





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
ADDED
Along with this update, I'd like to announce the release of an official mod that I made, inspired by @Den Kuenstler (original mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=2834273468) Link to my complete mod featuring all countries in the game: https://steamcommunity.com/sharedfiles/filedetails/?id=3403266090
CHANGED
I would like to make a little announcement about the future development of Hex of Steel. I have now switched my workflow to be full time on Beasts of Steel, so expect less frequent updates for Hex of Steel. I am at a point where I need a real break from developing this game because it just took too much of everything from me. The game is now in a good stable state with tons of content, so I am feeling OK dropping updates for a while... It's not like the game got years worth of updates in the span of several months in the first place :p So, I still will be pushing out updates to fix broken things as you report it back to me, but don't await any content update or any major changes for the foreseeable future. Hope you can understand :)
We're pleased to announce a special sale featuring Hex of Steel and Rise of the White Sun. Both games will be available at 50% off, and if you choose to purchase both together, you'll get an additional 10% discount through our bundle offer. Hex of Steel: A World War II strategy game that challenges your strategic skills. Command your troops, plan your operations, and experience the vastness of war across linked campaigns or gigantic standalone scenarios. Rise of the White Sun: Immerse yourself in the chaotic period of early 20th-century China. As revolution and warlord factions fight for control, youll need to navigate this historical setting with strategy and careful decisions. If you're a fan of deep strategy games or historical settings, this is a great opportunity to experience these two titles at a discounted price. Sale ends in two weeks from now. Thank you for your support, and we hope you enjoy the games! :)
Hello everyone! Just a small announcement to let you all know that a Wiki for the game has been created on Fandom, direct link: https://hex-of-steel.fandom.com/wiki/Hex_of_Steel_Wiki It is open to the community to edit and develop, so, if you have some extra time and knowledge about the game, and would like to share it with the community, then the Wiki will be the place to do it :) Let me know if you have any questions Have a great Sunday! Val
Hello there! Not that many of you asked for this, I even initially rejected the idea, but I thought that I could also just make it optional. So, here it is, the latest v7.7.7 now has cloud saving support (SteamCloud)! This means that you will have an easier time having access to your save files through different machines, but not only! I have fully enabled cloud gaming support (GeForceNow and others). You can now fully enjoy playing the game on there as well! Quick note 1: The new optional cloud saving system is NOT AUTOMATIC. It basically adds a new button to save to the cloud, ONCE. It will not automatically and periodically update the file or anything. The saving system still works like before, so you still need to manually perform saves, it just offers you to save to the cloud too. Quick note 2: If you click the new 'save to cloud' button, a save file is still generated on your computer, and is uploaded to Steam Cloud. You can use this as a backup if anything. So you're not losing anything in the case something goes wrong (this is Steam we're talking about!). Quick note 3: Steam Cloud is shared across the DEMO and the full/paid game. Thanks Steam for allowing this. Not much more to add, quick link to version 7.7.7 changelog if you're interested to read it if you didn't yet: https://store.steampowered.com/news/app/1240630/view/4617965876704471626 Have a good week-end everyone :) Cheers Val
If some of you missed the fact that the game now supports .CSV modding, here is a tutorial on how to batch edit: https://www.youtube.com/watch?v=EGF8Bg_itHw
This is part 1 of the naval update, part 2 will come out later this month. I would have waited to release it all in a single update, but some fixes were kinda urgent to release and could not wait 1 or 2 more weeks. Part 2 is simply going to be a graphical update, so it can wait a bit longer :) This update features a COMPLETE rebalance, from scratch, of all naval units in the game. It would not have been possible without the HUGE help of @Chrys (that you may know through his work, such as his Napoleonic Wars mod, or American Revolution, WW1, and more). He basically is responsible for 80% of the work that this rebalance demanded.
WARNING:
This update resets ALL of the leaderboards. Some exploits were found and fixed.
Hello guys! I have talked in length about making a 'Best HoS mods' official post, for a long, LONG time... Actually, the last similar post was made on July 31st 2022... (Link to the post for those of you who don't remember) This time I will not make a top, I will just give you a few links to some mods that deserve some attention, and that you may have missed. These mods are not ranked by 'the best', they are unsorted and ranked purely by me. Alright, now that you know what we're gonna talk about today, let's start! Here's the top HoS mods I would recommend you to play...
Hey everyone! It's a big moment as were rolling up to the 80th anniversary of D-Day, and to mark this historic occasion, I'm slashing the price on Hex of Steel by 40%! Whether you're a seasoned strategist or a newcomer eager to dive into the intense theaters of WW2, nows your chance to snag the game at a great price. For those who haven't yet jumped into the action, Hex of Steel is a strategic WW2 wargame that puts you in the commander's seat. With a massive sandbox environment and yet a historical focus, you can rewrite history or follow in the footsteps of the greatest generals of the era (I mean, blunders can happen too). The sale starts today and will run until next week. So rally your troops and prepare your best strategies the battlefield awaits! Catch you on the front lines, Val
All current saves remain compatible with the new system, you have nothing to worry about, you can just keep playing, everything is automatically converted, as always :)
Hello everyone! Quick little post today to, first, wish you all a great Sunday (bit late), great beginning of a new week, and... That I would love to meet with more of you during my livestreams! In case you did not know, I am now going live on youtube on a weekly basis to play Hex of Steel You can find my last series available on youtube (where I stream) This last series of 7 episodes is me playing as Finland on the Europe 39 standalone scenarios. These weekly streams are a time of exchange between the players, and me If that's something that you feel would be interested it, seeing the dev playing its own game, or chatting with me, then please, by all means, join me! Next week, we will be starting a brand new series, on that same Europe 39 map, but with improved events and setup. This time, as Romania! That's all for me today :) See you in the forums, or in the chat...!
ADDED:
Hello everyone,
I'm back with one more 'medium' update, which adds a new feature (that was asked by a few people)
Drawing.
You now have the possibility to draw on top of the game, you can pick the color, and the width as well. Erasing is also a possibility, in case your plans fail...
Drawings are shared between allies, and synced in real time multiplayer, allowing for a better communication while playing.
Merry Christmas to ya'll in advance! :)
Hey everyone!
Honestly, I hadn't planned on making a post on the Steam Community today, but something happened over on Discord that just made my day, and I couldn't resist sharing it with you all (with dad's authorization, of course!).
Meet the youngest wargamer out there (at least officially, from what I know!)young Zaln, who turned 9 today! Happy birthday, buddy!
He's a huge fan of HoS and got his birthday cake designed based on the gamehow crazy (and lovely) is that?!
Here's a picture of the special cake:
Now, I'm aware most of us are grown-ups here, but hey, who's up for a cake competition? Just saying... we could totally organize something, haha!
While we're mostly adults, the sheer enthusiasm of a young fan celebrating with a game-themed cake is contagious, right?
Take care, everyone, and I hope this brings a smile to your face as it did to mine.
Val
New change-log :) Got tired of appending to the old one haha
TO MODDERS: This update changes the way tiles modifier work. You will need to update your mods and properly re set all of your tile terrain modifiers (From negative to positive, and value as well, a x3 should work).
1 week has passed since the last major update, it is time again for some regular update... And welcome again to all new players :)
Hello guys You've probably noticed a few updates going through yesterday and today, so here's the change-log for these I will, as usual, be adding more to this change-log as bugs are reported or changes are made ADDITIONS
Hello, salut, hola, hallo, , ! Make yourself a tea/coffee, because today's log is gonna be a long one... Translation. This was one of the topic that was discussed quite a bit. Lot of people asking me if I could translate the game in this or that language, and the answer I gave was always the same: No. I'd rather make a brand new game at this point. Why? Because the game simply was not made in such a way that localizing (the process of making a game fit to implement translation) was possible And I mean, boy, I was right. I spent a full non-stop 10 days of simply re working the UI to support translation. Text element by text element, it was a nightmare, by the end I just felt like a robot honestly. The first two days, I even felt like I should simply give up given the huge amount of work that was needed to make this possible. But I did not give up. And here we are, the game is finally translated... I, obviously, do not speak all languages on this planet, but you (the community), do! I therefore asked on the discord server if we had some volunteers to translate the game in their native language, and some of you rose their hands and actually did it! Big shoutout to all of you who helped translating the game (over 1800 lines of text, or over 40 pages in Word). There is one thing, however, that did not make it into the translation, and it is all of the scenarios' briefings. I know it's a shame the game is not 100% translated, but gosh, there are over 130 scenarios, and each have an intro, defeat, and victory text, each being several lines long. The amount of work required for these is simply enormous and the benefits are simply not worth the work (they only give historical background, the actual important informations is located in the 'Objectives' panel). The translation of the game is not limited to the current amount of languages. If your native language is not present in the game, feel free to write to me and I can send you the translation file so that everyone can enjoy the game in your language, starting with you! If there are any issues with the translation, let me know too so that I can fix it. This update comes with a -50% sale, in case some of you were waiting for a translation of the game in your language to pick the game up... Now is the perfect time! Update 7.0.0 and all its changes is coming to the iOS/Android version of the game as well today! On top of this whole rework on PC, I decided to make a brand new port of the game for mobile devices with an improved gaming UI, taking into account safe areas with phone edges etc. New and improved! And without any further ado, I will let you enjoy this change log...
Version 7.0.0 is coming, work has started, it is the biggest update since the game was released (in the amount of work I have to put in). Many of you asked for it, I had to say no countless times due to the gigantic amount of work because of the way the game was made. I will not name it, but most of you should guess what I am talking about by now It is coming...
One more patch :) Our closed beta for our new game is still running, and if there are still some of you interested in giving it a try / playing with us, feel free to join our discord server and ask for a key, I will be happy to show you what we've been working on these past 2 years!
Hello hello Now that most bugs have been fixed in the new game, I can come back to HoS and change a few things around
Hello everyone! That's it, we've done it, we're finally there, the steam page for our new game is out! Direct link to the steam page After 2 years of hard work, we finally have enough ready to show the game I have been ON and OFF working on HoS due to the ongoing/active development of this new game, so I hope you forgive me. I am still not done with HoS, I have a pretty long list of things to add/change, and I will go through it, slowly, but surely We currently are running a private beta test for this new game, if you are interested, join our discord server and request a key to get access to the beta (on steam) The game is a mix of strategy with a hex map like HoS, but also a first person shooter side. If you want to learn more, I invite you to use the link I shared in the beginning of this post and read the description of this new game directly on its page :) Have a good day everyone!
Hello everyone! I hope you all are happy with the recent events overhaul ! :) It really opens up a new world of possibilities... Anyway, since I recently finally found a way to open modding to iOS, people on all platforms can now enjoy modded games! One thing that got back to me a lot (and that I was aware of for a long time) was that mods crashed the game on phones/tablets. I really didn't understand what was going on and decided to... ignore this issue... Until recently, when iOS users got back to me with the same 'mods crashing the game' issue. This was the drop in the bucket and I decided to do some serious research. (All this time I was sorta helpless because I am in an Apple environment and the game being only available on Android, I was not able to perform any debugging). Turns out... This whole time, it was a memory issue. Loading mods taking several GBs of memory. Now that's good, because I learned what was causing the crash. Only thing that was left was to solve this excessive memory use. TURNS OUT, when loading images into the game, those images remain uncompressed, so they take a LOT of space. All I had to do all this time was add an extra line of code saying 'downloadedTexture.Compress()' . And voila! By doing this, I cut the RAM usage by 50%.... Now, this is not ideal, but it's a good step in the right direction! And many mods now work on phones/tablets. For this compression fix to work though, images need to have a specific resolution. Only multiples of 4 can be compressed. Currently, in the game, almost all textures are multiples of 4, at the exception of all round ones (Round counters, all ships, and heroes images). So, I have resized all textures from the base game to be properly sized (So that the remainder of the resolution divided by 4 never is a decimal: 1024 / 4 = 256) but mods remain largely unchanged. I am calling all modders to update their mod and make sure the images they are using are all multiple of 4. Without that, there will be no formatting, and excessive memory usage when loading them. I have updated the modding doc, and the base files that you can use for making mods. For modders, flags must be 200x100. Tiles must be 2000x2000. Units must be 1024x1024. All counters must also be 1024x1024 EXCEPT for ships or planes (or any round counter), they must be 1260x1260. Heroes must be 212 x 308. Please, double check your files and update your mods :)
WARNING: This update comes with a multiplayer version update. You will only be able to play in multiplayer with other players that have updated to 6.8.0 and onward. Hello fellow wargamers! Something that I wanted to do for a long time was to change the way events worked. I don't know why I had implemented it as I did in the first place, but it clearly was not optimal and not versatile. With this update, events are more modular than ever! And they will work the way people would think they should work (onTrigger -> doAction(s)). Events now consists of a trigger, and a list of actions. You can have an unlimited amount of actions per event. So far there are only 3 triggers:
Hello everyone :) I just came home, and I am already pushing out an update! Here's the changelog:
Hello there! Well, well, well... It's already summer, folks! Time flies by so fast! I hope all of my players are doing well and having a blast playing the game (or any other games, it's totally okay :p). I've got some exciting news for you all! In celebration of the summer season, I'm thrilled to announce a fantastic -50% discount on Hex of Steel! If you've been eyeing the game but were on a tight budget, now is the perfect opportunity to grab it and dive into an epic gaming experience. And hey, if you're feeling generous and have friends who are interested, why not gift them a copy too? But wait, there's more! For those who want to get a taste of the action before committing, we've got a FREE demo available with 100% of the content! The only limitation is a 20-turn restriction on all scenarios. To get your hands on the demo, simply locate the demo button conveniently placed right above the purchase option. Alright, that's all for today, folks. I wish everyone a delightful and warm (but not scorching hot) holiday season, safe travels, and a friendly reminder to take some time off screens and appreciate the wonders of the real world too. ;) See you on the battlefield gentlemen! PS: Little reminder to let you know that the game also is available on iOS and android for the price of a coffee (with whipped cream) PS2: You can join our discord to chat with interesting people here invitation link
Hello there :)
I have been hard at work today and finally got the motivation to cover the Spanish Civil War... So here it is :)
Attention all history and war enthusiasts! Get ready to immerse yourself in the thrilling world of WWII with our hex and counters wargame! Experience the intensity of the war as you strategize and command your troops to victory on mostly historically accurate maps. With a sheer amount of scenarios and multiple difficulty levels (up to hardcore!) to ensure replayability, this game will keep you on the edge of your seat as you navigate through challenging terrain and make tactical decisions against a battle-hardened AI that will counter you as you play. Choose your side, plan your tactics, and engage in intense battles with the enemy. Whether you're a seasoned wargamer or new to the genre, this game is sure to provide hours (hundreds) of excitement and challenge. Get ready to experience the ultimate in WWII strategy gaming - get Hex of Steel today! You are not convinced? Read some of our reviews! :D ------------------------------------------------- Do you wish you could play the game while travelling? There is a solution to that! Hex of Steel is also available on mobile
Hello everybody :) We are almost ready to launch the PlayTest of our new game: Beasts of Steel (Plays as a TotalWar but set in WWII. Hexagonal strategic map, battles resolved in first person). In the meantime, one more patch for Hex of Steel :)
Alright, I got tired to update 6.6.7's change log day and night so I'm creating a new game version haha
Happy Birthday Hex of Steel! 3 years already! Over 400 updates have been made (in reality way more, it's just it's only the ones that have a change log..), and it's not over just yet! On average, that's 1 update every 3 days, NON-STOP.
666, haha Alright so in this version I am trying to update the version of the game engine (Unity 2021.3.0 -> Unity 2021.3.17) Last I tested it worked on MacOS and Windows without issues, now some things might go wrong so I'm relying on your feedback on this one :) If something seems off / is broken, please let me know so that I can either fix it if it's fixable, or simply revert to the previous branch As always, you can always manually revert to the previous stable release!
Hello there! Some players asked if it was possible to have engineers lay down bridges, I initially said no because engineers were supposed to act as a bridge, but I reconsidered and decided to implement a new type of unit (with a new boolean: isBridge). No need to leave your engineers on a river anymore, build a bridge and go on with your mission! You can still use them the old way, that doesn't change :)
Hello guys! This isn't the biggest update I've made but a welcome one nonetheless!
Fellow players, friends, hello!
Its been some time now since the last sale on HoS, and even more time since the game was discounted this low, so hey, why not doing it again?:)
Hopefully, we can get even more people into the world of wargaming and get them to love hexagons!
Wargaming is COOL!
Now is the time to gift the game to your friends that were reluctant and thought wargaming was boring :p
If none of that is of any interest to you, then juste enjoy the discount :)
Limited time, for this weekend only
On a more personal note now, some of you may know that we (my brother and I) are currently travelling to Finland, we will go home soon and get back not normal working hours but before all that, we decided to go to the TANK MUSEUM
Who doesnt like tanks?
The museum was Parola tank museum, located 100km north of Helsinki
It features numerous WWII vehicles as well as cold war / modern ones (T-72, Leopard 2 and others)
But what we went to this museum for was the WWII tanks! Of course!
(Okay we also played the tank shooting simulation and destroyed 2 T-26 using a Bofors 37mm. Yes, we handled a true anti tank gun! Didnt fire for real though but it was nice to use a piece of history)
Anyway, here are some pictures that I thought were worthy to be shared :)
A captured soviet KV-1E:
A captured soviet SU-152:
A rare BT-42 (only 18 produced):
An early StuG-III G, this one saw battle and destroyed 5 soviet tanks:
And finally, a (once more) captured BA-10:
All of those units are available in Hex of Steel for you to use, or even capture!
NOTE: 6.6.1 is not compatible with earlier versions of real time multiplayer. PBEM is fine. Hi there! So, I am currently travelling (Finland) and don't have much time to work, but since this trip included many hours spent in the train and the plane, well I had time to work on Hex of Steel. I spent a lot of time thinking to solve a few issues I was having, including modifying base units' stats and saving those as part of a mod. Well, my friends, wait no more, I found a way to do it and even implemented it already! This small update actually changes several things, adds a little bit and fixes some issues you guys reported back to me (thanks!) So here's the change log!
I am working my way on the most asked features, not especially fast, but I am! First I have some stuff IRL going on, but I am also working hard on my next game Anyway, the object of this new update is the possibility to build airfields on the spot, or factories to boost your economy. Both come at a cost and a certain amount of time to be ready in order to keep the game balanced. But still, it is now possible to make those! Why not roads? Because I couldn't find any simply way to choose the orientation of those when placing them on the map. The way I made this work is to create 4 new units (Factory, Refinery, Airfield and trenches). And upon placing those on the map (using engineers, just like when you make bunkers or place mines) the unit will not even spawn but the tile will change instantly to whatever it should be (Factory or airfield). I have set the amount of turns to make a factory OR an airfield to be a total amount of days, not turns (internally). So, to make a factory, you will need 90 days, and to make an airfield 4 days. 180 days for a refinery. Number of turns will depend based on the scenario's pace. This will keep things realistic, and balanced! Playing at 1 day a turn will mean 90 turns to produce a factory. Playing at 7 days a turn will mean 13 turns to produce a factory. Making an airfield or a factory will immobilise some of your manpower that you will get back once the unit is placed on the map (and destroyed). AI hasn't been programmed to build any of those.
UPDATE: Waypoint system has been changed a bit, please read the thread I made in the forum. Hello guysss Today I focused on implementing a feature that has been asked probably more than any other, may I present to you ... WAYPOINTS Probably one of the biggest QoL feature that I implemented based on player feedback So, have fun with it ya'll :) To add/remove waypoints you need to hold down SHIFT and do a left click with the mouse. Waypoints will be shown per unit when you select a unit. When the unit gets unselected everything disappears so it doesn't get in the way. Every waypoint is linked by a white line indicating in what order the unit will move When the unit reaches its waypoint you get an important notification (golden) so you know it got there You can basically now gives orders to get somewhere and forget about the unit Please do keep in mind that to keep this lightweight and not create lag every time you add or remove a waypoint I am not calculating the paths every time this is done, this means you can add waypoints to stuff the unit CANNOT reach, please keep that in mind. If the unit doesn't move after you set the waypoint, it's most likely because it simply cannot go there (Ships -> Land for example) I have added a notification for this special case so that you still know about it, so if you set some waypoints and for some reason the unit cannot reach it you will get notified about it And that's pretty much it about HoS for today :) Ah, I also improved the AIs algorithm and it should be more performant now (meaning less lag, and faster play)
Hello hello! I come with more mods news :p This time, it is for the very FIRST top for the game! I shall name it, top 10 mods for HoS! Judging by the amount of subscriptions to mods in the workshop, it seems not many of you know of its existence or seem to know what's there, so this top, hopefully, will spark interest in some of you :)
Hello everyone! I am making this news event to make sure everyone knows about the modifications I made to modding. I have already talked about it in the Discord server (Discord server invite), and also in the change log of version 6.4.0 (6.4.0 change log), but in case some of you are simply not on the server OR do not read change logs (it's ok I won't be mad), here's an event with more visibility :) -------------------------------------------------- First of, I have re made the tutorials for modding: You can find part 1 here : Part 1 : Creating a mod in HoS And part 2 here : Part 2 : Sharing your mod to the Workshop ------------------------------------------------- With 6.4.0 out, it has now became incredibly easier to make mods that add units / tiles / countries The big changes here are is the following: - Ability to edit mods on the fly directly from within the editors In any of the editors (country, unit, tile) you can now select a mod to edit, and remove/add stuff from it and save your changes directly from within the game. Whereas before you needed to handle files, copy them from the root folder of the game to the mod's folder back and forth every time you wanted to edit a mod. Now, everything is accessible from within the editors, as long as you activate the mod(s) through the mods panel :) Happy modding! PS: To the attention of modders, only one Custom Units.txt file is now allowed PER mod. If your mod uses more than one Custom Units.txt file, please get in touch with me so I can merge those files in a single one.
