions aplenty. Speaking of Torch, the period between it and the allied link-up in Tunisia will now feature in the tutorial, not the main campaign. Sadly this leaves Kasserine Pass outside the campaign, but well try to make it up with a standalone scenario.
Weve been working on the campaign quite a lot, and since campaign play revolves around HQ upgrades, I feel that its time to do a proper Headquarters deep dive. In fact, the bulk of this post will be about HQs and the campaign, but lets quickly talk about invasions first because there is a screenshot, and it is a-mazing.
The invasion force in the screenshot below is typical for Allied operations of this kind. It has battleships providing naval defensive fire, LCVP landing craft ferrying the units involved in the naval assault, and a plane carrying paratroopers. It should really be a C-47 but we dont have them in the game yet (can you tell which plane were using instead? Also, which bb?)
Mechanically, naval assaults and para drops basically do what it says on the tin. Assuming an assault goes well, the unit lands with no MPs and no AP, or with its AP locked if the landing was unopposed. This is consistent with other game mechanics, such as river crossings.
On the following enemy turn, the battleships will be providing naval defensive fire, covering the landing beach hexes. This works out to a -3 artillery (-like) shift against any enemy units attacking our units on the beach.
November 1944. The city of Metz, located near the German border, still stands in the way of Allied push across France towards the heart of the Third Reich.
Pattons Third Army had been fighting fiercely since early September to dislodge the Germans from the heavily fortified city, suffering casualties that approached 50%. Hitler had ordered that the city, and the fortress complex around it, were to hold at all costs.
Metz did hold. It was one of the greatest shows of resistance by the Third Reich in World War II.
September 1944. Hitlers armies are retreating in disorder after their defeat in the Normandy hedgerows. The Allies keep up the chase across France, but General George Pattons 3rd US Army is beset by supply difficulties. The Germans finally manage to re-establish a defensive line around the heavily fortified medieval city of Metz. According to orders issued by Hitler, fortress commanders are to hold this position at all costs
Encouraged by good feedback from our previous post, we decided to start on a series of short trailers about our game mechanics, old and new. The story starts with the 3rd Army actions following the long and bloody stalemate at Metz. It is through a series of coincidences that we are again going on about stragglers (sorry!) but I hope the trailer is worth it for everybody. There is also a lengthy development update at the end of the post, as usual.
August 1944: after months of hard fighting, the Allies are finally out of Normandy. In front of them, the Wehrmacht has all but disintegrated, having stood its ground up until the breaking point. Supply is now the biggest concern for the Allies. Taking the large port of Antwerp will allow them to freely operate their vast armies and air forces in months to come.
Now that the game has been officially announced, Ive decided to change the post format for this diary a little. Previously, I focused heavily on what we were doing internally. I was giving a lot of technical info, and even airing our own doubts if the project was going to get completed at all. Big thanks to all whove had the patience to bear with these developer confessions. The new format should be much more player oriented. We will be going through concrete examples of play, the historical context, and how the game mechanics tie everything together. I hope you enjoy it!
If youve been reading our previous developer diaries, youre likely already familiar with some of the key new features in Unity of Command II, like fog of war, HQ intel, and stragglers. Today well show how these new features tie together to form a tight little gameplay loop, that gives an entirely new dimension to the game.
Its no secret that weve been working hard for many years on our second game. Today were happy to officially announce that Unity of Command II is coming in Q3 2019.
Steam store page went live today and well be sharing more details on the brand new engine, game mechanics, and eye candy there, as development progresses. Check out the announcement trailer and new screenshots here:
https://store.steampowered.com/app/809230/Unity_of_Command_II/
This is a big day for us and wed like to thank all wargamers and fans of UoC who supported us. You gave us courage to soldier on with this project! The best is yet to come and we cant wait to show you the full game. Please support us by wishlisting the game!
By now, a lot of the people following this diary must be thinking so anyway, this game is practically done, right?
I guess it depends on your definition of practically. It is certainly playable, there are very few features that are outright missing, and the scenario count is up to around 20-ish. On the other hand, were trying to make a game thats better than merely playable, so expect more diaries from me until were judged release-ready.
As an example, the deformed Union Jack in the picture is not an attempt at cheeky political commentary, its actually what we need to do to make the flag readable in its wavy shape. I was not even aware of this process until Goran, our lead artist, showed me how we do this for almost every flag in the game.
Its a good illustration, I think, of the type of detailing work that were doing right now. We take the game to be mechanically solid, and were making rule changes only exceptionally. Our current focus is on the (many!) details that make up the flow and feeling of the game. Eventually, the plan is for the final round of scenario and balancing work to be done on a near-finalized, comfortably playable version of the game.
Hello and welcome to Unity of Command 2 Development Diaries!