Hello guys! I apologise for being out of touch for so long, I was taking a break at my grandparent's for 10 days, I just got home Thank you for your patience on the bugs matter :) I fixed everything that's been reported and even improved stuff I know I was on a break and with family, but I still found some time and motivation to rework the modding system to make it easier to use I know a lot of you were confused what to do with files, where they were where to put them etc and I understood the current solution was not optimal at all So I rewrote most of the code and it is now way easier to make mods (for units, tiles and countries, I haven't changed the rest) Hope you will enjoy those changes!
Update is not backward compatible for real time multiplayer since I made changes/fixes to the network code.
Discord link to see the work on the world map: https://discord.gg/Tn63mrwJyH
Hello there fellow wargamers! Who here likes to compare with its peers who's got the biggest or ... who can finish first!? Today I would like to celebrate the implementation of a new feature into the game : Official support and implementation of the Steam leaderboard for Hex of Steel! What does this mean? Well, imagine you finish the scenario Europe 1939 in about 350 turns, the results for the scenario get uploaded directly to Steam and everyone will be able to see how you did. All players will be ranked from the lowest to the highest turn count. Here is the list of everything that is being shared : - Most units killed - Most units lost - Most units captured - Most units killed per type (Tank, infantry, artillery, ships, planes...) - Lowest turn count for almost all of the quick games AND per team (Axis/Allies) And one new achievement for being the top 1 of any of the leaderboard! Also, this is totally save compatible, so if you are in the middle of a game, feel free to continue it! If you ever play the same scenario twice, only the best score is kept, so don't worry about doing worse than the first time ! May the competition begin, and let's see what numbers we can see on there :D NOTE : Since the leaderboard uses Steam's API and Steam's servers, you will understand that this is a Steam version only feature, this won't come to the mobile version of the game or anywhere else out of Steam. As part of this update I also did the following fixes:
Sorry for not being so active with HoS for the last few weeks First of my girlfriend came to France so I am spending time with her Second of all all the work time I have left is dedicated to my new game (which is really starting to be ready now! At least the beta phase)
WARNING : This update is NOT compatible with earlier versions for real time multiplayer.
Greetings, fellow HoS lovers! Im not sure everyone here knows who I am but for a change it wont be Valentin writing this post but me, his brother! A pleasure to meet you. Ive been involved in HoSs development since the very beginning and mostly focused of the visuals and the art side of the game. From the multiple iterations of the tiles to the wallpapers and UI. Today Ill take you through the thoughts and process that went behind the making of this new wallpaper. ------------------------------------------------------------------------------------------------------
Hey guys !
Again, I apologize for the slow rate of updates / patches, but here is the reason why :
I am working on another game ! Yes, yes, I know, I said in a previous update change log that I was working on a Napoleonic era wargame, unfortunately I lost interest for it quite rapidly, but it wasn't for nothing. If HoS has real time multiplayer, it is thanks to the work I have put in that game. I may have not finished it, but I learned a ton.
Thanks to the experience I got from Hex of Steel and the multiplayer experience from Hex of Steel : Napoleon, I am now able to work on my own FPS.
I realized that I liked WWII more than the 1800s, so, it will be WWII all over again !
It will not be turn by turn or a wargame, it will be a first person / third person shooter in REAL TIME.
Thinking about releasing an alpha in the coming weeks, as it is already playable and working.
You can find several videos on my youtube channel, such as this one, where I am dogfighting with my brother (More him shooting me down than real dogfighting but hey ! I wanted to show the FX)
https://youtu.be/i-es08GCNsM
If you are interested, simply have a look at the youtube channel, I will be often posting short videos showing where the game's at.
And now, the change log for this update !
Hello hello ! No I am not dead, I am actually quite busy ! I havent been updating every day or chatting much, but I wrote down every single bug / comment ! So todays update should contain everything weve been talking about with a few players Enjoy the game and share it with your friends if you like it ! :)
This updated transformed the show borders button in the games UI into a setting. You will need to turn the setting ON from the main menu settings if you want the borders to show in the game.
WARNING : On any of the save you will be playing after this update ALL of your units will be out of action points and therefore will not be able to perform ANY actions. Same for all the other players. I invite you all to simply PASS. At the beginning of next turn, everything will come back to normal. Thanks !
Hello EVERYONE ! Oh god I have some news for you. By now you know what it means when Im being silent and not very active on Steam. It either means Im with my girlfriend, or working on something big :) Last time it was being with my GF, this time its been working on something big ! I am sorry to once again advertise the new game Im working on (Hex of Steel : Napoleon, feel free to join the discord server !) but thanks to starting all over on a brand new project, motivation came back to do some new stuff Ive never done before. Including : Translation, that new game will be fully translated in all supported languages, but also and especially real time multiplayer. I have been getting to know the plugin (Photon) and toying around with it enough to get a good idea of how everything should be organized in order for it to work / be possible. My friends, I have a good, a great news. It was possible for me to implement it in HoS at its current state. It has been a lot of work, I have yelled a few times, I got mad, but I have made it. I got ready a working prototype of this real time multiplayer. This update will not impact (at least it shouldnt unless I messed something up) your single player game, or your PBEM game. Please PLEASE keep in mind that this is a PROTOTYPE, and in no way the final version. Im sure therell be some issues that I will as always quick-fix. I will not update the demo just yet, Ill wait a bit for that (24h). I hope you will enjoy this update as much as I did preparing it, working on a new game doesnt mean the end of this one, as you can see, since I am learning more and more every day. Hex of Steel has a lot to gain from me working on a second game. But Im sure you already understood that :)
Hello-Hello fellow players, how have you been ? For my part, hard at work ! As always :) As you can see, not only have I started working on a second game (For those of you who are not aware of this, I talked about it here), but I keep working actively on HoS ! Having a lot of fun myself playing it a little every day outside of "work" :p Anyway, this is not the topic of this announcement. A friend of mine, Thomas, developper of Cauldrons of War - Stalingrad amongst others contacted me and asked : Hey, we should make a bundle with our games ! I never actually thought about this possibility but the idea was great, so I agreed ! Then we thought about teaming up with other people, talented people (Hi Carlo from Until the Last Plane) and Philippe, who made SGS Afrika Korps. We decided to offer 15% off all of our games. If you guys planned to get those games, well now is the time ! This bundle will be active for some time, probably until the next steam sales. I guess that's all for me guys, I wish you tons of fun playing those games, and see you on the battlefield ;D
I have a new laptop and this update was generated with it. I dont know how it is going to perform so, if there is any problem like game crash or game not launching let me know so that I revert to the previous version. On Mac everything seemed fine but I cannot test it on Linux or Windows. Thanks !
I already started prototyping the multiplayer for my next game ! It won't be PBEM but real time. I am also streaming when I work on discord, if you are interested, join me here ! We are already 70 :D
Hello everyone ! new Discord link at the bottom You probably noticed I was less active in the past few days. I have / am taking a break, been playing humankind and cities skyline on and off (I LOVE cities skyline), and planning my trip to Hungary in a few weeks with my girlfriend. Also got the flu AND after that got my second COVID shot. Anyway, thats my life, but how are you guys ? I have created this announcement to let you all know about a few things that I wanted to talk to you about concerning the future of this game and my own, as the title suggests :) Now, lets move to what you came for :p As most of you know by now, I have been working very hard for a year and a half making Hex of Steel the best wargame I could with my limited skills with Unity, coding, and WWII in general. For the newest of you, I am not a professional programmer or historian, I am 22 and I am a student :D And this was my very first try making something. I am reaching a point where I feel like I am satisfied with what I created, and this is what I have always wanted. Make something I feel proud of, and satisfied with, but also that I have fun with, and I do have great fun with HoS. Does this mean that there will be no more updates for HoS ? No ! Here is a list of features / changes I am still wanting to see implemented before calling it a day (a year maybe ? Haha, what a joker you are Valentin).
Hexaboo (youtuber) will go live an about an hour and a half and play the game for the first time, here's the link to it : youtube link
Woops ! I forgot to post the change log for 5.7.1 So in this change log you have both 5.7.1 and 5.7.1 changes combined :)
Did someone say borders ? You have been SO MANY to ask me this, and, to be honest I thought I could not do it due to my limited coding skills but, I still gave it a try. Well, if you read these lines, it means I didnt give up and it worked out in the end ! (The code for this is 400 lines in case any of you wondered ? Maybe I have programmers playing the game !)
Hello everyone ! I am back from my Break. I kept working and this is what I present you today :) Some new QoL that sure will be appreciated ;)
I love taking breaks !
Hello guys, this is gonna be the last update for a few days, I am taking a break and going to my grandfather's for his birthday for a week. I will be able to answer questions / comments in the forum, but won't be able to patch or update anything. Everything should be good as of now :) Made sure I am not leaving you with a buggy game :p
Thank you @Vince for the donation ! You rock ! :)
Additions :
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Additions :
Additions :
And here we are back to daily updates :) Hope you didnt miss me too much :p On the other hand .. I MISSED YOU ALL :D
- Added : 3840 x 1080 resolution. - Change : Light infantry is now cheaper. - Fix : Here starts the list of missing graphics units. Ill write the name of scenarios that I fixed. Afrikakorps 1942. Polish campaign of 1939. Operation Sonnenblume. Defense of Sicily / Operation Husky. Europe 1941. Eastern front 1941. - Fix : On mobile, the units history text was not displayed as intended. - Fix : On mobile, you didnt have any notification (red dot) for free tech research points. - Fix : On mobile, when scrolling through the units history, the camera would be panning with your finger. - Fix : You could upgrade a unit to a core unit and get over the limit. - Fix : German landing craft didnt have Landing craft written underneath it. - Fix : AI would get infinite number of research points. - Fix : AI ships will not be stuck at sea anymore. - Fix : AIs ships would not go back to a harbour to resupply when they had no ammo and were in range of enemy stuff. They would stay around like they could attack. - Fix : Game now works on M1 Mac.
Well, here we are, after a week or so of "inactivity", I am back, with stuff to show you !
Why was I gone for so long ? Well, first, I wasn't gone, I was behind my computer working my ass off to pull all of this out ! :D
For so long people asked me "I can't identify the enemies from the units I captured, can you do something about that ?"
Well, answer was simple, yes I could, but I also knew what this meant. Re exporting the entirety of the game's units from photoshop on separate layers. Manually. Almost 1700.
So I took a week """off""", to do this. Yes, it took me a week to make this possible, every day work. No, it isn't complicated nor complex. IT WAS FREAKING TEDIOUS \0/
I felt like I was working at the factory.
BUT, I am SO happy I can announce you this now, I made it ! And ALL captured units will have the proper background, because now, in Hex of Steel, units and their backgrounds are SEPARATED. This means that this will make modder's life way easier, since you won't need my sprites anymore :)
Anyway, I'm always talking to much, so here is today's change log :
Additions
- Added : Notification when you finish a research, that will tell you what unit has been researched. - Added : Leichter Reihenwerfer auf Somua MCG S307(f), Sd. Kfz. 251-21 Drilling 2 cm, 8cm Raketenwerfer auf Somua MCL S303 (f), Leichter Reihenwerfer auf Somua MCG S307(f) to Germany. - Change : Changes to the Europe map. - Change : Partisans wont be spawning as much when on smaller maps (max 1 partisan per 1000 tiles). - Change : AA will be spawned in factories in the map editor. - Change : Some details to the Low Countries scenario. - Change : A new type of notification that will be golden with gold text for important stuff : core units related OR loss of a victor point. - Change : Moved the bunker unit to the infantry category so that all buildings are there. - Change : Hummel and Flakpanzer I graphics. - Fix : Submerged submarines giving that +5 recon bonus. - Fix : Map in the campaign menu not being scaled properly. - Fix : Enschede airfield wrongly placed in the Low Countries campaign scenario. - Fix : Lelystad didnt exist in 1940 yet, I replaced it by Harderwijk. - Fix : US's flag was wrong (yep!!), I used the 50 stars instead of the 48 stars. - Removed : Entire Vichy France navy. - Removed : Furutaka light cruiser. Didnt exist.
- Added : AT infantry 43 to China. - Added : Sd. Kfz. 7-1 20mm to Bulgaria, Slovakia and Romania. - Change : You can now turn ON historical focus in campaign scenarios too. - Change : Admiral class battlecruiser graphics. - Change : York heavy cruiser class graphics. - Change : Disabled rain on turn 1 (when starting a scenario). - Change : Renown class battlecruiser graphics. - Change : Slovakian light infantry graphics. - Change : Some stats of British ships. - Change : You can't set a mine, a bunker, a coastal artillery, a launch site, or a radar as a core unit anymore. - Change : The way the AI will be deploying its units. It won't be in bulk in one place but more all the way across the frontline. - Fix : AIs behaviours. - Fix : some UI menus for very wide screens. - Fix : I limited the number of fighters escorting a single bomber to 2. They could be up to 6 fighters around a single bomber, instead of doing useful stuff. You dont need more than 2 fighters around a bomber lets be honest. - Fix : I limited the number of fighters escorting the aircraft carriers to 3. Not useful to have 6 or 7 fighters around a single carrier.
- Change : AI will now buy generals in quick game (since they know how to use them now, why not !). - Change : Sturmtiger graphics. - Change : Reduced the games weight from 2.3GB to 1.8 GB. - Fix : Catapultable planes werent able to resupply at ships that have catapults. - Fix : AI wasnt deploying all its units after he bought them. - Fix : DD made DD sounds when providing AA supportive fire. - Fix : Carriers couldnt attack ground targets. - Removed : Legacy mode. This was misleading players, some though I was supporting it and were complaining there were blank units, because well I am not supporting it, so all units I added (and I added a lot since version 3.7.4) have no graphics. Including all units I renamed. Basically, its 1 out of 2 units that is without graphics, so at this point, I decided it would be simply easier to remove this completely. Sorry to those who preferred the old graphics.
So, I woke up at 7.30am, and I really wanted to get to work, this is what I have been able to do this morning (currently 2pm) I couldn't wait to let you meet the new AI that will adapt its behaviour to YOU and your strategies. Read the change log for more :) - Added : Type 5 Chi-Ri to Japan. - Added : Nakajima G8N, Mitsubishi A6M2a, Mitsubishi A6M3, Mitsubishi A6M5a, Mitsubishi A6M5b, Mitsubishi A6M5c. - Added : You can now mod attack and movement sounds (replace current ones). - Added : T-40 to USSR. - Change : AI will now buy based on whats on the battlefield, therefore adapt its production to counter the player. If you send a lot of bombers, the AI will spam fighters and AA. He wont be buying randomly anymore. He will be trying to match 1:1 what you sent him. This also means that the AI wont be buying torpedoes as an option on its planes if there are no enemy ships. If the AI doesn't have much money, it will use old numbers so that it doesn't try to overcome the impossible. Also, another exemple, if you have a 2:1 ratio of AT vs AIs tanks, he will stop producing tanks and focus on artillery and infantry. If you farm tanks, if will farm AT. If the AI is in a very bad situation when you have the air superiority, and like he cant do anything to counter it, he will do more AA guns. - Change : Carriers can now attack other ships freely. - Change : Musics in mod now need to be in .WAV format, not .OGG anymore. - Change : Updated the README.txt from the mods. - Change : Renard R36 was a prototype. - Change : Type 4 Chi-To, Type 4 Ho-Ro, Type 95 Ha-Go, Type 97 Chi-Ha, Type 3 Chi-Nu, Type 1 Chi-He, Type 97 Te-Ke graphics. - Change : Renault ACG1 graphics. - Change : Soviet AT-1, SU-152, T-34 85, BA-10, KV-2 graphics. - Change : Tiger II and I graphics. - Change : AI wont be buying too many carriers. It will be max 1 carrier per 5 ships. So, if the AI has 15 ships (not counting carriers), it will be allowed to buy 3 carriers. - Change : The AI will buy way less RADARs or launch sites etc. - Change : AI wont be attacking with 3:1 odds or over, to prevent stupid attacks. - Change : Launch sites are now in the infantry category. - Change : SP wz. 34 graphics. - Change : 39M Csaba graphics. - Change : AI wont be making AT infantry if not necessary. - Change : Marines now have a NATO symbol. - Fix : You couldnt cancel a research if you had no research points left. - Fix : AI freeze. - Fix : AI carriers staying too close to the shore for no reason. - Fix : Po 2 had only 1 visibility. - Fix : Scenario generator islands only toggle not working / doing anything. - Fix : Water generation in the scenario generator. - Fix : Slovakia didnt have any colour with NATO ON.
- Added : Marines to the manual. - Added : E-100 prototype to Germany. - Added : Maurice Gamelin to French generals. - Added : Belgian bicycle infantry. - Added : Ernest King, William Halsey Jr. and Raymond A Spruance to US admirals. - Added : Andrew Cunningham to Britihs admirals. - Added : The fact that bomber always provide defending fire when attacked to the manual. - Change : Prototypes will now take twice the amount of time to research a technology. Just like ships. - Change : Marines can now deployed at naval reinforcement tiles and at and around harbours. - Change : Germanys Light infantry 43s graphics. - Change : Dutch bicycle infantry graphics. - Change : Campaign of France was too hard. - Change : Germany Heavy infantry graphics. - Change : Heavy infantry graphics for Finland. - Fix : AIs broken paratroopers behaviour. - Fix : AIs options for AA and artillery / AT guns.
- Added : U-Boot Type XXI and Type IXD to Germany. - Added : Jagdpanzer E100 to Germany. - Added : Skink AA and Grizzly I cruiser to Canada. - Added : T29, T30 and T34 heavy tanks to USA. - Change : Graphics for admirals, theyre not round, not square anymore. - Change : Type 1934A destroyer graphics. - Change : AI now has TRUE random, so no more 5 arty in a row or stuff like that when buying. Army composition is now gonna be WAY better. - Change : AIs arty will now move during the second phase of the AIs turn. So that its never ahead of all the units. I will attack BEFORE the others, as it already was the case, but will move AFTER all the others moved. - Fix : Broken reddit link in the main menu.
Sunday update ! - Added : 5 generals to Japan. Isoroku Yamamoto, Masatake Okumiya, Minoru Genda, Tomoyuki Yamashita, Tadamichi Kuribayashi. - Added : Reddit link in the main menu. https://www.reddit.com/r/hexofsteel/ - Change : Moved Bucharests and Belgrades airfields and added a factory near Copenhagen on the Europe maps. - Change : You can now forfeit in solo too. This will let you see the end of scenario stats panel - Change : When forfeiting in MP, you will not be taken back to the main menu right away, you will be able to see the stats panel. - Change : Two units indicator. More visible. - Change : Sd. Kfz. 222 graphics. - Change : Generals wont get landing crafts graphics so theyre visible at all time. - Change : Changes to the Pacific 1942 map. - Change : Admirals now have only a range of 3, so they need to be WITH the fleet to give its bonuses. - Fix : All ships could attack submerged subs. - Fix : Start of the war in the pacific scenario is 7th December not 6th. - Fix : There was an issue for loading all players in multiplayer leaderboard. - Fix : German admirals stats (way too OP).
- Added : 37mm Bofors for Finland. - Change : You are not earning any more experience from killing partisans (Could be used to farm). - Change : Light infantry and engineers for Germany graphics. - Change : Added 3 factories on the Europes map. - Change : V2 movement sound. - Change : AIs generals and artillery movement behaviour. Too many times it just went straight into combat as any other infantry unit. Now recon units (ground only obviously) will first try to get in range of their visibility, so like theyll get 2 tiles from the victory point, theyll do their recon that way, then move and capture if they can / the city is empty. For generals, theyll stay out of range, at the very limit. Oh well and I did the same for ships ! So they dont stack in front of the land and let ground troops perform landings :) - Change : Improved overall performances. - Change : USA engineers and heavy infantry graphics swap. - Fix : Partisans surrendered right after they got attacked. - Fix : Research tree achievements couldnt be unlocked.
Hello hello ! I thought it would be cool to have a sub dedicated to the game, so I created one ! :) You will be able to share your screenshots, ask questions, or report bugs. Please don't be shy, and come in numbers ! Here's the link : https://www.reddit.com/r/hexofsteel/ or r/hexofsteel For those of you who don't know what reddit is, oh gosh. You missed out on something amazing ! Quick definition : Reddit is an American social news aggregation, web content rating, and discussion website. Registered members submit content to the site such as links, text posts, images, and videos, which are then voted up or down by other members. You don't need to have an account to look at what's being published by members, but you will need to sign up if you wish to interact (leave comments etc). I created a bunch of flairs already, so, feel free to pick one ;)
- Added : 7 new achievements, based on how long you played the game. I have added them as hidden achievements, but you know what to do to unlock them .. :)) Just play ! (Please, this took me over 4h to get 3 lines of working code) - Added : PLAY / PAUSE shortcut. Pressing P will pause the game. Pressing it again will unpause it. - Added : Mine flail achievement. - Added : Mine flail vehicles. Those vehicles can walk on mines without taking any damage. - Added : You can now cancel a research in the research menu. Just click again on the unit you are researching to cancel it. The research point will be given back, but you will lose your progress for the unit. - Added : IK-2, Avia BH-33, R-313 for Yugoslavia. - Added : IAR-14, PZL P11, Aradao 196 to Romania. - Added : Dutch marines. - Added : Matilda II scorpion, Sherman crab (mine flail tanks). - Change : Yugoslav IK-3 graphics. - Change : Scenario changes / balance on Campaign of France, Operation Compass and Leningrad 41, as well as Italy 1943 quick game. - Fix : You couldnt move troops inside your own country when being neutral. - Fix : You could stay neutral and attack other people and they couldnt get inside your territory. Thats an exploit :) - Fix : Time played on scenario could be incorrect (like the timer stopped).
- Added : P-61 Black Widow, Vultee P-66 Vanguard to USA. - Added : OT-26 to USSR. - Added : Panzer I breda (AT version), UNL-35, Trubia Naval to Spain. - Change : Changed the StuG III A to StuG III B which was way more produced. - Change : Bomber dont need to have ammo anymore to retaliate. Even with 0 ammo they will retaliate. It was pretty unfair since bombs and ammunition for MGs arent related. - Change : Carriers are now more expensive. - Change : Researching new ships will take twice the normal amount of turns. Ships should not as easy to research as a tank, right ? - Change : StuG III Finnish graphics. - Change : P-39 Airacobra graphics. - Change : Decreased air to air damage of the I-16 polikarpov. - Change : TKS didnt have AT stats .. face palm. - Change : Slightly increased performance of the pathfinding algorithm. - Fix : Coastal defence ship didnt have any NATO symbol. - Fix : AI playing panel wouldnt go away after it played. - Fix : Australian Matilda stats.
- Added : AT inf 43, PGM-1 gunboat, PGM-9 gunboat to USA. - Added : Renault R-35 to Poland. - Added : Semovente da 75/46, Cannone da 75-46 modello 1934, AT infantry to Italy. - Added : 3 generals to Nationalist Spain. Francisco Franco, Emilio Mola, Jose Sanjur. - Change : Italy 1943 changes. - Change : Italian 20mm Breda AA graphics. - Change : Vickers 6-Ton type A graphics for Poland. - Change : Made researching new technologies from the future longer. - Change : Landing craft for vehicles for GB and USA graphics. - Fix : Submarines making AA noise when attacking a landing craft. - Fix : Some semoventis (Italian tanks) were set as artillery when in fact they were AT tanks. - Fix : Potentially fixed a no synchronisation issue in multiplayer (with no active player upon loading the map). - Fix : AI freeze because of research.
- Added : Carro Veloce L3-35, Carro Armato M14/41, Carro Armato M15/42 Semovente da 75/34, semovente da 105/25 to Italy. Im sure I added more, but I just forgot which ones, I apologise for that ! - Added : Crimea 1944 map in quick game. Based on the 1941 version, but this time its the germans being completely encircled by the soviet. - Added : D3 and G5 torpedo boats for the USSR. - Change : Carro Armato L6/40, Carro Armato M13/40 graphics. - Change : Renamed the Italian heavy tank into Carro Armato P26-40. - Fix : Italian units stats. - Fix : Fixed roads overriding cities in map editor when generating the roads or in the random scenario generator when generating roads.
- Added : Crimea 1941 quick game. - Added : Soviet marines. - Added : Gunboat for Italy. - Change : Soviet light infantry graphics. - Fix : CAS planes not dealing any damage in retaliation.
Hello there you probably noticed the important number of updates today without any change log No big deal, I never planned to patch the game that many times, I kept forgetting stuff and discovering more that should have been fixed or things that could be done and shouldnt. Anyway, just a bunch of various fixes for stuff that should have been already :) Have a good evening !
- Added : Fairey Albacore to GB. - Added : BV 138B, Hs 123, Do 215, Do 217, He 115 to Germany. - Added : Do 17, Ju 88, Fokker C.X, Bristol Blenheim Mk. IV, BT-42, BT-7, T-26, FIAT G.50 Freccia, Westland Lysander Mk. I, Brewster B-239, Curtiss H 75 A, Renault FT 17 8 mm, Vickers 6 ton Mark E to Finland. - Added : You can now UNfield units ! You can do so from the order of battle. There will be a little bin button. Click on it and you will be issued a refund of units cost, and it will be removed from the board. It will be sent back to your reserve. From there, you can choose to deploy it somewhere else, or to delete it completely. - Added : Sea Hurricane Mk. I, Mk. II B and C, Blenheim Mk. I, Avro Manchester, Fairey Battle Mk. I, Fairey Fulmar Mk. I and II, Supermarine Seafire Mk. I, II, II, XV, XVII, Vickers Wellington Mk. I and Mk. II, Mosquito FB Mk. VI to GB. - Change : Operation Bagration changes. - Change : PaK 40 Finland graphics. - Change : bf 109 F, T and E, Bf 110 C graphics. - Change : All Bf-110 have been moved to the tactical bomber category. Same for the Me 410 and 210. - Change : At turn = 0, so when starting a scenario, all units will get a level 3 of entrenchment. - Change : When deleting a unit to get a refund, you will get a refund scaled on the units HP. Basically, if your unit is at 5HP, if you unfield it, and if you ask for a refund, instead of getting a full refund which could be used as an exploit, you will only get as much as the unit has HP. So, if the unit has 15% HP, you will get 15% of the units worth. - Change : Numerous changes to various units stats. - Change : Hawker Hurricane Mk. IV and IID have been moved to the ground attack planes category. - Change : SIG 33 15cm graphics. - Fix : Aichi D3A1 was supposed to be carrier based.
- Added : R-1, R-2, R-35 to Romania. - Changes : Low Countries campaign changes. - Change : ACG1 graphics. - Fix : Declaring war on a country or creating your own faction reset the FOW improperly. - Fix : When clicking / selecting your unit in the store, the comparative stats wouldnt reset.
(No, the map wont be looking like on the picture, the picture shows the data and the data only. No country will be pink or red or yellow) Yo ! Did you think Id release a research update yesterday and leave you today without anything ? LMAO NO WAY ! Thats just not me ! I was on my way to sleep yesterday when I had this talk with a programmer friend that explained me how I could achieve borders in a with hexes as a base. It was 1am. I quickly fell asleep after that, and woke up 10h later, then I got to work. This is todays update :D - Added : Comparison stats in the store. When selecting a unit, the stats of this unit will be shown, and when hovering another unit, it will compare with other units stats and show in red or green if the stats are better / worse. - Added : Borders ! This is a feature that has been asked for a long, very, very long time ! You will see everything that belongs to you. No fog of war inside your territory, whatsoever. - Added : Renault FT-37mm to the Netherlands. - Added : AT infantry 1943 for GB and Germany. Previous AT have been retrograded to 1939 variants (with Pz B 39 and BOYS AT rifles) 1943 versions are with PIAT and panzerfaust. - Added : Partisans to Italy. - Change : Italy 1943 and Operation Husky maps adjustments. - Change : Operation Crusader Australian player was AI controlled instead of human controlled. - Change : Panzer IV G, Panzer III J graphics of Romania. - Change : Panzer IV H, G, Tiger I, leFH18, PaK 40 of Hungary graphics. - Change : Jagdpanzer IV 48 graphics. - Change : Landsverk L-60, Stormartillerivagn m43 105mm graphics (Sweden). - Change : Polish engineers graphics. - Change : End of river tile are now of type river instead of Plain. - Change : With the new borders system, you cannot enter neutral countries territory at all anymore, you will have to declare war to them so you can move freely there. No more crossing neutral Spain to invade Portugal. - Change : Partisans are now spawning for human players as well. - Change : AB40 and AB43 graphics. - Change : All ships can now attack submarines. Only when they are surfaced (except destroyers) and they will be less efficient than destroyers. Its just so that subs arent in god mod. - Fix : Gaining 3 visibility when climbing on a hill. - Fix : Von Kluge had Hitler's name on the counter. - Fix : Orzel class submarine had "Orzet" written on its counter (polish). Why didn't I release this together with yesterday's update ? Because as I said in the beginning, I didn't even know I would be working on this today :)
- Added : Research option. Why is it such a big update ? Because this will totally change the way you play the game ! (I mean, a lot, right). First of, this wont be available for campaigns simply because it doesnt make sense since there is no turn limit and you could simply be farming technologies. So, back to research. When starting a scenario you will be granted with X number of research points. This number is based on the total number of units a country has in the database of units. This is so that it is scaled for everyone, and so that the more units you have in total, the more research points you will get. Because if Sweden was starting with 5 research points they would research everything quite quickly since they have very few units ! You currently cannot modify how many research points a country has. Minimum is 1. You will need to research all units (from the same category) from year 1939 to be able to start researching units from 1940, etc. Units are organized by category, just like in the store. Researching a unit takes time (several turns) and cannot be cancelled (for now, might add that later). Researching older units will add a penalty (researching tiger II in 1943 for example). I guess I said everything about it ? AI will also perform research on its own, and it is working in multiplayer ! Have fun with that ! (Mod compatible but only from 1939 up to 1945, I might add the possibility to have WWIII units to be researched). - Added : Flakpanzer Coelian, Panther II (Panther prototype) to Germany and Panzer II J. - Change : Since some people wanted to be able to buy prototypes during campaign scenarios, I made that possible. - Change : You can now coop in multiplayer. - Change : Arado 234 was in the wrong bomber category. - Change : Operation Husky changes, Germans actually had some tanks and armoured infantry in Sicily. - Change : Moved the import overlay button in the menu panel, when you press escape. - Change : UI changes. - Change : Battle of France 1940 changes. - Change : Sd.kfz 231 (6-rad), Panzer II A, Panzer I F, Panzer II Ausf. L, Panzer I Ausf. C, PaK 43, All panthers graphics. - Fix : Some small harbours had -10 damage modifier, the winter version. - Fix : When opening the store it would be empty of units (no filter was selected). Now, the default filter is infantry. - Fix : Many British planes had the wrong white part of their sprite. - Fix : Snow falling in the Burma campaign (Imphal44). - Fix : AI couldnt capture neutral VPs.
- Added : 2 new booleans for the unit editor : is launch site and is missile. This is for modders. - Change : Bombing a unit with strategic bombers will now make the unit lose 1 level of entrenchment. - Change : Campaign of France scenario changes, important historical inaccuracies in the OOB. - Change : Tactical bombers cannot take on fighters anymore, just as strategic bombers they will now only defend themselves against other fighters. - Change : seFH18, 17 cm kanone 18, 21 cm Morser 17 graphics. - Change : Winter will last until end of march / beginning of april. - Change : Neutral controlled countries (humans) can now create the faction of their choice and therefore join the Axis / Allies. Just create a new faction and name it "Allies" or "Axis" and you'll be with the others. - Change : Reduced difficulty of Operation Sonnenblume when playing as the Allies. - Fix : Panzer IV F1 and Panzer III H present on the campaign of france scenario. - Fix : You could go to Operation Husky as the soviets in the soviet campaign after completing Kursk. - Fix : Slovakia didn't have a train sprite. - Fix : Aachen not belonging to Germany in the low countries campaign AND on the Europe 1939 quick game. - Fix : On europe 1941, Satu Mare and Baia Mare belonged to Romania instead of Hungary. - Fix : Deployment issues with V1s and V2s and naval planes. - Fix : Not all tiles turning to winter version on some maps. - Fix : AI bombers werent attacking both units AND the tile when bombing. Only the human player was attacking both unit and tile when bombing. Now both are. - Fix : Suffixes were overwriting core units. Now, core units will not be automatically renamed anymore.
- Added : PaK 4.7 cm (t), Sd. Kfz. 250/10 and Sd. Kfz. 250/11 for Germany. - Added : Lockheed Hudson for Canada, GB, Australia and the US. - Change : Eastern Front 1941 map changes. - Change : Panzerjager I, Bofors 40 mm, Panzer IV F1 and leFH18, Amiot 143 graphics. - Change : Bristol Beaufighter to fighter category instead of light bomber. - Change : You could spawn coastal batteries even with enemies around the victory points. - Change : You can now resupply catapult able planes on aircraft carriers. - Fix : Rank never going up in campaigns. - Fix : Aircraft carriers not resupplying planes anymore. - Fix : One instance of AI crash when trying to deploy units. AI should be really fine now, I let it play against himself on a huge map for 35 turns, no issues. So were good :)
- Added : End of turn confirmation on mobile. - Added : Gunboat for Poland. - Change : updated Operation Weserburung scenario. - Fix : Planes getting an extra 1 visibility when moving on top of hills (caused by previous fixes). - Fix : Campaign couldnt be loaded because of a null exception (due to changes I made yesterday) This bug applied to all campaign saves PRIOR to 5.1.15.
- Fix : Upgrading a unit didnt update its name. - Fix : Some units stats. - Fix : Recon units on hills have 3 visibility. - Fix : When upgrading a unit, it would have more fuel than supposed to. - Fix : No player playing first notification in the map generator. You could create a map with no one playing first which would create a black map. - Fix : Little bit broken map editor UI on mobile.
- Added : BA-20, T-37 and T-26 1931, Cromwell Mk. VI CS, Matilda IV, Daimler Armoured Car. - Change : KV-1S, Crusader Mk. I, Cromwell Mk. IV, . - Change : StuG III F soft damage (lower since it had no machine gun). - Fix : Missing road on Operation Sonnenblume. - Fix : Not being able to move on to another scenario when there was more than 1 human player and you finished the scenario with the wrong player. Let's say you play the german campaign and take the final VP as romania, game will not load the next scenario because its gonna look for a romanian campaign. This isnt save compatible, unfortunately.
- Fix : When loading a save with the unit suffix option ON it would increment the number. - Fix : Hill visibility bonus not working when loading a save.
- Added : No suffix option in the settings. - Added : German partisans. - Added : Finnish engineers. - Change : Panzer III N and BT-7A stats. Higher hard damage (60). - Change : Jagdpanzer VI, Panther G, Jagdpanther, KV-85, T-26, panzer III J, Norway heavy infantry, Pz III H, Swedish light infantry. - Change : AI won't be spawning supplies depots as much as before. - Change : Improved AI buying units algorithm. Faster, and more efficient (from 500ms to 30ms). AI will not be buying units it cannot place anymore. - Change : Artillery of 15 or more damage will now reduce entrenchment level by 1. (Before it was only 20). - Change : You can now switch from suffixes only, quick2respond mode, or nothing at all on a same save. It wont be one or the other anymore. So that anyone plays with the settings he wants without impacting the other player in multiplayer lets say. Or for your own save files. - Fix : BT-7A stats. - Fix : Looks like AI could buy partisans. - Fix : Hawker Hurricane stats and Spitfire stats. - Fix : AI freeze when trying to buy units. - Fix : AI not performing landings (again). - Fix : AI artillery would not attack units it couldnt do any damage to, even though artillery remove entrenchment and creates attrition. - Fix : Potentially fixed the AI stacking units issue. - Fix : Slow AI wasnt that slow at times.
This update will be called the quick2respond update. Why ? Because a Steam user by the nickname of quick2respond has written the 90th review for the game, and he didnt write 3 words. For all the kind words and because his idea was good, I thought hey, I could make that guy happy, just like he did to me by writing this review ! So here is the quick2respond update, which adds a single feature, Im calling quick2respond setting. I decided to name the setting after the guys nickname because, well hell I can ! I do what I want :D This game isnt MY game, its OUR game, so many of you already contributed with your ideas, and your testing, that I feel this is the least I can do ! Anyway, what does this feature do ? First, you can turn it ON in the settings, under MISCELLANEOUS. What it does is simple, it replaces the name of the units by more generic names. So, it will rename the Tiger I Ausf. E to Heavy tank battalion. And so on :) And then you combined this with the new naming system I recently implemented and you get stuff like : 54th light infantry division or 5th heavy fighter squadron or even 32nd armoured heavy artillery. All that automatically without you having to rename the stuff yourself, it keeps count of everything, its just immersion! So, yeah, thought it would be cool for him and for probably many of you that wanted more immersion while playing with your NATO counters ! Talking about them I am planning on making a complete revamp, so, yeah :) Have fun ! - Added : koda -I-d T-32, Renault R-35, Renault FT-17 8 and 37 mm to Yugoslavia. - Added : Dewoitine D. 510, Caudron C.714, Romano R.90, Loire L-46.C1 to France. - Added : 7.5 cm Pak 97/38 to Germany. - Change : Re did all Vichy France graphics and units stats. - Fix : Some more units stats.
In this update I worked on 2 major things, the camera tracking issues with the AI, and the lags experienced while AI was playing. I reduced the lags by a lot, and I fixed the camera flying in all directions. It wasnt a bug, just not optimal coding. I hope less of you will get sick while playing the game and watching the AI play ! - Added : Automatic supplies button in the order of battle. This is a feature that has been long asked. This is a toggle that you can toggle, and when its gonna be on ON for the unit you selected, when you are going to press the end of turn button, for all the units that have auto supplies, the supply line will be calculated and they will be resupplied in order, starting by the unit that is the most expensive (I thought this made sense since you want your most badass unit to be prioritised with supplies). - Added : Mustang P-51B and P-51D and SAAB 21, Bristol Bulldog to Sweden. - Added : Reinforcement tiles to Operation Barbarossa North. - Change : Ships will deal less damage to ground units. - Change : Improved AIs algorithm efficiency. It should run smoother and faster. - Fix : Camera following AI moves. No more fuzzy / dizzy camera moves. - Fix : Artillery providing supportive fire when plane gets attacked. - Fix : Getting shot by supportive fire after the unit you attacked retreated and went near a unit that could not originally be triggered but was triggered because the unit you attacked retreated near it (Got it ?). Someone also asked to have a pre path visualisation, I worked on that too, I got it 75% working, still not perfect but im not happy with the results so far so ill work on it more another day.
- Added : Partisans to Spain. - Added : Shortcuts / keybindings for resupplying men, fuel, ammo and both. - Added : Custom countries and units to the RSN. - Fix : UI showing stuff because mouse was going through UI. - Fix : Broken AI with radars and surface radars. He wouldnt detect anything. - Fix : AI was resupplying its ground units in transport ships from the sea. - Fix : Australias units graphics were outdated. - Fix : Various broken unit stats.
- Added : Engineers to Spain. - Added : Stridsvagm m31, Stridsvagm m37, Stridsvagm m38, Stridsvagm m41, Stridsvagm m42, Stormartillerivagn m/43 105mm, Bofors 37mm AT, Reggiane 2000, P-35 Seversky, Ju 86, Landsverk L-181, Bofors 75 mm Model 1929, 10.5 cm kanon m/34, Bofors 40 mm, SAAB 18, SAAB 17 to Sweden. - Added : Junkers 86 to Hungary. - Change : All units are now available in the unit editor for better and easier search. Filters are still in option. But at least you can search throughout the whole database. - Change : Some units stats. - Change : All spanish infantry graphics. - Fix : Europe 1941, a city in Crimea was German instead of soviet. - Removed : All generic units to Sweden.
- Added : Panzer I A, T 26, BA-6, BT-5, I-15 and I-16, Panzer IV H, StuG III G, Me 109 E, Junkers 87 A, CR 32 Falco, Ha 112, Tupolev SB and SM 79, M1937 45 mm, 76.2mm M31, 105mm Vickers M22, 37mm M1930, 122mm M10/30 and Renault FT-17 8 mm to Spain. - Change : Bunkers, Coastal batteries, RADARs and mines have new sprites. - Change : 3.7cm AA German sprite. - Change : Panzer III N, IV G and III J romanian sprite. - Change : All Vichy France sprites. - Change : Not giving th rd nd suffixes to RADARs, bunkers, coastal batteries supply depots mines etc anymore. - Change : Stug III A and G sprite for germany. - Fix : RADAR icons being shown over your own units when AI was playing. - Removed : All generic units for Spain.