Well be posting a brand new Development Diary #19 shortly, here on Steams announcement section, but heres a short recap in case you missed any of the previous entries.
While its true that Unity of Command 2 hasnt been properly announced its no secret that weve been working on the game and, in fact, have been at it for quite some time.
The sequel is on its way, we confirmed that much in this Anniversary post in the Blogs section on Unity of Command web quite some time ago.
The very first Development Diary (No More Wipeouts!') was published just a couple of months later and can give you an idea of what to expect from the upgraded mechanics, while the second diary entry (Objectives) weights the pros and cons of timed objectives in the game (spoiler alert: it looks like were keeping those).
Excellent reads, both of those, but Tom, our Project Lead on UoC2, has set a high standard for himself and decided to start from scratch. Im restarting the dev diary series announced Tom and then proceeded to explain the envisioned changes to the losses management system in both a scenario and a campaign. The third diary entry (Are You Experienced?) also hints at tweaks to the familiar veterancy levels and mentions upgrades between scenarios for the very first time!
A brand new feature, headquarters, was announced and explained in Report to HQ, ASAP!, while The Supply Network and Move it, Soldier! shed some light on the refining process of the defining mechanics in Unity of Command; planned changes to supply logistics, fighting and maneuvering are detailed in Dev Diaries 5 to 7.
Campaign drops the bomb with the first ever Art Preview, but the excitement doesnt stop there as Tom announces the switch to a brand new in-house 3D engine built on Python while staying recognizably Unity of Command. Developer Diary 9 (Map Making) takes the next logical step and explains the process of map building, apparently a tedious task with a very limited room for automation. We use the word shader for the very first time, marking a new chapter in the development of Development Diaries.
Performance diary answers the age-old question - will this game run on my age-old PC? - with a resounding probably yes! but please dont tell that to anyone just yet as were still tweaking things in hopes of making the game look even better and running on lower spec hardware. Oh, and if you read the comments section in Dev Diary 10, theres also a brief mention of planned additional content for the game which is a politically correct way of saying yes, there will be DLCs!
A rather novel game development technique was introduced last year in the Summer of Systems: the team decided to ditch any low-level system that wasnt implemented by the end of August. Good news: team crunched and ended up implementing most of the planned systems. Steam release is casually confirmed.
An open invitation to modders was sent out in So over with Under-The-Hood, a Dev Diary 13 that also publishes a new screenshot, describing an interesting problem: the units were drowning in the terrain, which is kind of a point of military uniforms, but apparently not really good for gameplay. The solution? Youll have to read to blog, unfortunately.
Alternatively, you could start browsing through Dev Diaries 14 -17 that namely discuss new features like The Fog of War, Intel system or the weather modifiers, but truth be told are just excuses for the team to show off a bunch of new visuals: while the subtleties of screen space ambient occlusion are hard to notice, the Unity of Command 2 is starting to look just plain gorgeous! Case in point - this Trick or Treat screenshot.
TL; DR
Not bad for a game that hasnt even been properly announced, eh? If you read between the lines, weve spilled the beans on pretty much all major improvements to gameplay, explained the reasoning behind new features and even gave a hint to the release date - check out the brand new Dev Diary #19.
The work continues!
Check back for new deals every Monday at 10AM Pacific.
Check back for new deals every Monday at 10AM Pacific.
Unity of Command - Black Turn DLC, all new content for Unity of Command: Stalingrad Campaign is Now Available on Steam!
This prequel DLC, whose events happen prior to "Stalingrad Campaign", completes the Eastern Front story as told by "Unity of Command". Take control of the Wehrmacht and its allies in Operation Barbarossa, from the dramatic early victories all the way to ignominious defeat at the gates of Moscow.
Today's Deal: Save 66% on Unity of Command: Stalingrad Campaign!
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
Unity of Command - Red Turn DLC, all new content for Unity of Command: Stalingrad Campaign is Now Available on Steam
Dying days of the Stalingrad Campaign saw the Wehrmacht reeling under heavy blows. The battle of Kursk will now see them pursue an offensive agenda for one last time. Soon after, as the strategic initiative swings in favor of the Soviets, you are tasked with liberating the motherland in command of victorious Red Army forces.
Unity of Command: Stalingrad Campaign is Now Available on Steam and 25% off!*
Unity of Command is an innovative and refreshing operational-level wargame that covers the entire 1942/43 Stalingrad Campaign on the Eastern Front. Playable from both the Axis and Soviet perspective, it strives to recreate the strategy, the forces involved and the general tension of that crucial period in World War II.
Experience the highly fluid, enormously large battles of maneuver in a turn-based strategy setting. Take command in this mobile, back-and-forth sort of war where logistics and poor weather are often the decider, and defeat and victory are sometimes just a mile, or a day, apart.
*Offer ends Tuesday October 24rd at 10AM Pacific Time.
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