- Added : 1 AA to Belgium, 2 AA to Slovakia and 2 to Finland. - Added : BK 1124 and BK 1125 gunboats to USSR. - Change : Removed the major victory points from the RSG because it was not working properly. - Change : Europe 1941. - Change : Europe 1943. - Change : Operation Edelweiss campaign scenario. - Change : Low Countries campaign scenario. - Fix : I broke planes doing damage to ships sorry with yesterday's update sorry - Fix : UI issue in the map editor on mobile. - Fix : You could launch the map generation even with no faction for players resulting in well little errors.
So, after my live today I noticed a few issues That I patched right after :) Well and also started with the ideas some of the viewers had ! ;D Cheers to @Ervin and @Don Cossack for your ideas :) - Added : S-26, S-38 and S-100 gunboat to Germany. - Change : Leningrad41 modifications, again. - Change : Enemies will now have an impact on the supply line. Any enemy adjacent to a tile where the supply line is going will do -10% of supplies. - Change : Subs can now attack units on the ground (50% of their hard damage). - Change : All KVs stats have been changed (improved). - Fix : Issue with loading next scenario in campaign when continuing a save that had 2 human players. - Fix : AI could mountaineer any ground unit. - Fix : Automatically surrendering units not giving money when you reached the max amount of core units. - Fix : Fighter attacking for 1 damage instead of taking on planes. - Fix : TAB switching ground air view after defensive fire. - Fix : Looping through units with sleeping units not counting. - Fix : Units on a village will not get supplies from their village if it is not worth it anymore. - Fix : Annoying clic sound when selecting a unit. - Fix : Freeze if you had not steam running while walking on a mine. - Fix : Units didnt retreat to anti tank fire. - Fix : AIs ground units would move towards ship even though they cant attack ships from the land.
- Change : Added a few tiles to the left on the Leningrad41 map so that all the sea would be connected. - Change : Units history text. If it is a plane it will now be written Shot down X, if it is a ship it will be written Sunk X. - Change : Having paratroopers dropped now make them gain experience. So, for every drop they will be more experienced :) - Change : Junkers 88 had way too high air damage for a bomber. - Change : I wanted to have experienced unit more useful than just being with more HP. So I came up with an idea. Every level will allow the unit to ignore 5% of the enemys armour. So if your unit is lvl 5, it will ignore 25% of the other units armour :) - Change : Updated all T-34s hard damage (were too low) and armour (also too low). - Change : AI will pull out his ships out from the fight if it has less than 30% HP. - Change : AI will keep his ships around the harbours to finish the repairs (> 90% HP). - Change : Italy 1943 changes. - Change : Panzer III N and M sprite. - Fix : Bug with commander ranks would be updated after being shown in the end of scenario UI. - Fix : Overwriting save wouldnt work, it would create a new one every time. - Fix : Europe 1943 was missing on android. - Fix : An AA from faction A would support an aircraft from faction B. - Fix : Issues with the AI and landings (yay, again). This was a very major bug that I didnt notice before now but had a serious impact on gameplay. Basically the AI mostly wasnt performing any landing. - Fix : You couldnt close the create faction panel.
- Change : Mountaineer and winter option are now 50% cheaper (cost 50 each). - Change : To prevent abusive scouting, when you will be moving (on purpose or not) and your unit discovers a new city / victory point, you wont be able to undo anymore. - Change : Hides clouds with a much smaller camera height now. - Fix : Refund not being complete when deleting units. - Fix : AI was never buying mountaineer option unit.
- Added : All units will now have a number (representing their division) before their name once placed on the map to add a tad of realism (if year is >= 1914). - Added : Europe 1943. - Added : 2 new achievements for finishing the Europe 1943 as Axis and Allies. - Added : Cromwell Mk. VII Tulip for GB as well as Valentine Mk. I and Valentine Mk. XI and Valentine Mk. VIII. - Added : Reinforcement tiles to all pacific scenarios. - Added : Imphal44 scenario to GB and Japanese campaign. - Change : U-Boot type IX, U-Boot type VII, U-Boot type X, T-28, Cromwell Mk IV, Crusader Mk. III and Panzer IV H, Crusader Mk IV, all Valentines sprite change. - Change : Europe 1939. - Fix : Core units number not updated when loading a save. You would need to open the store for it to refresh or stuff like that. - Fix : All major victory points were removed when opening a map in the map editor.
Hey fellow wargarmers ! I'm planning on going live this Saturday and this Sunday. One thing though, I don't know what time is best for all of you. I created an online poll where you can simply vote, this way I'll know when to go live. Here's the link in question : https://linkto.run/p/95H762JB And a quick link to the official youtube channel : https://www.youtube.com/channel/UCMMq2he5LtC5Sg5qcfy8y9g See you this weekend ;)
- Added : 1 new achievement, quit the game. - Added : Ships to the British on the Operation Sonnenblume scenario as well as reinforcement tiles. - Added : Reinforcement tiles to the Operation Compass campaign scenario. - Added : Reinforcement tiles to the Operation Battleaxe campaign scenario. - Added : Reinforcement tiles to the Operation Crusader campaign scenario. - Added : Reinforcement tiles to the Rommels offensive campaign scenario. - Added : Reinforcement tiles to the El Alamein 2 campaign scenario. - Added : Reinforcement tiles to the Tripoli campaign scenario. - Added : When looping through your units with prev or next unit button, it will let you know when you completed a loop. When you already reviewed all your units. - Added : Road generator to the map editor. Thought it could be handy :) - Change : Modifications to the Afrikakorps 1942 map. - Change : Modification to the Eastern Front 1944 map. - Change : Modifications to Operation Overlord campaign scenario. - Fix : No fixes. No fixes ??
- Added : AT infantry to Netherlands and 2 new anti tank guns (47 and 57 mm). - Change : Added reinforcement tiles to Stalingrad42 campaign scenario. - Change : Some changes to Japanese units sprites. - Change : ZiS-30 sprite. - Change : Date and time is now added to your save. - Change : You can now attack planes above your tile with AA units. - Change : Modifications to the Eastern front 1941 and 1943 maps. - Fix : Balance done for Leningrad 41 for the Soviet campaign, it was too easy.
- Change : Reverted to the old water generation algorithm that was giving better results. - Change : In the store, when the total amount of money in your basket will be higher than your amount of money, the number will turn red. - Change : You will now have the potential damage displayed with a plane over a unit underneath it. - Fix : Next / Prev unit would include supply depots. - Fix : Two units indicator would still be shown after doing an UNDO with a plane over a ground unit.
- Added : Road generation to the RSG (Told you it would come soon!). - Added : Marsh and Bocage to the RSG. - Added : Island preset for the RSG. This will generate some island-world only :) - Added : Major victory points generation in the RSG. - Added : Automatic title to the scenario in the RSG. - Change : Damage due to cold are now based on the tiles season, no more on the time. If the tile is covered in snow, you take damage, regardless of the date. - Change : Increased by a LOT the time it took to generate units in the map editor or the RSG (well, its instant now instead of having to wait a few seconds haha). - Fix : In the map editor or the RSG, ships could be spawned on the victory points .
- Added : Scenario generator. Yes, you read it right. No no, not a map editor, a map GENERATOR. This new tool will instantly generate you an infinite amount of scenarios by itself. Know whats the best news about it ? You can personalise it ! Choose the amount of everything, and the way the map is generated. Let me tell you that I randomised stuff and I got insane results. Oh, and, yes, this tool is obviously available to make multiplayer maps, but this was obvious since the generated maps are instantly saved in your maps folder, so you can edit the map once its been generated if you wish ;) Yeah, thats how my break looks like. I dont know how to rest okay ? I just dont. Roads and rivers arent generated yet, but I thought I could still release this without them for now, Ill be working on it next, as well as refining the algorithm. - Added : Reinforcement tiles to Invasion of Yugoslavia and Battle of Greece. - Added : Factory tile for the desert biome. - Change : Marines dont take any landing penalty anymore. - Change : Rangers and marines stats. - Change : Updated Europe 1939 and Europe 1941 maps. - Fix : Broken British paras in operation Husky. Well, this change log is quite short but, features are here ! Haha Have fun with it, I'll be adding more customization soon. You can also drop your ideas in the comment :) if it's feasible, I shall do it PS : No, I didn't forget about the Burma Road campaign, but I am not in a "Scenario creation spree" at the moment, I wanted to code. So that's what I came up with. Since I am working alone and since I don't always want to work on making new maps ... well ... :( It takes time
- Added : 9 new achievements, Air Ace bronze, silver and gold. Killing 5, 10 and 15 air units with a single plane. Antitank bronze, silver and gold. Killing 5, 10 and 15 tanks with a single antitank unit. Terror of the sea Bronze, Silver and Gold. And well you got the thing, destroying 5 10 and 15 units using a single ship :) - Change : The gold / yellow selected unit colour will now be red for winter biome, will be more visible. - Change : Some achievements were too high / impossible to get so I reduced the amount of kills or stuff like that (Kill Silver and Gold, 50 and 100 kills with one unit instead of 100 and 500) as well as the Safari ones. - Fix : Ground generals giving bonuses to the air units. - Fix : Units didnt die because of the cold. They stayed at 0 HP.
- Added : Partisans. Yes ! Partisans will be an extra pain the butt for big countries :) What will they do exactly ? They will randomly spawn near captured cities. I have updated the manual so feel free to look at this new section. The spawn rate is based on the number of cities of the countries you captured, and also the amount of turns you own the place. So, the longer you will be controlling a conquered territory, the more often partisans will spawn. Partisans will be looking for bridges to blow up to disrupt your lines. Otherwise, they will just be at the back stabbing you while your troops are far to the frontline. Currently, partisans have been added for the USSR, Yugoslavia, France and Poland. - Added : Operation Unthinkable what if scenario. This will be available for all allied countries except Germany, after the battle of Berlin scenario. - Added : New achievement, Crush the rebellion when killing a partisan unit. - Change : Panzergrenadier sprite. - Change : Updated manual. - Fix : Multiplayer chat notifications were wrong. Showing when they shouldnt. - Fix : Healing units with infinite ammo and fuel didnt cost any money. - Fix : You could upgrade your units while still in a train. - Fix : You would get a refund for your motorized or mechanized or any other option even if your upgrade had it too. So you could use that to earn money and cheat.
- Added : Renard R.31, Potez 33, Fiat CR.42 Falco, Gloster Gladiator, Hawker Hurricane Mk I, Fairey Fox Mk. IIIC, Fokker C.X - Change : T15 sprite (Belgium). - Fix : Ending your turn with all units hidden would make the game freeze if AI was playing next. - Fix : You couldnt save anything (units, tiles or countries). - Fix : You couldnt unload units in trains if there were no railroads around the city.
- Added : Oman, Yemen, Uruguay, Paraguay, Ecuador, Peru, Cuba. - Change : Increased speed of map generation. - Change : Making peace now costs you money. - Change : Mines will now be avoided if seen by your unit. Lets say you click on a tile behind the mine, if the unit can it will go around it instead of straight across it. - Fix : Mines seemed to attract ships to them. - Fix : You could get in negative movement point values if you used a glitch with mines.
- Added : Afghanistan, Venezuela, Argentina, Chile, Brazil, Mexico, Colombia, Bolivia. - Change : Mines are cheaper. - Change : Bombs on fighters will deal less damage (10 each instead of 15). - Change : Repairing a bridge with engineers is now instant. - Change : Reduced engineers hard damage to 15 (from 20). - Change : Slowed down the AI by a tiiiiny bit, its because since I increased the speed, weird behaviour started appearing (Hello stacked units). - Fix : AIs submarines would stay near the coast to attack ground units even though well subs cant attack ground units. Basically fixed stupid AIs subs. - Fix : Engineers could both attack and build bridge / destroy bridge during same turn. Ah and one thing, you that left a negative review saying to which I answered , would you mind let me know in a constructive manner what problem you encountered with the game ? That would help me, all the other players and yourself. Thanks.
- Change : Balanced Operation Overlord quick game. - Change : Added reinforcement tiles on Hungary 1944. - Change : Added reinforcement tiles on Korsun Pocket. - Change : Added reinforcement tiles to the campaign scenario Operation Overlord. - Change : When finishing your turn in multiplayer, game will now no longer take you back to the main menu, but to the multiplayer menu. - Change : Reinforcement tiles now offer supplies. - Change : Mines are bigger. - Change : Updated to Unity 2021.1.5f1 (from 2020.1.4f1). - Fix : Units that were in landing crafts in harbours wouldnt be loaded properly (as out of the landing craft). - Fix : Fixes in the store on mobile. - Fix : Little UI issues on mobile. - Fix : Zooming on mobile would unselect stuff. - Fix : AI planes targeted mines even though they couldnt damage them. - Fix : Naval heroes (for ships) could get soft damage bonus (useless).
- Added : 5 new achievements for the campaign, for your commanders level/rank. - Added : Albert Kesselring general for Germany and Henry H. Arnold (Air general) for the USA. - Added : Generals on Operation Husky campaign scenario. - Change : Added reinforcement tiles on Operation Market Garden. - Change : Added reinforcement tiles on Smolensk43. - Change : Added reinforcement tiles on Moscow41. - Change : You now need to wait 1 turn before you can deploy stuff at a newly captured airfield. - Change : Reduced the damage of engineers. - Change : Ground generals now are of infantry type. - Fix : When doing undo twice with artillery, you could not attack anymore. - Fix : If the bridge was a VP, you could get supplies directly from it when being on it. - Fix : Units could retreat from a factory tile. - Fix : Gunther Von Kluge had Adolf hitlers name on the counter.
- Change : Losing one level of entrenchment when attacked by a battleship or heavy artillery (damage > 20). - Change : You can now upgrade units in factories as well. - Change : Randomization of the neutrals countrys faction when a third faction is attacking them. Until now it was simple, if you were the axis and you attacked Luxembourg, they would join the allies. If you attacked them as the allies, they would join the axis. Logical. But since you can create your own faction, I did it so its random. 50% chance of joining each. So this will help with even more randomness throughout your games with neutrals, and more surprises / deployability. - Change : Updated manual. - Fix : Entrenchment level not kept after undoing a move. - Fix : Spawning Gustav gun on reinforcement tile. - Fix : Both cities in the desert produced the same amount of money. - Fix : Exploit where you could upgrade any unit to anything on any tile. Let me explain : You have a panzer I on a medium city tile, you could upgrade that panzer I into a Tiger, thus bypassing the whole logic of deploying heavy equipment at factories or big cities. Now, upgrading follows the same logic ! - Fix : You could upgrade infantry into mines or supply depots.
- Change : Operation Husky reinforcement tiles added for both allies and axis. - Change : Added reinforcement tile in Operation Weserburung scenario. - Change : Added reinforcement tile in Operation Silver Fox scenario. - Change : Added reinforcement tile in Operation Overlord quick game scenario. - Change : Destroyers can attack submarines even when submerged, but deal only 50% damage (to stimulate depth charges). - Fix : Notifications not always showing in multiplayer (trying something else). - Fix : Doing undo twice with a recon unit would make the unit unable to move. Ill be taking a break for the next few days as Im feeling tired, dont expect updates every day for a few days. Have fun ;)
- Added : New setting : Auto disappearing popups. When turning this ON, all pop ups window will automatically destroy themselves after 2s. - Added : Search field in the map editor. - Change : Battle of Berlin small changes. - Change : Battle of Midway changes. - Change : Hungary 1944 changes. - Change : Greyhound M8, M24 Chaffee sprite change. - Change : All German generals sprite. - Change : Encirclement now have an effect on supplies for the defender. Every unit around an enemy will decrease the supplies going to this unit by 10%. Meaning besieging a city will now be possible, and units won't be repairing infinitely, especially for the smaller towns! - Change : Increased trains range from 100 to 150. - Change : Updated manual. - Fix : Issues with MPs with infinite ammo and fuel (not going down). - Fix : Issue with supply road and railroads. - Fix : Password recovery for multiplayer fixed FOR GOOD. I know 12 of you were waiting for a password recovery, well you now can proceed ! - Fix : SU-76 stats completely broken. - Fix : Trains not losing fuel when moving.
- Added : Hotkeys for putting a unit to sleep (=), showing / hiding all units (H). Customisable in the settings in the main menu. - Change : Ships now need to be around a harbour to resupply. Just like planes with airfields. - Change : Updated manual. - Change : Churchill Mk. I, Mk. II, Mk. III, Mk. IV, Mk. V and Mk. VII sprite. - Change : Removed the winter version of the potential tile movement that looked really bad and replaced them by the summer ones. - Fix : If your unit was attacked by a unit in the FOW, the damage wouldnt be shown (linked to yesterdays update).
- Added : 2 new tiles (plus seasonal variants). Someone suggested (hi CarbonDevice) me to add a new tile that could allow to spawn units that would not be a factory, or a city or anything. For example, it would be useful for the battle of Kasserine Pass where the US dont stand a chance because they spawn in the top left but they only have a few units and no way to resupply. Or Europe 1943 where the only occupy Iceland and its pretty shit. So those tiles would allow to spawn anything (to simulate its coming from the mainland, or simply out of the map). There is a naval version, and a ground version. You will be able to spawn any kind of ship at the naval one, and any kind of ground / plane units at the ground version. Those tiles will NOT be capturable (yeah its not proper English but you get the idea). - Change : CAS planes will now ignore entrenchment, because otherwise theyre juste useless they cant damage anything with their low damage. - Change : Kasserine Pass little changes, added the reinforcement tile. - Change : Battle of the Coral sea little changes, added the reinforcement tile. Change : Afrikakorps 1942 big scenario little changes, added the reinforcement tile. - Fix : AI wouldnt attack in the FOW. - Fix : Wrong message being shown for spawning mines. - Fix : AIs tanks were staying in their VPs after they took them. - Fix : Notification not showing in some cases.
- Added : New game mode : free for all. This will create one faction per player, and every player on the map will be playing for himself and there wont be any alliances. Basically a free for all setting :) - Change : Little changes made to Kharkov43 and Stalingrad42. - Fix : If a bomber was bombing one of your tile and if you had created a custom faction, it would change your faction. - Fix : You could make quick saves in multiplayer. Hem .. No comment on that one.
- Change : Engineers now ignore the entrenchment level of a unit. - Change : Each level of entrenchment adds a -4 damage modifier (still capped at 20 max all modifier together, tile + entrenchment). - Change : Reduced the fallschirmjger soldier graphics so it would be seen entirely on the counter. - Change : Updated manual. - Fix : Fighters with bombs couldnt attack submarines. - Fix : Paratroopers would be broken after theyve been carried from one scenario to another. - Fix : Deploying ships at harbour right after theyve been taken. - Fix : Upgrading a paratrooper would break it. This update marks the end of Paratroopers issues :)
- Added : You can now create your own faction. In the diplomacy panel you now have an extra button "Create faction". You obviously cannot create Axis or Allies or Neutral. Anything else if up to you :) This will allow for 3 sides wars, with Axis vs Allies, and both will consider you as an enemy as well :) - Fix : Couldnt embark in a factory even if there was a railroad nearby. - Fix : El Alamein 2 German scenario balance. - Fix : Entrenchment making units invulnerable.
- Change : Sped up AI. - Fix : You could get supplies from any tile as long as it had a flag on it. So, a hill or a bridge, whatever really. - Fix : Battleships, carriers and heavy cruisers werent supplied 25% by 25% but still 50% by 50% per turn. - Fix : Showing potential damage on a submerged submarine. - Fix : The Hurricane Mk. IV didnt have a sprite. - Fix : You could get troops in a train from a harbour even without railroads around it. - Fix : AIs bombers were bombing neutral cities. - Fix : Some German SPG had the artillery type instead of tank. - Fix : AI could be placing several supply depots near one another. Stupid basically. - Fix : AI would get veteran supply depots (yay). - Fix : Replaced all paratroopers on Operation Market Garden and Operation Overlord. They were old and outdated and not updated, so once dropped they would have 0 MP.
- Added : Supply depot (new unit). This unit can be built by engineers, and units will be able to get supplies from it instead from a city for example. If you hadnt think about it, you can indeed set supply depots as target in the map editor and this could be the goal of your mission :) - Added : BL 6-inch 26 cwt howitzer, Ordnance BL 4.5-inch, Humber Armored Car Mk. II, BL 7.2 inch, QF 3.7-inch AA gun, Ordnance QF 2-pounder, Ordnance QF 6-pounder, Ordnance BL 5.5-inch, Bofors 40 mm, Ordnance QF 25-pounder, Oerlikon 20 mm, Spitfire Mk Vb, Hurricane Mk IIc to British Raj. - Added : Humber armoured car Mk IV, Ordnance BL 4.5-inch, Hurricane Mk. IV, 60 per Mk I to Great Britain. - Added : Tupolev-SB, Polikarpov I-153 Chaika, Fiat CR 32, Curtiss P-40C Warhawk, Henshel 123, Fiat BR 20, Renault FT-17 8 mm, Renault FT-17 37 mm, 25mm CA mle 39, Breda 20 85, M3 Stuart, M4 Sherman, Engineers, Militia to China. - Added : Hawker Hurricane Mk. II C, Fairey Fox IIIF, Blackburn T3A Velos, Fairey Battle Mk. I, Bristol Blenheim Mk. IV, Bristol Bleinheim Mk. I, PZL P24, Potez Po 633, Avia B534 II, Avia BH 33E SHS to Greece. - Change : Updated ALL scenarios of the Soviet Campaign (it was time). - Change : M3 Stuart, Chinese light and heavy infantry sprites. - Change : Updated manual for supply depots. - Change : Updated Europe 1939 map. - Change : All campaign scenarios have been removed from the multiplayer, because they were 95% unbalanced. I will be re adding some new PVP maps, but this will take some time I didnt have the time to do that today. - Fix : Naval generals (Admirals) didnt give their bonuses. What will I be working on next ? The Burma campaign (yes, I didnt add all those units for India for nothing hehe) And making balanced map for multiplayer. You are more than welcome to create your own and share them on the workshop ! :D
- Added : 1944 configuration Ultimate Eastern Front. - Added : Core unit marking in the OOB. There will be a yellow mark saying theyre core, and they will be at the very top of their category in the OOB. - Change : Operation Compass was too hard. - Change : Balanced Operation Battle-axe. - Change : Added small harbours to the Italy 1943 map. - Change : Formatting for units history. It will now be more clear and also wont be impacted by your systems region. - Fix : Operation Crusader could be lost in 1 turn for the Allies. - Fix : Date will now always be shown in English. - Fix : Winter and mountaineer option not being synchronised when upgrading a unit. - Removed : All small versions of the eastern front.
- Added : Entrenchment ! Yay ! Many of you have been asking this, well here it is ! Any unit that doesnt move for a turn will gain one level of entrenchment (except ships and planes obviously). Entrenchment is symbolised with a little shovel in the bottom. Each entrenchment level provide with +5 defense. So its -5 to the attackers damage per level of entrenchment, max is 3 level of entrenchment. - Added : Yermolayev Yer-2 to USSR. - Added : 5120 x 1440 resolution. - Change : AIs submarines will now too dive :) - Change : Petlyakov 2 and 3 sprites. - Change : KV1 1941 and KV1 1942 sprites. - Change : Updated manual. - Change : Rommels winter offensive scenario balance for the allies (was way too easy). - Fix : You could have flying trains if you had paratroopers in an airfield near a railroad.
Oh well ... I messed up a bit today ! Sorry ! Quickly fixed everything though. Here's the change log for the past few patches : - Added : Extra waiting time for AI when bombing a city so it doesnt skip it too quickly. - Change : Operation Silver Fox changes. - Change : Amount of supplies coming to your unit is now higher (there was a x2 modifier for the terrain, switched that to x1). - Fix : Message notification would be shown when there was absolutely no message at all. - Fix : Battle of Okinawa ending suddenly. - Fix : Supplies could come from a bridge, if it was set as a VP. LOL. - Fix : Panzer II A had too low hard damage. - Fix : AI bombers didnt bomb tiles. - Fix : You couldnt load a save from within a scenario it had to be done from the main menu. - Fix : V1s and V2s had the wrong tooltip for telling you where to deploy them. - Fix : Soviet AT infantry had too much soft damage. - Fix : AI freeze. - Fix : AI in harbour in a landing craft would not turn into a unit if there were enemies around. - Fix : Paratroopers would stay in the city and be garrisoned just like tanks before them with the AI, meaning it was not using valuable assets.
- Added : Tooltip in the store telling you where you can deploy what unit when you have your mouse over the units graphics. That will solve once and for all your questions like Why cant I deploy this or that unit :D - Added : 1943 configuration of the Ultimate eastern front map. - Change : Panzer IV D and Panzer IV E, Panzer III L, PaK 44, T-70, Panther G, FW-190A and G sprite. - Fix : Upgrading a unit from the board to be a veteran unit could not work sometimes (as well as the winter option). - Fix : Forgot to add the Lockheed P-38 F-4 Lightning. - Fix : Doing undo twice with artillery would make it unable to attack. - Fix : Donetsk renamed to Stalino.
- Added : Unit editor back to mobile. Just as an encyclopedia. You cant add or remove units. - Added : Oerlikon 20mm and Bofors 40mm AA guns, Fokker T.V, Landswerk L180, Morris CS9 to the Netherlands. - Added : Curtiss Hawk H-75A for Norway. - Added : Missing railroads on the Ultimate eastern front map. - Added : North American A-36 Apache, Curtiss P-43A Lancer, Lockheed P-38J Lightning, Lockheed P-38 F-4 Lightning, Curtiss P-40N Warhawk, Vought SB2U Vindicator, Consolidated TBY Sea Wolf, Fisher P-75 Eagle for the US. - Added : Curtiss P-40N Warhawk to Australia. - Change : BBs and Carriers will now heal 25% by 25%. What does this mean ? Why did I choose to do so ? Currently, you heal a unit by 50% per turn. So if your carrier is at 10HP, if you repair it, you will add 25% of its max HP. This is to reflect the time it took in real life to repair such ships (battleships and carriers) would need longer repair time than sending a few tanks to reinforce a division on the front. So, yeah ! Damaging a carrier will force the player to stay out of the fight for maybe 4 turns depending on how bad you damage it ! Neat, right ? - Change : Little UI tweak, I made the turn number as well as the number of VPs be aligned on the right so they are closer to the icon representing them. (Top bar icons). - Change : Light cruisers now also provide AA support. - Change : Updated manual. - Change : Updated Battle of France big scenario, Campaign of the Low Countries. - Change : US paratrooper transport plane, F4U Corsair, M18 Hellcat, M36 Jackson, M10 Wolverine, M4 Sherman, M4 Sherman Crocodile sprites. - Change : Some stats of some US planes. - Fix : Finally fixed the issue with getting a unit in a ship or a train when the harbour is near a railroad. Now, its simple, it will switch through all states. So just click two times on the button if you want it to get into a train. - Fix : Notifications were not working. For MP chat. - Fix : Submarines didnt have double damage vs landing crafts. - Fix : Fighters took units armour from landing crafts into account in the damage calculation. - Fix : Vyborg belonged to the USSR in the ultimate eastern front scenario. - Fix : Grumman TBF Avenger had the wrong sprite.
- Added : Battle of Debrecen / Hungary 1944 map. - Added : Railroads on the Ultimate Eastern Front map (yay, took me hours lmao). - Added : Red dot when you have unread new messages in multiplayer. - Change : All RADARs now have a range of 7. - Change : Destroyers will now provide supportive fire when allied ships around them are attacked by enemy aircrafts, just like normal ground anti air. - Change : Updated manual. - Change : AI will now try to buy the latest equipment possible, unless it doesnt have the funds. Before today, it was purely random. Meaning no USSR buying T-26 in 1945 unless thats all it can buy. I weighted the chances of some units, so that coastal batteries wont be bought that often even if they are the most expensive equipment, or same for engineers. And same for prototypes. All of those units have a lower chance of being bought (one in twenty chance when the AI actually wants to buy it). The eastern front wont be as funny as it was, because soon KV-85s will be flowing. - Change : AIs tanks wont stay in newly captured VPs anymore to defend them, theyll pursue the offensive. Kind of stupid to leave a KV-85 or IS-2 behind in a ridiculously small city just to garrison it. This can make the difference on the battlefield. Only infantry will be kept in garrisons now. - Change : Updated Winter war scenario. - Fix : Supply planes were broken. - Fix : Issue with one city name in the Philippines in the pacific maps (Saigon). - Fix : There were 2 SmallHarbour1 tiles. - Fix : When hitting previous or next unit, if the unit selected was stacked with another one, the proper filter (air or ground) wouldnt be applied, and the unit even though selected, wouldnt be shown.
- Added : Heinkel He 219, Focke-Wulf Ta-154 to Germany. - Added : MAVAG Heja I and MAVAG Heja II to Hungary. - Change : T26E4 Super Pershing, Messerschmitt Bf-109 G, Messerschmitt 262, Hungarian Marder II sprite. - Fix : More contrast button not working on mobile. - Fix : Missing campaign miniature for the German western 1941 and 1942 campaigns. - Fix : Dornier 17E was a light bomber, not a heavy bomber. Oops.
- Added : All Afrika Korps scenarios to the German campaign. You can start it directly from the main menu, otherwise you will have the choice after the campaign of France to go in Africa, or after Sea Lion North. - Added : IMAM Ro.37 and IMAM Ro.44, Fi 156 Storch recon planes for Italy. - Added : Caproni Ca.135 medium bomber to Italy. - Added : Caproni Ca. 135, PZL P11, CR 20, Heinkel 112, Heinkel 46 for Hungary. - Added : VL Myrsky II to Finland. - Added : Fw 190 A, He 111H, PZL P23B Karas, PZL P37 A Los, Fi 156 Storchm RAS-1 Getta to Romania. - Added : Arado 196, Avia B-135, Bloch MB.200, Caproni Ca.309, DAR 10, Dewoitine D520, Dornier 17 K, Heinkel 111 H, Heinkel He 51, Junkers 87 D, Kaproni Bulgarski KB-11 Fazan, leFH18, Messerschmitt BF-109 E, Messerschmitt BF-109 G, PZL 43 Karas, PZL P.24, Panzer IV H, 10.5cm artillery, StuG III G to Bulgaria. - Added : New harbour tile, that is of a smaller size than the big one. You wont be able to spawn stuff there. You can spawn militia there, and thats all. Just like the small villages. - Change : Pershing sprite. - Change : Units that surrender are now counted in the end game statistics. - Change : AI wont invite the Luxembourg to join their faction anymore. - Fix : Units taking on purpose a path going on mines (ground going on sea, on naval mines). - Fix : You couldnt launch the Defense of Sicily campaign directly from the campaign menu for the Germans (Western->1943). - Fix : One of the 12 bridges (River3Bridge) didnt have a destroyed sprite, causing it to turn black when being blown up. - Fix : In the scenario Operation Sonnenblume the Allies had way too many units. The Axis didnt stand a chance.
- Added : All 3 Italian scenarios (From husky to Grapeshot) to the German campaign. You will be able to choose right after the battle of Kursk if you want to continue in the eastern front or if you want to go defend Sicily. - Change : Submerged submarines wont be spotted by the surface radar anymore. - Fix : AI could deploy coastal batteries on harbours. - Fix : Game wouldnt end when capturing all major victory points with a turn limit (would wait until the end of the turn limit). - Fix : Broken paratroopers on Monte Cassino (for the Allies). - Fix : Unit would retreat and leave their VP if they took heavy casualties. Now they wont leave the VP. - Fix : AI overlapping unit bug with ships (2 units on 1 tile, usually ground units). - Fix : The ground attack plane Mosquito IV S1 could be equipped with more bombs.
- Added : Epic Ultimate Eastern front map with over 745 cities (192x148). Yes, I know, the map is without railroads. It took me more than a week to make it and I got so tired of it I didnt have the strength to make all the railroads at the same time, so Ill place them later. Im unsure of where were all the oil fields so, I placed on in Baku, one in Romania above Bucharest, one in Grozny, one in Maykop. Im pretty sure there was something near Narva (?) but im unsure where and couldnt locate it. This is basically a first complete draft, but still totally playable ! Just missing the railroads :) I am not a professional of the eastern front by all means, so if there are issues with the map, let me know please ! (Such as locations etc). I placed the units following the Operation Barbarossa OOB (1 unit = 1 division). I didnt give the soviets ANY unit to start with (except garrisons everywhere), this is because if I do give them stuff, the germans wont be able to start as quickly as they did in 1941, dont worry if this seems unfair to you, the soviets have an income of 5500 per turn. - Added : IAR-80B, HS-129, SM-79, Me-109E, Me-109G, 105mm model 1913, 150mm model 1934, 75mm model 1897 for Romania. - Fix : AI would spawn veteran coastal batteries or bunkers. - Fix : AIs submarines staying around harbours even if they couldnt do any damage. - Fix : AI never leaving its major victory point harbour even though he could (no enemy around). - Fix : Autosave were made during multilayer match, and they could be loaded. Big issue. - Fix : Game wouldnt end when there were no VP left even though you hadnt read the turn limit. - Fix : End game statistics not being calculated properly.
- Added : Char B1 bis, AMR-33, AMR-35, 75mm AA, Artillery 75mm to France. - Change : SU-122, T-60, BT-7, KV-2, Hetzer, Tiger II, Jagdpanzer 38t Hetzer, Jagdpanzer IV 70L, Jagdpanzer IV 48L Tiger I sprites. - Change : Updated many, many scenarios (updated means replaced units, removed some, rearranged rivers, cities, difficulty etc). - Fix : AI will no longer invite Switzerland and spend money to do so for useless results (my apologies to all Swiss playing the game !)
- Change : Rank 1: base HP, Rank 2: +10 HP, Rank 3: +20 HP, Rank 4: +30HP, Rank 5: +40 HP, above 100XP: Getting a hero and +50HP. - Change : Updated operation Barbarossa North scenario. - Change : Updated Leningrad 41 scenario. - Change : Money isnt carried over from one scenario to the next anymore in campaign (balance purposes). - Change : To get a hero you now need 100 XP. - Change : Damage penalty fighting from a river (-5). - Change : Damage penalty fighting from a bridge (-5). - Change : Supplies will now use engineers as a bridge if they can. - Fix : AI was able to shoot your units even though they were supposed to be in his FOW. So sorry about that one ! - Fix : Engineers doing way too much damage to entrenched units. - Fix : Selling captured equipment didnt refresh the core units UI. - Fix : You could equip the Junkers 88 with bombs. - Fix : Coastal batteries not shooting back when attacked. - Fix : AI leaving its better VP to capture another VP that is actually worse. - Fix : Bonuses from generals window were glitching on different aspect ratio. - Fix : Upgrading a unit to a core unit didnt refresh the UI with your amount of core units. - Fix : You could make RADARs surrender. - Fix : AI units leaving trenches to engage the enemy. - Fix : ZIS-2 stats. - Fix : You could choose to play Minsk41 after player Barbarossa North. - Fix : You could move onto enemy units planes in the fog of war during rain. - Fix : Too many supplies coming from the villages (should have been 30% and it was 70%). - Fix : AI could always get resupplied and the supply line would be going around your units because of an error in my code, sorry ! - Fix : AI wouldnt resupply in fuel its units before it was already too late (they ran out of fuel).
- Change : Two units indicator on winter tile will now be red instead of invisible grey. - Change : Armour will now be taken into account for infantry vs infantry (so that mechanized infantry actually is better than simple infantry) - Change : AI will now sell captured units. - Change : Sd Kfz 233, Nashorn, Brummbar, Marder I, Marder II and III sprite. - Change : No more retaliation when attacking a tank with an anti tank gun. For gameplay purposes, since anti tank guns usually have very low armour, low soft damage, why would you buy a Marder III instead of buying a panzer IV that will deal the same amount of hard damage AND a lot of soft ? Well, because now when the Marder III (or any anti tank unit) will attack another tank, the tank will not retaliate anymore. So Im just trying to give some use to anti tanks units :) So that people have an army as diverse as possible, and so that all units have a use. - Fix : You couldnt deploy heavy units the first 3 turns of a new game. - Fix : Having entered incorrectly the production month for your unit could result in a crash (example, month = 20) - Fix : You could spawn heavy equipment at desert towns. - Fix : Units would retreat from towns. - Fix : There was no waiting time when units got ambushed with slow AI. - Fix : Jagdpanzer IV L/70 had a range of 2. Jagdpanther had a range of 2. BS 3 had a range of 2. PaK-44 had a range of 2. PaK 43 had a range of 2. - Fix : AI planes attacking ground units from the side when there were 2 units on one tile. - Fix : on mobile little UI bug, not showing entirely total of turns you needed to wait until victory (would show 1 digit instead of 2) - Fix : AI not attacking when it should / could.
- Change : Two units indicator on winter tile will now be red instead of invisible grey. - Fix : You couldnt deploy heavy units the first 3 turns of a new game. - Fix : Having entered incorrectly the production month for your unit could result in a crash (example, month = 20)
- Added : Sonars. Will spot enemy ship in a 3x3 around the destroyer. Work the same as RADAR, will create small icons on the map when it spots enemy ships. - Change : Panzer I A, Jagdpanther, SU-85, SU-100, T-34 1942, T-34 1943, IS-1, Panzer II flamm sprite. - Change : T35A hard damage stats. - Change : German AA units damage, some didnt make sense. - Change : Plane heal price changed to twice the amount. - Change : Destroyers now have a visibility of 1. - Change : Updated manual for sonars. - Change : Lowered marines and ranges damage (come on, 60 soft ). - Fix : AI going out of its VP to fight and KILL hehehe. - Fix : Potential retaliation damage from planes showing when you had an Anti air unit selected. - Fix : SU-26 had a range of 2.
- Added : Little message in the multiplayer panel letting you know there are no game being hosted when there are no games being hosted (Im afraid people just thought the multiplayer simply isnt working). - Change : Graphics of the Elefant, Matilda II, Sherman Firefly. - Change : Updated operation Bagration, Moscow 42 scenarios. - Fix : AT units couldn't be sorted by in the order of battle. - Fix : Ambush during rainy weather with planes. - Fix : on mobile I forgot to change the flags for the potential damage. - Fix : When the AI was getting ambushed and one of your unit could support the unit the red reticle would appear on the map just like if you were playing. - Fix : AI would deploy radars on harbours blocking the way of other units. Oh and, I'll be live today :) I don't know at what time, but some time during the afternoon (French time).
- Added : Militia for US and GB. - Added : RADARs for all carriers. Works the same as the unit I just added, but it comes with any carrier. - Added : Yellow area in the RADARs detection range when you have your mouse over it, just like the one generals have. - Added : Petlyakov 8 heavy bomber and Tupolev TB3 heavy bomber for USSR. - Added : 3 new achievements. Battleship killer, carrier killer, Saurons eye (have 10 radars) - Change : Complete revamp of the AIs way of managing its land units. The AI wont be simply rushing victory points anymore, but will be looking to seek and destroy first. This should make things - Change : Graphics for the I-16, SU-152, and Panzer IV G, Panzer I C, PaK 38, Tiger I, panzerjager I, panther A and D. - Change : AI will now be able to buy, and place : launch sites, bunkers, and coastal batteries. Im making sure it wont place like 4 bunkers at the same place, or same for coastal artillery. I maxed it at 1 per harbour (for batteries). - Change : AI will also use radars now. Meaning if it detects stuff, it is going to go there and check with fighters. - Fix : Awful AWFUL bug. Date of the German invasion of the USSR in their campaign was 1st of June 1941. FIRST OF JUNE OH MY GOD. HOW. - Fix : After a retreat, if the unit was going on a tile where a plane is, the two units indicator wouldnt be shown. - Fix : Big big UI issue, the damage preview was inverted, I dont know why or how this changed. It didnt impact finally result, as it was properly calculated, just the defender damager were in the attackers place. - Fix : AA would provide supportive fire from landing crafts. Id consider this as a bug, if you think it should be back, let me know. - Fix : You couldnt spawn coastal batteries. - Fix : You could place radars from a landing craft. - Fix : Little issue with radar spotting icon still present during AIs turn over humans units (in some cases). - Fix : Removing generals from the map wasnt possible due to a bug. - Fix : AI embarking for nothing. Overall, this is a nice patch, and the AI should be more dangerous than before ! Your bombers will be spotted as soon as they enter the AIs radar field of detection, and he will send fighter to intercept you. And on land he will do everything he can to crush you, THEN take your victory points :))
- Added : RADARs into the game ! RADARs will spot any plane in a radius of 5 tiles (you can edit this value in the editor). RADARs cant move, dont see anything around them, but they will indicate on the map where there are planes. They wont tell you what they are, they will just show you on the map there is a plane on this tile. - Added : Coordinates of tiles that you need to hold / take in the objectives panel. - Fix : Deployment with units bug. You could deploy the unit but it wouldn't be removed from the deploy panel. - Fix : Custom countries weren't loaded properly in mods. - Fix : AI was bombing neutrals before capturing them. Little bit stupid :x - Fix : Ships that had 340 and over fuel had issues in the UI displaying how much fuel they had.
- Change : Updated and balanced Eastern front 1941 quick game map. - Change : Operation Barbarossa south and north changes in the German campaign. - Fix : Updated games guide. Corrected some issues, typos, etc. - Fix : Battle of the Coral Sea for the Japanese, you and to kill a kingfisher to win. - Fix : end of the scenario after 1st turn for the Battle of Midway in the Japanese campaign. - Fix : Turkey didnt have any infantry landing craft graphics. - Fix : AI wasnt properly evaluating the situation with damage, being dealt in retaliation and often wouldnt attack when it could / should.
- Added : A REAL GUIDE. YES. I finally actualized it, with real info, made it look good. The guide is available directly from inside the game, in the main menu you have a section named Guides, just click on that, then PDF guide, and the game will open the PDF for you :) - Change : Reduced a bit the damage dealt by ships to ground units. They wont deal 50% of their hard damage but 40% now. - Change : A bomb damage. 100 damage to the unit it was dropped on, and 75 damage to all units around (1 tile radius). - Change : You now need to own a factory for at least 3 turns to start deploying stuff using it, 2 turns for big and medium cities, 1 for smallest ones. - Fix : You could undo your move after you walked on a mine. - Fix : Admiral class battlecruiser had CA unit name. - Fix : AI wouldnt capture empty VPs next to him if he was in a city.
- Added : The custom unit's name will now also be displayed in the deploy panel. - Added : Name of the Hero if the unit has a hero in the Order of Battle. - Added : Holding left shift while moving the overlay around will make it move faster. - Added : Show / hide all units on the map button. - Added : brought the click on the strategic map back, it will now move the camera to where you click. - Added : All Japanese pacific scenarios. - Change : The AI will now spawn engineers if needed (well, it already does spawn engineers but, lets say several units on the map are like : Hey, theres a broken bridge here we cant cross, the AI will spawn more engineers). It will spawn as many engineers as there is a need for it. If you blew up 10 bridges and if the AI need to use all 10 bridges, it will spawn 10 engineers in priority. So, basically, blowing up bridges wont help you win against the AI anymore :) - Change : The AI will now spawn new units as close to the frontline as possible. Still working on optimizing it :) - Change : Continued my revamp of several campaign scenarios. - Fix : Walking on mines would block your entire unit. - Fix : AI wouldnt spawn units where you had the most troops near its VPs. - Fix : The deutschland havy cruiser was marked as a battleship on its graphical representation. - Fix : Heavy cruisers had a range of 1.
- Added : End of river tile. Better aesthetic :) (18 new tiles) - Added : New desert city tile. - Added : Rogoarski IK-3 (yugoslav fighter). - Change : Captured units count as core units, so you cant have hundreds of them in reserve. If you reached your max amount of core units, the unit will be lost and not added to your list of units. - Change : After @Ciapeks suggestion, which I loved haha, I decided to change the way you can spawn units. SO ! This is the new way to spawn units : You can spawn everything you want in the biggest cities. So, heavy tanks, heavy artillery etc can only be spawned in the biggest cities. Light armoured vehicles (armour <= 20) can still be spawned in medium sized cities (alongside infantry) and light artillery (damage <= 15). In the smallest towns and villages, you cant spawn anything. This will make the game feel more realistic since you cant just capture a town somewhere and spawn an entire army from there. Biggest cities will be even more important targets. This will also make for efficient encircling. Side note : Volkssturm / militia / conscripts can be recruited in small villages. - Change : You cannot spawn ground units around airfields anymore. - Change : You can spawn any equipment in and around factory hexes. Except infantry. - Change : You cannot spawn units in destroyed cities / factories, making bombing raids even more realistic / efficient. - Change : Bunkers are now spawnable ONLY around engineers. Just like mines ! BUT, you cant spawn bunkers around enemy victory points, and thus use them as an offensive weapon you know. The enemy would certainly attack you and you know disrupt all this so. - Change : Same rule for launch sites. Buildable and placeable only by engineers. - Change : Lowered the bunkers stats a bit to 30 soft and 50 hard. - Change : Made modifications to many many campaign scenarios. I am basically going over ALL of them, and checking for balance issues, adding some cities, changing others, making sure they all look good and are better than before. I started today, but I obviously cannot go over everything in one day so, it will take several days before I go over them all. - Fix : Touches going through UI on mobile. - Fix : Simple money exploit. Buy a unit, select it in the menu, this will show all the tiles where you can deploy it, then delete the unit, this will get money, but you still can place the unit since the deploy zone wasnt removed. Bam, free unit + its price in bonus. - Fix : After you dropped your paratroopers, you could move them even though the zone wasnt shown. - Fix : One instance of AI overlapping with planes (Happening when planes are taking the same route but in the rain, with low visibility of 0 tiles). - Fix : AI not moving in some circumstances when it should (issues with the FOW). - Fix : Battle of the Bulge (campaign) was broken for the Allies. - Fix : The amount of money the AI earned didnt seem to change on the UI, but it was receiving the correct one. SO, a better example to visualise the new changes. You CAN spawn a tiger in the biggest cities on the map or in and around any owned factories. Same for infantry or any ground unit (except ships obviously). For a medium city (orange ones), you cant spawn armoured units with an armour value > 20 or heavy artillery (soft damage > 15) or heavy AT equipment (> 60 hard damage). So, any PaK40 and under, or recon units or even light tanks (Pz I or IIs) can be spawned at medium cities. In the smallest villages, you cannot spawn anything EXCEPT Volkssturm / militia / conscripts.
- Added : Polikarpov Po-2 (recon plane). - Added : Selected unit grey indicator can now be changed to red for easier selected unit spotting. Option to find in the settings. - Added : 3440 x 1440 resolution. - Fix : Not all campaign maps were hostable in multiplayer on mobile. - Fix : self propelled AA cannot attack air units.
- Change : Changes made to the new End of the War 1944 map. Rivers missing etc. - Fix : I made changes to the AI yesterday to increase stability but this created a new issue with units surrendering never dying. - Fix : Due to the 4.0.0 update, I made huge (basically re did from the ground up) victory conditions and all the code, and it seems in Smolensk 43 when holding out until required time you would get a defeat screen. - Fix : Little issue with the AI, like its planes when out of fuel if they could go to an aircraft carrier, they would even if they werent carrier based planes.
- Added : Icons for harbours, airfields, factories and refineries. - Added : New map ! End of the war (November 1944 160x129 survival map for Germany) - Change : Artillery max range has been set to 3 for a little bit more realism. - Change : Units are now over flags in the layers. - Change : AI plays faster in the FOW. I increased its speed by 3. - Change : Reduced the increment for positioning the overlay. - Change : If you hold shift while resize the overlay, you will be able to scale it way faster. - Change : Balance for the Coral Sea scenario. - Change : Populate map button in map editor will now not randomly spawn units. It will only spawn infantry in cities, and AA in airfields. If the country doesnt have any AA, it will place something else. - Fix : neutrals would invite neutrals in their faction. - Fix : Veteran option broken in the store when untoggling it the unit would still have 115 HP. - Fix : If your modded unit had Flag in its name, such as the SU-15 Flagon, it would display the plane instead of the flag on your potential damage panel. Really REALLY rare issue, since its only with this unit during the Cold War :) But a fix is a fix ! - Fix : If you had custom wallpapers, they wouldnt be loaded upon game opening the first time. - Fix : The battlecruiser renown had a typo in its graphics. - Fix : You could host coop multiplayer games, which ARENT supported by the game AT ALL, resulting in various issues in multiplayer. - Fix : You could have negative ammo sometimes (when supporting friendlies). - Fix : There was quite a big issue with the type of all self propelled AA, they werent considered as tanks, and all taking soft damage infantry. - Fix : AI freeze instance. - Fix : Sherman Tulip had 5 armour. - Fix : You couldnt have units set as target for more than 1 faction in the map editor as a victory condition. - Fix : Loading a scenario that had targeted units to kill in order to win and looking at the objectives would make the game freeze if you killed any of those units. - Removed : Heavy MG soviet unit. Again, way too tactical. Your units on your saves will be replaced by normal heavy infantry. - Removed : Germany 1945 map. With the new one I added, you dont need the old one, I promise :)
Hello everyone ! Most of you already know that I always read and almost always answer your comments/topics in the forum, or on the various social networks of the game. By the way, where I'm the most active and where you can hope to get an answer instantly is the DISCORD server : https://discord.gg/WHjNqxKYkU (So if you have issues, questions, suggestions, please join the server). Anyway, I wanted to let you know that I'll be streaming this Sunday on Youtube (playing the game of course), here's the link to the channel : https://www.youtube.com/channel/UCMMq2he5LtC5Sg5qcfy8y9g Subscribe and you should get a notification when I go live so you don't miss it :) I will be going live during the evening for my European players (Around 8pm), which would be around 3pm eastern time for you american fellows So, yeah, if you have questions you'd like to ask me in live, or if you'd just like to see how the AI will kick my ass, feel free to join the live ! Cheers, Val
- Added : 21:9 aspect ratio support in the resolution in the settings (2560x1080). - Added : Save as in the map editor (Just for you @Tchey). - Change : Updated the email sending the emails for the multilayer. - Change : The overlay is now automatically loaded and placed properly upon scenario opening (map editor and in game). - Fix : NATO counters shown in the FOW for human players. - Fix : Operation Husky was unbalanced. - Fix : Operation Compass was unbalanced. - Fix : Coral Sea american balance. - Fix : Password reset wouldnt work for multiplayer account.
- Added : Type 94 AA 20 mm - Added : Button to hide all units in the map editor. - Added : tile's name on top of the tiles in the tile editor. Low opacity. - Added : Check if your map is ready to play in the map editor, press the button, and if theres anything missing, the game will tell you. - Added : Copy and paste button for the tile editor. - Added : Attack button key binding. - Added : Show units history key binding. - Change : You can now save a map in the map editor even if its not complete. - Change : Afrikakorps 1942 map was unbalanced, Great Britain didnt really stand a chance. I gave them more money to start with. - Change : Since someone complained about the too frequent update, and the fact that they are too big, I chose to go back to : Have a BIG game but SMALL updates. So now the game will take 2GB on your hard drive, but the updates will be really small (couple of MBs). - Fix : On Android, the game icon was missing.
- Change : Reorganized main menu settings toggles by category. - Fix : Game freeze in a lot of circumstances (due to the changes in the end of scenario check implemented in 4.0.0). Some old maps (especially campaign ones) would freeze when you would capture a city or open the objectives panel. - Fix : AA moving to a tile after it provided supportive fire. - Fix : Eye dropper key bind had the wrong tooltip. - Fix : Historical focuses issues with the AI. - Fix : AI wouldnt attack neutral country. Like not the faction but the real country named Neutral. - Fix : Custom countries when being added in the editor werent loaded in the game youd need to restart it.
- Change : Mod folder is now refreshed every half second, not just when you open or close the panel. So your mods list will dynamically change when you make modifications. - Change : Eyedropper shortcut, didnt realise the middle mouse button was the one you used to move the camera around, rendering it useless. You can still change that in the key binding menu. - Fix : Potentially fixed unit stacking. - Fix : AA not providing any supportive fire. - Fix : Visibility (orange) was shown instead of range on counters. - Fix : You could still undo after selecting another unit. - Fix : Engineers could cross destroyed bridges. - Fix : You could land on a river tile from a landing craft. - Fix : For modding, 2 folders werent created upon mod generation. - Fix : Broken social networks links due to name change, URLs were incorrect. Didnt see that coming haha. - Fix : Moving unit button could be unset due to update, I now force its value to be set by default if its null. Fix : Issues with the player settings not saved properly.
Ever wondered what happens when I dont update the game everyday ? This. I would advise you to read the changes, because this is the most important part from this change log. Well, here we are, after 3.0.0, already 4.0.0 ! Why directly 4.0.0 ? Hehe, because this update marks a new step in the history of ... Operation Citadel ? No ! HEX OF STEEL ! The game changed name ! Hopefully, by the time you read those lines, Steam will already have updated everything properly. The game's price is now 24.99 USD. So ! I will let you read this [strike]change log[/strike] book, and see you in the comments ! ;)
- Added : Fridays are now loser days. On fridays, the people with the most lost games will be at the top of the leaderboard. No discrimination here ! Even the less skilled ones deserve some glory ! - Added : In multiplayer menu, all fields in the header are now buttons. You can now order the list of players by any field you want (games won, lost, username etc). - Change: Minimap now generates way faster. - Change : The way to host a game. I noticed how so few games were hosted, and I am pretty sure its because the process to host a game was too complicated. So I changed it, to host a game it is now as simple as it should be. Go to the multiplayer menu, choose Host. - Fix : You could move on the map when some UI elements were open on mobile. Like scroll went through and moved the map around. - Fix : Joining a MP game wouldnt work. - Fix : Bishop was in the tank category instead of being artillery. - Fix : Nothing was happening when you were resigning in multiplayer letting you believe nothing happened, even though it did, I understand myself xd you basically had no feedback :) - Fix : Overall improvements on mobile. - Fix : Improved overall experience of multiplayer.
Hello everyone ! :) I hope you're doing good, destroying some Panzer IIIs or blowing up some T-34s. I'm doing awesome, I'm glad you asked :D I wanted to let everyone know about our decision to :
- Added : 12 new units. T27 Xylophone, 3-inch M3, 90mm M1A1, 105mm M2A1, BL 7.2 inch, Churchill AVRE, Type 1 47mm, Type 4 Ha-To, Type 5 Ho-ri, Type 88 75mm, Type 98 Ta-Se, Type 99 88mm. - Added : 2 achievements, finish the battle of Berlin campaign scenario as both the Axis and the Allies. - Added : Add player button in the map editor on PC. - Added : Remove player button in the map editor PC. - Change : I went over every single scenario of the German campaign and made difficulty adjustments. I noticed how some of you had like 50K money in reserve, which WASNT planned at all. So I increased the difficulty in ALL the scenarios, except the very first ones to get you started. I also made changes to the terrain when I noticed the map wasnt looking so good, and made other small modifications. Will do the other countries next. - Change : On PC only I changed how files are handled, and it should speed up by a little bit the map opening (big ones). I cant do it on mobile because of Android. - Change : Reduced the range of most of AT units to 1 except a very few (Nashorn, etc). - Change : Made planes more expensive. - Fix : Statistics achievement was wrong on Steam. - Fix : German heavy coastal battery had a light coastal battery skin. - Fix : The M3 Stuart Satan didnt have flamethrower ON. - Fix : Pathfinding issue. - Fix : Walking on mines would unselect your unit. - Fix : Moving to next or previous unit didnt work in 100% of cases. - Fix : You could spawn armored train not on railroad tiles in the map editor. - Fix : Commander radius was off (by one tile). - Fix : Issues with recon units giving the recon attack bonus. It was either one or the other (ground or air) but never both combined. - Fix : Little UI issues in the map editor. - Fix : AI would get in landing crafts when it simply shouldnt. - Fix : Operation Silver Fox had glitched tiles. - Fix : Operation Sea Lion South had glitched tiles.
- Added : Paratroopers for Japan. Yay ! - Added : 24 new units for Hungary. - Change : All infantry graphics have been remade to fit better the Wargame style. - Change : Restats of all CAS and Heavy bombers. Same as artillery, they just dealt too much damage. - Change : CAS planes dont create attrition anymore. - Fix : AI freeze instance on PC only when a unit was receiving a hero during AI turn, it was already fixed on mobile. - Fix : Canadas units had the same background as the British. - Fix : UI damage / ambush text was too big on mobile. - Fix : Retaliation issues with subs and DDs. - Fix : UI issues with the bonuses of a hero on a unit when you had your mouse over it depending on your screen ratio. - Fix : If you hit reset terrain in the map editor and had desert hills placed, they would turn black. - Fix : Desert coast in map editor category didnt have any representation (White square).
- Added : 18 units to Canada. - Change : I am still working on performance and optimizing the game, and today, I come with GREAT news ! Remember when it took 1 minute and 3 seconds (I just timed it in 3.0.3) to load the Europe map ? Well, it now takes TWELVE SECONDS. This is a 8.6 times speed difference. So, yes, maps will now open / generate 8.6 times quicker :) I am NOT kidding !! Just try to open the Europe map for FUN hahaha. - Change : All artillery units in the game have been restat. Artillery was WAY too deadly. I want artillery to be used as a support weapon. - Change : Unit attacked by artillery wont retaliate anymore. - Change : Ammo and fuel loss is now based on the damage of the stats of the unit. Having a bigger gun will create more attrition. - Change : All artillery units now ignore any armour. - Change : Terrain defense modifiers have been lowered. 20 bonus was way too much for a forest. - Change : All infantry damage has been lowered. - Change : Coastal batteries are now more expensive. - Change : Cap recon bonus damage to +5 per type. Meaning, having 3 recon planes above your enemy wont give a +15 damage bonus anymore. It will only give +5 for ALL recon planes, and if you have 3 recon ground units, then it will also be capped a +5 damage. So, you can have +10 max, by cumulating both ground and air recon, but not more. - Change : Artillery wont retaliate anymore if attacked at close range UNLESS the artillery is of tank type. This is so that SPGs will retaliate if attacked, but field guns wont. - Fix : Destroyers would take damage when hunting submarines. And since subs are quite powerful, it would make hunting them impossible. - Fix : Italian CAS planes didnt have the CAS white look (explosion). - Fix : AI not attacking when it could/should.
- Added : 18 units to the game Ordnance QF 2-pounder 3.7 inches QF AA Mk. II, 37mm M1939, 155mm Long Tom, AB 41, AB 43, Aichi D3A1, BM-8-24, Crusader Mk. III AA Mk. I, GAZ AAA 4M, GAZ MM 72K, Ki 49, M3A1 Stuart Satan, panhard 178 1940, Ram tank, Type 90 75mm, YaG-10 (29-K), ZIS 43. - Change : Hide everything about mines (all stats being displayed, will just be the HP left.) - Change : Pz IV G H J stats (more hard damage). - Change : Ju87D stats (nerfed). - Change : Sped up the AIs turn (Youre welcome, youre welcome). - Change : AI will now be more aggressive. - Change : AI will not clutter its harbours anymore (having tons of units around a harbour waiting to embark). - Fix : You could open the order of battle before ending your turn, then ending your turn and it would not close itself. Meaning you could peek on your enemys units :) - Fix : AI instance freeze. - Fix : AI would not always prioritize healing if it was in a situation of danger. - Fix : You could send empty messages in the multiplayer chat. - Fix : Auto road placement near city was not working. - Fix : AI not attacking when it should/could. - Fix : Forgot to add AA in the Order of Battle. - Fix : AI engineers not staying on the river when they had units that wanted to cross. - Fix : AI units not crossing over their engineers on the rivers and stacking around. - Fix : Store basket UI. - Fix : On mobile the map editor menu UI was not so well. - Fix : On mobile you couldn't change the amount of players on a map. - Fix : 200 / 200 HP were too big to be shown at the bottom UI on PC. - Fix : AI paratroopers could drop around an empty VP.
- Change : I finished my unit optimization. I doubt I can do better in this section because I removed everything that was causing any performance issue from the code, so, yeah :) - Change : Made unit changes to the Kursk43 campaign scenario in the German campaign. There were WAY too many elefants, panthers and tigers. Not enough Pz IVs. - Fix : HUGE performance issue on big map. - Fix : NATO ships were mirrored. - Fix : Possibility that unit's from another human player in multiplayer would unlock achievements for you (during retreat/retaliation etc). Very small chance, but still, it could have happened.
Hahaha, you thought I would be celebrating on my side, watching how many copies I would sell today ? Absolutely not ! I have been preparing this patch ! You are a true dev, or a businessman, not both ! (I am both, but I have more of the dev side hahaha). - Fix : Ground units could damage planes if there was a recon unit next to them. Such a stupid bug . - Fix : For some reason sometimes the end game stats wouldnt generate by themselves you would have to click on one of the filters. - Fix : AI freeze instance. - Fix : AI bar moving forward and backward a little bit sometimes. - Fix : Kharkov43 map was .. weirdly glitched. - Fix : Defense of Stalingrad in the USSR campaign was won automatically because they were the only one to have a major victory point. - Fix : Slight UI fix with the end of game statistics panel. - Fix : Leningrad 41 German campaign scenario had an invisible Sherman M4A3. - Fix : Issue in naming with a winter coast tile. - Fix : Optimization issues with lot of units on a map. On the Europe map it was unplayable. - Fix : No upgrade would be shown on the units on the board (almost). - Fix : XP earned with attacking was very small. - Fix : Destroyers didnt retaliate to submarines. - Fix : Submarines could attack naval mines (They would always do 0 damage but it would show the red target). - Fix : Planes couldnt resupply on an airfield tile. Only adjacent (god knows why!).
This update is a special one, because . THE GAME IS ONE YEAR OLD TODAY ! Happy birthday Operation Citadel ! Damn. Who would have thought that after a failed kickstarter, with only 53euros collected, including 20 from my dad, we would be here today, with such a product for everyone to enjoy on any platform ! This is INCREDIBLE ! Im seriously shocked to see how far weve come all together. For those that dont know, for the newcomers, it is my brother and I that are working on the game, were both student and working on it when we have free time. Many MANY players helped us with their feedback, suggestions, ideas, even with their own work to help make this game what it is today. Thank you everyone ! Thank you !
- Added : Scrollable toggle list in the main menu. I placed all toggles in it. - Added : Legacy unit graphics toggle in the settings. This currently doesnt do anything since we havent implemented the new graphics yet, but when we will with version 3.0, you will be able to choose what counters you wanna use. - Change : Neutral wont change sides anymore. Before, youd have to declare war to it every time if playing with someone else, but now it will stay neutral regardless of whats happening to them. - Change : Code improvements (Really working on that, factorizing everything and having the most optimized code, now that everything is working). - Change : Reduced the game size by 2 almost. - Fix : Planes couldnt attack ships. - Fix : Text in the basket the store wasnt sharp, it still had the old font. - Fix : UI issues with the OOB button. - Fix : Made the start panel bigger so all descriptions would fit / not be cut (As for Kharkov 1943 for example that had a too long description). - Fix : Coastal batteries couldnt attack ships. TIP: If you have font problems, like it doesnt look good, just pick a higher resolution in the settings, the highest the resolution, the sharpest the font.
- Added : Order Of Battle. You can now at a glance see what units you have all over the map, see their rank and experience. Clicking on it will take you to the unit. Custom name will be displayed if unit has one. Units are ordered by their experience amount, then by their price. Meaning best units will always be on top. I didnt include a graveyard because dead units arent kept in the players inventory of units. Meaning a dead unit is removed from the list and never saved. - Change : OMG. I finally found a way to make the text SHARP. YAY, IT NOW LOOKS AWESOMELLY CLEAR AND SHARP. - Change : Reduced the weight of the game on mobile by... a LOT. Game is around 350 MB on android and 400MB on iOS now :) No more choosing between keeping snapchat or Operation Citadel :D - Fix : Core units werent fully healed and supplied when being taken to another scenario. - Fix : On mobile, unit's history text was way too big. - Fix : Potential damage would be shown with ground unit selected when hovering a sea unit. - Fix : Loading / starting a map with NATO counters ON from the previous game would crash the game. - Fix : Operation Weserbung wasn't happening in campaign. - Fix : There were 2 times the resolution 2880 x 1800 in the resolution settings. - Fix : Potential path tiles above mines would be whiter and thus indicate their position.
- Added : 12 new river tiles (in total of 36, for all biomes). - Change : Double damage to units in transport ships from submarines. - Change : Reduced game size on all platforms. On PC by only 80MB, on mobile by around 1 GB. - Fix : On PC, the populate map with units button was covering the renaming input field for units. - Fix : Reset terrain in map editor placed summer tiles when it tried to replace winter tiles. PS: It is my birthday today ! Turned 22 :)
- Added : Set unit as target in UI controls for mobile. - Added : Set unit as defensive in UI controls for mobile. - Added : Populate all Victory Points button in the map editor. This does what it says : It will spawn random units (with percentages, like 80% infantry, etc) in all tile that has been set as a victory point. I recently added this for myself to populate the huge Europe map with a single click, but I decided I could share it with you all :) So you dont spend the time I spent all this time just placing stuff in cities, and focus on the scenario itself instead ! - Change : Carriers are now more expensive. - Change : Vickers Mk I and II lowered damage to tanks. - Change : Soviet 85mm AA had 1 range instead of 2. - Change : All Marders got their range reduced to 1 instead of 2. - Fix : Majestic light carrier had a light cruiser skin. - Fix : Notifications showing up when it was the AI playing, I swear I thought I had fixed that. - Fix : Destroyers couldnt attack submarines (oh god.) - Fix : I broke the map editor with defensive units. (Oops)
- Added : Complete ship revamp. A complete new list of ships for ALL countries and all stats have been re done by a small team of players from the discord server. They chose all ships and calculated all stats based on real life ships stats. I havent done much except putting the data in the game, and I didnt even re do the graphics because I really wanted to release this update as soon as possible. New ship graphics wont be part of this update (except some that I re did), I am currently thinking about changing ALL units graphics in the game with a French modder (Salut Maitrebongo :p). - Added : I forgot to add the key bindings for the editor. My bad ! Such as change paratrooper state, set a unit as defensive for the AI. - Added : New scenario victory type : unit killing. In the map editor you will now be able to add units to a list of units that needs to be killed in order to win the scenario. When all units have been killed, scenario will end. The loser will be the one that lost all the units. - Added : By holding shift when clicking on the next or prev unit buttons, you will select only the air units. - Added : Unit kill animation (explosion). It might not look like awesome AAA effects but, its honest work. - Added : Tutorial map (This is only a small map, without any interactions or dialogs or anything, just a small map to get your hands on the game and get a grasp of the mechanics on a small scale battle). - Added : Time limit to complete a scenario. If you want a time limit on your map, just set it to whatever turn you want. - Added : 4K resolution in the settings. - Change : The size / placement of the map you load in your map will now be saved upon scenario exit. Meaning, you will have to import it and place it accurately ONCE, and every other time you'll load it, it will place itself properly, according to the last settings you gave it :) HOW COOL ? - Change : Veteran don't retreat anymore. - Change : NATO representation for infantry support. - Change : Due to the ship revamp, we also with the players decided to change some of the mechanics. Battleships, battlecruisers and heavy cruisers will now create attrition, in the same way artillery does. Ships only have hard damage, and half of this value is used to attack ground targets. - Change : As part of ship revamp and rules changes, submarines cant take out other submarines. - Change : Re did the notification system. Now they will be saved / synchronized even with multiplayer. The previous system was like in the RAM and not saved at all, it was pretty unstable (it was shit, lets face it). - Change : Harbour tiles have been modified slightly so they too have that 3D effect. The color for the roof was wrong. - Change : Reduced the games size a little bit (around 30MB haha). - Fix : No rotation setting option didn't seem to be saved. (Strange!) - Fix : You could undo after going in or out of a train and exploit that to get yourself 30MP. - Fix : Resign button in multiplayer. - Fix : The potential damage would be shown when a ship was selected, and your mouse was over an enemy plane. A ship cant attack a plane. - Fix : The target icon would be shown over submarines with fighters. - Fix : Sea tile had a movement cost of 1 regardless of the value you entered in the tile editor. - Fix : Low health notification never disappeared. - Fix : Low health notification werent based on a % but if the units life was <10. It now is <= 15%. - Fix : Generals effect radius wasnt being shown. An earlier update (2.1.8 I suppose) broke it. - Removed : Country editor on mobile since it doesnt work. - Removed : Naval mines and supply ships to countries with no access to water. - Removed : Multiplayer games that were Broken due to the non working Resign button. I decided to remove them completely because it counted victories for the loser, which was unfair, especially since theres a ranking. Wanted to add, thank you everyone for finding bugs, suggesting new features, I read all of your messages and when it is possible I implement the changes you asked for. A lot of you will recognize their wishes in this change log, as well as bug fixes. Thank you for all the support you guys have been providing, we are all going to make this game AWESOME ! PS : The banner picture isnt whats included in the update, sorry to disappoint / do a click bait cover, but it might be like this in a little while. As I said above (at the very beginning of this change log), with the help of a French modder, I could have the possibility to replace all units with those nice looking counters ! Let me know what you think about it in the comments :) I personally love them !
- Added : Remove all rotation setting option (for better modding). - Added : You can now import a hand drawn map in the game, and use it ON TOP of the actual one. This has been requested so modders could have more freedom, without the need to re do all tiles manually, but also to have less repetitive patterns. - Added : Custom KeyBinding setting menu. FINALLY, lol. - Change : In the map editor, I implemented a file manager to select your overlay. It will also now be glued to the map. - Fix : Target reticle was under the potential tile movement graphics. - Removed : Tips in the main menu. Theyre not needed anymore since I added that key binding menu. I suggest you to delete the playerSettings.sav file in the folder named ValentinStudio This update will most likely break all of your game settings. If you dont do that, the keyboard shortcuts wont be assigned and you will have to set up everything yourself.
- Added : 4 Achievements linked to the diplomacy panel. - Added : Europe 1939 map back, and updated. - Added: AI can now call neutrals in the war with them. Only neutrals, and following the same conditions as a human. This wont happen in campaigns OR if you have historical focus ON. - Added : WASD camera move support. - Change : Increased contrast / remade entirely movement tiles when going over winter biome tiles. - Change : Made the selected unit icon change colour when on a winter tile (because the light grey is just not visible when its a winter tile). - Change : Re did the Germany 1945 map. - Change : Updated the Pacific 1941 map. - Fix : Red target going through the NATO representations, looking just disturbing. - Fix : When a selected unit was getting killed, its movement range would still be shown. - Fix : Opening various UI elements when typing a message in multiplayer. - Fix : On mobile, I forgot to add "invite to faction" button in the diplomacy panel. - Fix : When surrendering in multiplayer, the username of the winner wouldn't be the right one. - Fix : Flags were glitching under the movement tiles. - Fix : Showing resupply buttons for carrier based planes even when they had attacked. - Fix : If your money amount was too big (something above 30 000) only a portion of it would be shown in the UI element. - Fix : Belgium didnt have graphics for coastal batteries. - Fix : AI when buying mechanized or motorized or horsed artillery wasnt updating the max autonomy variable, meaning they stayed with 5 fuel units.
Sorry, I broke the supply system for ships with the previous update. I also fixed all the UI elements showing up or getting triggered whenever you were typing a message in the multiplayer chat :)
- Added : Forfeit button for multiplayer matches. You can now give up and let your opponent win, ending the match. - Change : For the supply line, it will now go AROUND enemy units if they are NOT in the FOW. - Fix : Motorized engineers didnt have a NATO symbol. - Fix : Refresh button in multiplayer needed to be pressed many times before it did anything.
- Added : 52K M1939 85 mm AA gun to the USSR. - Change : You wont see your enemys ammo number anymore. Felt a bit like too much intel, I dont think you should be able to see EXACTLY how much the enemy unit has ammo, because you could act differently if you know you can bring it down to 0 for sure. This should add a little more responsibility as a player, make you think more about the consequences. - Change : On mobile, UI changes to better fit phones. - Change : Re organized the main menu, it is now organized in categories and is now more clear. I added more links to tutorials on YouTube about different part of the game. - Fix : Spain didnt have any graphics for infantry landing craft. - Fix : On mobile in map editor you couldnt change the amount of players due to screen aspect ratio issues. - Fix : Resupply buttons would show for carrier planes when around a carrier even though they attacked during their turn. When a unit attack, it shouldnt be able to resupply. Nothing happened when you pressed the buttons because my code is good (blowing my own trumpet, if I dont, who will??) but it was weird to have it show anyway :) - Fix : Volume from the wallpaper video wasnt scaled to the music volume in the games settings.
- Fix : Sea tiles shouldnt change season. - Fix : Supply line pathfinding issues (not always taking the shortest path and going even through enemy territory because it was cheaper). - Fix : AI and maybe players could place coastal batteries anywhere due to name change. - Fix : You could press end turn even if the map didnt start, still with the intro window. - Fix : Game being paused when loading a save (it was required to press escape twice to get it back again).
- Added : Neutral country with white flag. This is for multiplayer maps, instead of using switzerland, you can just use the country called neutral which will be represented with a white flag. - Added : Medium and heavy coastal batteries. - Change : Units stats shown when hovering with your mouse now wont be the base stats, but the current units stats. Meaning that if a unit is at 50% health, it wont be showing its full damage stats, which in my opinion could lead to confusion, or when using NATO counters, could be even more confusing and not help when looking at a glance. I think we care about the stats in their current state, more than what they originally were. - Change : Catapultable planes can now resupply above ships that have catapults. - Change : Coastal batteries now are now split in 3 categories (light, medium, heavy). - Fix : Ratio for multiplayer had infinite decimals. ex: 0.333333. - Fix : Time played on the map not being properly synchronised on online games. - Fix : You could undo after stepping on mines. - Fix : You couldnt use the arrows to move the camera in the map editor. - Fix : One bocage tile in winter had the old style. - Fix : Messages on turn 1 wouldnt be synchronised on mobile in multiplayer chat. - Fix : With winter damage ON, when doing UNDO will now restore the HP you lost while moving and taking winter casualties. I'm not dead ! Just took a break from social networks and programming for a bit, took some vacation :) I'm getting back to working on the game little by little, this is the first update, next one should be the ships revamp !
- Fix : AI freeze with the new supply algorithm when a unit was on a river or a boat didnt have any harbour he could get supplies from. - Fix : Broken ratio calculation in the multiplayer menu. - Fix : Couldnt load the player list if steam wasnt connected on PC.
- Fix : All tooltips were wrong for the leaderboard header section. - Fix : Broken resupply with carriers. - Fix : England freezing up on declaring war on Germany.
- Change : The whole complex supplies algorithm has been revamped thanks to my friend, it is now based on the max supplies you can get coming from any city, not the closest anymore. The previous system was flawed from the beginning, but I couldnt get anything better with my limited knowledge of programming. But my friend helped me again (previous time with unit pathfinding), and he made my algorithm way better, more efficient, faster, but also allows for a filtering / ordering of all cities by supplies production. - Change : Weather now doubles the cost of bringing the supplies to your units. So, less supplies coming when bad weather. - Fix : Bismarck class battleship commission date was wrong. - Fix : Bug I created with last update, troops in harbours couldnt get any supplies.
- Change : 2 XP gain per attack instead of 1. This is to counter balance the heavy loss in XP when resupply a unit in HP. Not sure if it is going to be enough, will play with it for a few games, might look for other solutions if needed. - Fix : Units in landing crafts providing AA support. - Fix : You could attack your allies with heavy bombers. - Fix : Only recon planes could attack submarines. - Fix : Ships supplies not coming from closest harbour. - Fix : Bombing an enemy city didnt declare any war.
- Added : Units to Norway : Engineers, Bofors 75 mm Model 1934, Gloster Gladiator, 40mm bofors AA, Town-class destroyer, Bofors 37 mm. - Change : Renamed Swedish destroyer. - Change : Renamed Swedish fighter plane. - Change : Veteran units now only lose 50% of what other units lose when being bombarded by artillery / bombers. Instead of losing lets say 4 ammos and 8 fuel, they will lose 2 ammos and 4 fuel. - Change : Revamped HUGE Europe 1941 !! My bon ami Romain spent hours tweaking it, modifying the terrain, and .. ADDING RAILROADS. You all know I was too lazy to do it on such a big map, BUT HE DID. So I want everyone in the comments saying Merci Romain ! :D - Fix : Submarines not showing sometimes / being invisible to certain units. - Fix : Potential damage panel not showing when hovering over a ground unit in a landing craft with a submarine selected. - Fix : Infantry support not supporting at all anymore. - Fix : Turkish CAS plane had fighters stats.
- Added : Invite to alliance possibility in diplomacy panel. To invite a country to your faction, you have to send them 3 times your production in money + 3 times theirs. Example, you have an income of 1500, and you want to invite lets say Slovakia that has like 150 prod. You will need to make a 1 time payment of 3 * 1500 + 3 * 150. - Change : When under water, submarines wont see any tile around them / be blind. - Fix : Winter harbour and destroyed winter harbour tile didnt have the same orientation. - Fix : Paratroopers could still walk after being dropped even though they shouldnt. - Fix : Engineers could walk on river tiles if they had 0 MP. - Fix : It happens that any campaign file that had the same name as another one would be the one being loaded. This caused issues with the soviet / German campaign, since some scenarios (Ex: Smolensk43) had the same name. This resulted in the game picking the first one it found, sometimes not the one from the good campaign. - Fix : Loading a game and some units would be in a ship but in a harbour. They would be kind of broken.
- Added : Smoke FX to bombed / destroyed tiles. - Change : Less expensive resupply path cost through sea (higher %). - Fix : Could undo after upgrading a unit. - Fix : Ships could resupply even after attacking. - Fix : Engineers losing 1 MP because of bad weather. - Fix : Could resupply if the paratroopers were in their transport plane and not grounded. - Fix : Canone da 90 53 had a range of 1 instead of 2. - Fix : Plane HP repair cost was x1 and not x2 (per HP). - Fix : Paratroopers could move after being dropped. So they could move twice, once in the air, then again once dropped.
- Change : Tile production has been changed, and now they produce more. - Change : Plane customization limited to 2 items. - Fix : Fighter escorting themselves. - Fix : 2 AI freeze instances. - Fix : Paratroopers could heal and get in a plane. - Fix : Paratroopers could attack and get in a plane. - Fix : Opening various panels, triggering stuff when writing a message in multiplayer on PC because of shortcuts with keys.
- Added : Delete match button for multiplayer, only host can. - Change : Hill damage bonus is now +10, instead of +15. - Change : Bridge damage penalty is now -10, instead of -15. - Change : Sherman crocodile had too low hard damage. - Fix : AI freeze on AI vs AI match. - Fix : When upgrading a unit, it would be set as core automatically (something I didnt plan after fixing the upgrading core units werent core anymore, coding is complicated sometimes ^^).
- Added : Total amount of players is now shown. - Added : Tutorial button for multiplayer. - Change : Nerfed the Ju 87 D which had 90 freaking hard damage wtf. - Change : Your platform will now be updated every time you sign in for multiplayer. - Change : All battleships now have 200 HP, carrier 180 HP, heavy cruiser 160 HP, light cruiser 130 HP, and destroyers 100 HP as usual, same for submarines. - Fix.: Messages display in the chat box, size issues. - Fix : Engineers blowing up everything they touch, same for paratroopers (creating black tiles). - Fix : Map causing crash in multiplayers on windows. - Fix : Upgrading an infantry unit to an engineer or to a paratrooper wouldnt allow you to use their abilities. Now this is fixed, but please do upgrade them again for the fix to apply. - Fix : Hosting possibility issue with the end turn panel with the host button not showing when an AI player having the same faction as the human player was playing just before him. Who needs rest ? Rest is overrated.
- Change : The way fighters defend / escort bombers, and the way AA defend allied planes. Before today, it was always compared to the range of the unit, so if your fighter was on the wrong side of the bomber you tried to escort, chances were you couldn't get automatic defense because it was 2 tiles away from the attacking fighter. Now, this is gone. Escorting fighters will defend the bomber they are next to regardless of the range. So you can now escort 1 bomber with a single fighter instead of 4 fighters for 1 bomber to cover all hexes around it :) Same mechanic applies for the AA defending allied airborne units around it :) - Honestly, bunch of fixes but I made so many little of them that I didn't keep track. So, just imagine the game in its current state, but like more stable.
- Added : Number of won / lost games in the multiplayer users panel. - Added : Leaderboard for multiplayer, players are now ordered by their number of victories. - Fix : Refresh button didnt really work in multiplayer menu. - Fix : Blowing up / repairing bridges issue. - Fix : - Fix : All units ignoring ground protection (forests, buildings etc). - Fix : You could perform quick save during multiplayer. - Fix : Issue with chat box in multiplayer, text not placed as it should. Also, when sending a message the input field wouldnt reinitialize itself. - Fix : UI issue with text end of turn panel. - Fix : Operation Uranus was set to be the last scenario and prevented you to go onto another campaign (Kharkov 43). - Fix : On mobile, username and password weren't saved after log in, you had to re type it all the time. Am I the only dev to update its game during christmas and new year ? I have no life X_X Happy new year everyone, thank you for everything, and see you next year for more updates ;)
- Added : FINALLY, an open public beta for the multiplayer ! - Added : 1 new tile, its a sort of rocky ground / plain, I wanted a tile I could use for Greece / turkey, this should do well. Winter version is also available. - Added : 2 new achievements linked with multiplayer, I got WAY more to come, but its gonna need some more time for us to prepare players profile etc to do that in details ! The achievements are : Host a game in multiplayer, and join a game in multiplayer. Those are the only two I can do at the moment. I know there are a lot of broken ones currently in the game, sorry for not fixing them yet. - Change : Almost all tiles have been revamped, THANK YOU JULES ! (283 tiles have been revamped). - Change : Supply line colour now changes to red when its cut. - Change : Balance, infantry will now do normal damage vs tanks in cities. - Change : All tanks got +1 MP. This is because tanks couldnt really out run infantry on foot which seemed wrong. Armoured cars dont get anything, really just SPGs and regular tanks. - Fix : Upgrading a core unit made it lose the fact it was a core unit (Super weird it re appeared since I fixed it but yup it reappeared out of nowhere lol) THE CODE IS ALIVE, ALIVE I TELL YOU. - Fix : Linux executable wasnt bearing the right name therefore you couldnt launch the game with the steam executable. - Fix : Bug with boats that would allow them to go around huge mass of land to go to places they couldnt go normally when an enemy unit was blocking their way. - Fix : Pearl Harbour was placed wrongly on the Pacific map. Sorry ! Now, I don't know what to say, I got no words. This game went SO MUCH further what I have ever anticipated, it took huge proportions. I freaking paid someone to implement multiplayer (now you all know where your money went. Nope,I didn't get myself an iphone 12 for christmas, I chose multiplayer haha). Anyway, this is just a first version, 2.0.0, I will actively be updating multiplayer to add more features, especially player's side, so we have as much info as we can about the player we are playing against, or about us ! Like number of won / lost games, I will also include a ladderboard with the best player of the game (The one that won the most games) etc etc. Still got big plans ! This early version will allow anyone to create himself an account using very minimal info (username, password, email for notifications) and immediately after host or join a game ! The way multiplayer will work is an automated Play By Email. It IS NOT live. Why ? Because there's no point in having it live for a game like this with most of its players around the world, yes, many of you actually are from so many different places, and having someone from Australia (Hi Lorne) and someone from Alaska (Hi Robert) actually play together is going to be mission impossible if you start taking into account working hours for both people etc. Now this will be a disconnected multiplayer, like in Panzer Corps. You will be playing one after the other, and when your opponent has finished his turn, you will receive an email telling you you can play ! This is gonna be way more convenient to play long turns and really long games over time. If you look at things this way, it all makes sense :) I will end this by saying a HUGE THANKS to both my brother for revamping all tiles, it was a really long task, and Patrick from Sec-ID for making multiplayer happen ! THANK YOU GUYS ! THANK YOU ! More tile revamp will come, he just did the basics for now, but don't worry, there's more to come ! Stay tuned, see you in the comments or in the forum, feel free to now invite your friends to play, cause it's going to be more fun with friends ! PS : Multiplayer only is 1 human vs 1 human, with as many AIs as you want. It DOESN'T support more than 2 human players at a time, or less. PS2 : We might be forced to wipe out the multiplayer database if there is an issue that needs it. I will let you know every time we do erase it. You should not lose your account and progression as a player, but your current game might be lost forever. Just wanted to let you know.
- Added : Resolution setting, as it has been so KINDLY suggested :)) - Added : Panzer IV D, Dicker Max for Germany. - Added : Units for Slovakia. - Added : For now hidden, but the UI for the multiplayer is now ready for the release of the public beta. - Change : Infantry doesnt suffer MP loss because of bad weather anymore. Only tanks, artillery, etc - Change : Tweaked the money income values to be less than what it is now. - Change : Paratroopers now have 4 MPs (instead of only 3). - Fix : Broken Low Countries campaign scenario where it wouldnt go onto next scenario. - Fix : UI little ugly issues. Yes it's Christmas Eve and no I don't have anything better to do than update the game xD
- Added : Zone of control, as requested by many of you :) - Added : Ambush for planes too (only if the plane unit is of type fighter, the one in the FOW). - Added : Keyboard shortcut to zoom IN (-) and OUT (+). - Fix : Factory : type = none. - Fix : Planes could be upgraded in cities only instead of airfields. EDIT : I reverted back to 1.9.12 due to major issues with planes and ZOC. Will update later.
- Fix : Multiplayer panels were available, oops, forgot to disable them when updating since Im working on it haha. - Fix : French heavy infantry was still with the old name MG team and didnt have any graphics. - Fix : One instance of AI freeze.
- Added : New setting to allow you to change the size of the units graphics. Keep it in the middle for the base value. - Change : T-60 and 76mm AA have had their damage changed. - Change : All AA range is now back to 1 except 75mm and above caliber. - Fix : Custom units graphics had the same issue as the tiles did (Contains(unit name) instead of == unit name) resulting in having infantry 43 and normal infantry having the same texture. - Fix : No XP loss when resupplying. I made
- Change : Improved AI planes a little bit. - Change : Reduced PZL 23 Karas hard damage. - Fix : Brtish commandos first use date was wrong. - Fix : Veteran option was lost when upgrading a unit. - Fix : No retaliation when attacking and doing more than 50%HP damage, basically a fix for yesterdays update :) - Fix : Retaliation of 0 damage and use of ammo for that. - Fix : Several issues with the new conditions with where to upgrade a unit. - Fix : Broken Poland scenario, again, I thought I had fixed it and well I did, I just didnt know it reset itself after each time I saved. So, sorry :/ if you started Poland 39, restart, or open your save in the map editor and make sure to tick is official scenario in the campaign settings. - Fix : Resupplying didn't cost any money.
- Added : As suggested, ambush mechanics. When you click on a tile that is in the FOW and that has an enemy on it, your unit will stop (as usual, nothing new) but now you will get attacked. Use your recon and dont rush like a freak :)) - Change : As suggested, the price to resupply the HP of your unit is now not the same for all units. It is now based on the price of the unit itself. Someone suggested me this, and I agree, it makes sense ! Why would it cost the same to resupply a Panzer I as it cost to resupply a Tiger II ? For infantry, it will always be 1. The cheapest. I based it on armour and also the type of the unit. Boats and heavy tanks (armour >= 60) and planes will have the most expensive supplies : a multiplier of 3. So base cost times 3. Medium tanks will have a multiplier of 2. And infantry will stay the same. I might need to tweak the production per turn coming from the different tiles in the game if it makes it impossible to resupply those units. - Change : Captured units arent counted in the core units total. So you can still carry over captured units, but as long as you dont upgrade them to units of your own country, they wont count in your total you can have. - Change : As suggested, upgrading your unit wont be possible anywhere on the map anymore. You will need to be in a city (regardless of the size: town, village, capitol or harbour) in order to upgrade. In / over an airfield for planes. Boats cant be upgraded anymore. - Change : As suggested, units will now not only retreat when they cant deal any damage back, but also when they take casualties that are >= to 50% of their MAX HP. Example: You got your infantry that has 100 / 100 HP in the open, no terrain modifier applies. Enemy heavy infantry comes in, or elite infantry whatever. They do >50 damage, the light infantry will fight back but still retreat because they took too high casualties. - Change : As suggested, resupplying fuel is now less expensive. Instead of being 1:1 it is now 1:1/2. Maybe will switch to 1/3 of the price for 1 unit of fuel if needed / still too expensive. - Change : The amount of core units will not be shown anymore during AI turns in order to prevent confusion for the player. - Fix : Campaign of Poland in the German campaign was broken (couldnt move onto the next scenario). - Fix : Tooltip overlapping with resupply HP button cost tooltip. - Fix : Tooltip not leaving the mouse after you right clicked on the notification. - Fix : A k was missing on that same annoying tooltip :) - Fix : AI could sometimes attack against all odds and hoped for a miracle to happen even dying doing so. - Fix : Added the destroyed versions of the jungle village and the desert town. - Fix : Winter damage were resetting upon game opening if you had them at 0 before you quit during your last session. - Fix : Coastal batteries couldnt attack boats.
- Added : Autosave for every turn. - Added : Multiplayer interface and multiplayer button in the main menu. It isnt working yet, but at least the UI is ready. - Change : AI planes wont go to random VPs anymore, they will be more carefully selected with a bunch of conditions to make them more efficient, ex: sending fighters deep into enemy territory is dumb. They should stay on the front to cover the advance. - Fix : Upgrading a core unit made it lose the fact it was a core unit. - Fix : AI was placing sold captured units that instantly died once placed. Not a big deal, just visually weird to see fresh spawned unit dying, even though they are supposed to / never were supposed to be spawned in the first place. Anyway. - Fix : Unit stacking when playing with really fast AI (slow AI OFF). The issue really seems to be linked to the time the unit has to play. The less, the worse it gets and they start ignoring stuff, like some actions require time to complete and not respecting this minimum waiting time breaks stuff so, I made it a bit slower, enough so that it stopped happening. Should be fixed. - Fix : Jungle and desert village / city didnt have any destroyed version tile, so this resulted in a black tile when being bombed. I temporarily added the exact same sprite for the destroyed version so that its not a black hex.
- Change : All AA now have a range of 2. - Change : Italy 1943 huge map adjustments. - Change : All scouts planes now do 0 damage. - Change : All fighters air damage have been increased. - Change : All fighters damage vs ground units have been reduced. Change : All units can now capture VPs. - Fix : AI planes would sometimes not attack anyone even though they could - Fix : AI planes leaving when they could stay and continue deal damage. - Fix : AI planes were going to places they didnt have enough fuel to come back from. - Fix : British bombers had insane damage values. - Fix : One instance of AI freeze when using supply ships. - Fix : Planes even near an allied airfield would lose 1 unit of fuel if they were not moving.
- Added : You can now press N when you have no units selected to toggle ON/OFF the NATO counters. - Change : AI speed during its second turn is way faster. So, the issue with before is that there was the same waiting time regardless of a bunch of important conditions (can the unit attack ? Is there a retaliation ? Etc) So now its timed perfectly, there wont be any more useless waiting time ! OP-TI-MI-ZA-TION ! (For both Slow, and speedy AI). - Change : AI will now sell captured units if it doesnt have enough money to maintain them in functioning order (pay for repair for everyone / supply fees etc). This is to generate an additional income, human players will often do that, so why the AI couldnt ? :) - Fix : Aachen belonged to Belgium in the Low Countries campaign scenario. - Fix : Slovakia was with the Allies in the Polish campaign scenario. - Removed : Message telling you the workshop map have been loaded.
- Change : Increased AI play speed with slow AI OFF. By something around 4 times faster. - Fix : The camera always followed the AI moves even when the option was OFF. - Fix : AI would go to bombed airfields thinking it could resupply there. - Fix : You could resupply planes near a bombed airfield (which defeats the whole purpose). - Fix : Greece and Denmark didnt have any colour for the NATO counters. - Fix : The Pacific map had a 1 day per turn time scale + New Zealand was spelled wrong.
- Change : Updated Japanese tank stats. - Change : Italian / Romanian / Finnish NATO counters colour. - Fix : Bombing a tile twice in a row would result in the tiles graphics turning black. - Fix : French MG team werent properly renamed.
- Added : You can now make peace with other countries. To do so, heres the logic (temporary, if someone has a better idea, go ahead, you know the drill) : As a weak country, you need to pay 5 times your production / turn money amount to the country you want to make peace with. As a powerful country, you need to have more than twice the number of VPs as the country you want to make peace with. - Fix : The number of core units never going up in campaign (thanks Doc for that one). - Fix : Resupply could be done twice. This actually was a bug, I only know understood what it was. So basically, you know that to resupply it is based on a % of supplies coming to your unit from the closest city. Well that thing is, since you can only get a % of the total, so for example 80% and you are out of fuel completely, well you can get 80% back MAX. So when you did it twice, it basically went up a first time to 80%, and the second time, that you shouldnt have been allowed to do, basically killing the supply mechanics, was going from 80 to 100. - Fix : On windows, quick saves wouldnt be saved with time + date because on windows you cant use : in a file name. Lame somehow, buy a Mac !! (So now instead of being written : 01-12-2020 8:30 its gonna be 01-12-2020 8h30. At least it works now. - Fix : Broken achievement : kill a unit using a V1. - Removed : Possibility to mod NATO counters. I will strive to obtain the best looking counters myself, please, tell me if you dont like them, and if so, show me what I should do instead, that would greatly help. If you want to even make them yourself / design them, please do, and I will happily use yours in the game ! You will even get your name in the credits :)
Hey everyone ! So, I don't know if you guys used the editor, if so, how did it go ? Since multiplayer is coming soon, I thought I'd make a quick video tutorial on how to create and upload your own scenario to the workshop. I made a video on youtube : https://www.youtube.com/watch?v=hxF1bO0Pk3E It's really short, 4min52, and I show you exactly how to create a map, upload it to the workshop, then subscribe and play it for yourself (or in case its someone else's map for example). Hope I will see more of your content on the workshop ! Val
- Added : New big scenario map : Italy 1943. If you found the allied campaign of Italy too short, you will LOVE this new map. Size is 150 x 166. - Added : Press F to focus on the unit being selected. The camera will move to the currently selected unit. - Added : After a lot of people told me they found hard to notice / spot airfields, I decided to add a new highlight airfields feature. - Added : US rangers unit for the USA. - Change : MG team has been renamed to Heavy infantry. - Change : New graphics for all harbours in the desert. There now is a desert version of them ! - Change : Mortar team renamed to Infantry support. - Change : All ships will now perform better against ground targets. - Change : Added 1 MP to all planes. - Change : Tracks from the DLC are now louder, they should be on the same level as the others now. - Fix : Issues with experience as a commander / not being able to have more than 5 core units. - Fix : American tanks having negative fuel value when landing on the DDAY campaign scenario. - Fix : You couldnt replace the tiles graphics. - Fix : Big RAM issue with custom tiles and custom units graphics. - Fix : All workshop content would be loading every time you went back to the main menu (instead of once when opening the game).
- Change : Hungarian colour with NATO counters. - Change : Added 2 villages on Iwo Jima campaign scenario. - Fix : Couldnt send money to other players. - Fix : Custom tile graphics didnt work so well since I was Contains() instead of == for finding the custom tiles graphics. You could replace graphics you didnt mean to not on purpose. - Fix : Battle of Montecassino scenario was broken. - Fix : Diplomacy menu not being scaled properly.
- Added : V1 and V2 launch sites (as units, so destroyable). - Added : Destroyed version of all urban tiles (Harbours, cities, factories / refinieries, airfields). More will come later (bridges for example). - Added : New soundtracks DLC. Its called the support pack. I made it so those who wanted to support my brothers work and mine could do it this way, by getting something in return :) - Added : Disable weather particles option in the settings. - Added : Heavy and Light cruisers NATO symbol. - Added : On mobile, change brush size in the map editor. - Change : Compression level of the game when exporting it. Weight will increase by a bit, but this should, I hope, prevent further updates to reach 500MB each. This is a test. If it doesnt change anything, I might go back to the original compression level which had none, but at least updates were really small. Once the game will reach a final stage, I will finally use the biggest compression rate to have the smallest game possible, since it wont receive updates that often. - Change : Aachen belonged to Belgium instead of Germany on the Europe map. - Change : Paratroopers can now blow up bridges just like engineers. - Change : Airfields can now be bombed and wont be usable for 2 turns after being bombed. - Change : NATO counters colours. They now have a per country colour using the proper wargame colour code vs previously it was 3 colours only (allies, enemy, ours). I will later do colours per type like, guards could be red, etc. Upon suggestions :) If you are not satisfied with the colours, please, write me an email or comment here with the RGB values + country name, and I shall change the colour for the next update ! - Change : Revamp of the following tiles : Airfields, small villages, cities, refineries, factories, Harbours. - Fix : Sd. Kfz. 233 had AA attack sound. - Fix : Supportive plane hidden is glitching with ground unit under it (was it the last graphical glitch with units. - Fix : Countries not attacking each other in Europe map with historical focus OFF. - Fix : Game started muted. - Fix : Added supply ships to USA forces landing on Iwo Jima campaign. - Fix : Anti Air units could capture cities. - Fix : Rare instance of AI freeze. - Fix : Wrong sounds being played when a bomber retaliated on a fighter or when a boat retaliated on a bomber.
- Change : Game will now be paused when opening the menu. - Change : You can now access the diplomacy menu when the AI is playing in AI only games. - Change : AI will now play all its units a SECOND time after it played all of them once. Dont worry, this wont really add much waiting time. The reasoning behind it is currently the AI plays its units ONCE and in order (recon first, then bombers, then CAS planes, then fighters, then ships, then artillery, then tanks / infantry etc). But this isnt ideal as I noticed while playing, since lets say the recon car can move twice right, so recon is on an adjacent tile of an enemy city. Now in this city, there is an enemy infantry. Now around this city, AI has got some artillery that will play after the recon car, they manage to kill the infantry inside, or bombers even, whatever haha. The point is, since the recon car is playing first and being played only once, this doesnt allow for the AI to capture the city until next turn until the recon car plays again. So now, with this possibility, with units that still can attack or move given a second chance to play will allow the AI to be more efficient and not miss any potential capture of an enemy victory point :) So yes, this will add more time to the AI playtime, but not so much in most cases since as I explained, if a unit cant attack and cant move anymore, it wont be played a second time, its really those that could do something more during their turn :) So, its adding time for the ones that can actually do something useful. - Change : Automatically turns OFF Historical focus when playing a campaign. Having it ON would cause issues since some countries simply wouldnt start attacking others, so you could have an AI being inactive because historically it wasnt at war yet or stuff like that. - Change : The size of the city now will matter in how much supplies will be carried to your unit when you want to resupply it. Resupplying from a smaller city will now reduce the total amount of supply getting to you by 50%. And if the place has been bombed (soon there will be an update where there will be destroyed version of tiles), the supplies you can get max out at 25%. So what all this means is : You got your infantry in a bombed city. You got 10 / 100 HP. The percentage that will be shown on the left will be 25, so when youre gonna hit that resupply - Change : The urban tiles wealth production changed : for cities : 5, 10, and 50. Refineries 50, and factories 25. - Fix : One really rare instance of AI freeze while capturing cities due to the new units history feature (once in 25 turns of AI only Europe). - Fix : Little non important issues with the AI loading bar (not properly being refreshed, nothing scary). - Fix : You can finally attack a unit and destroy the city at the same time (not only one of them anymore).
- Added : Mines NATO counters (I forgot them). - Fix : Double graphics bug with air over unit and your air attacking the ground that has air over them. - Fix : Stats of the NATO counters not showing when unit was discovered from the fog of war. - Fix : AI planes / boats wouldnt be moving when over a trench / VP. - Fix : Mines were included in Prev Next. - Fix : When NATO were ON and you were spawning a unit, its graphics were bigger than the others. - Fix : Removed veteran option from Gustav railway gun. - Fix : Stats not showing on bunkers with NATO counters ON.
Hello just a little patch that was fixing another instance of AI freeze (I hate those they break the game) + there was a typo in my code that led to the armoured engineer NATO counter to not show up :) enjoy
- Added : .PSD of the base counter model with all layers im using in the game files for you to make your own with different colours idk. - Change : Revamp of the NATO counters. They look now better and even have damage values of the unit on them in this order : soft damage - hard damage - air damage. - Change : On mobile, made objectives text bigger. - Change : On iOS, all missing campaigns have been added and all of the campaigns are functional (wasnt the case before). - Fix : Camera issues with AI tracking. - Fix : Data loss when mines went off with a unit. - Fix : Australia didnt have any faction assigned in HUGE europe 1943. - Fix : Capturing VPs using mines. Yes. - Fix : Camera / selection issues on mobile. - Fix : None of the players in the Germany45 map had money to start with. - Fix : one instance of AI freeze (due to the units history I added today). - Fix : On mobile, you could select units while moving the camera around with your finger.
- Change : SU-122 more damage - Change : For the camera follow AI option, camera will now move to the unit, and once its above it the unit will start moving. - Fix : Diplomacy menu not scaling with screen size. - Fix : Mines size. - Fix : Objectives text was centred instead of aligned to left. - Fix : Ammo / fuel removal with artillery / bombers was showing some numbers but removing others. They were actually exchanged lol. - Fix : Was adding to the unit history after it opened the window when getting a hero. You would have to close the window and open it again in order to have the line added. - Fix : Fighters didnt help ground units wen being attacked by bombers when they were in range. - Fix : AI placing mines very badly or even buying veteran mines. Yes, very well trained mines. - Fix : Finnish AT infantry not having the good attack sound. - Fix : On android campaigns are now working again.
Heeeeelloooo everyone :D
Oh, I'm so happy I can finally release the update, it's now been more than 24h since I released one, I started to feel BAD ! :D
So here we go, changelog for today:
Additions
- Added : Eastern Front 1944 (Operation Bagration) big scenario. If you like challenge, this is the one you need to play. Situation is pretty much desperate for the germans :)) - Added : Operation Edelweiss as part of the German campaign in the eastern front. - Added : Operation Uranus as part of the German campaign in the eastern front. - Change : T-50 and T-34/85 hard damage value. - Change : Modified Sevastopol41 campaign map. - Change : attack sound of the nebelwerfer 30cm. - Change : AI artillery would move after it has attacked, causing them to rush for nothing in stupid situations. - Change : Sped up AI. - Fix : description missing on the big operation overlord scenario + forgot Switzerland.
- Added : Operation Overlord big scenario. - Added : Battle of Voronezh as part of the German campaign in the eastern front. - Added : Tutorial video button in the main menu redirecting to the video tutorial I made on YouTube. - Added : Panzer Ausf. I A to China. - Added : Vickers Mk. I and Mk. II and Vickers 6-ton type A to China, Poland, Great Britain and Netherlands. - Added : Fw 190 G and Fw 189 to Germany. - Added : KV-8S to USSR. - Change : KV-2 stats change. - Change : Colour of the border of the potential tile in winter (more visible). - Fix: Planes going around enemies even if they are in the fog of war. - Fix : Mechanized / Motorized / Horsed units would not lose 1 MP when weather is rainy upon save load. - Fix : Target graphic over unit graphic, therefore hiding the unit. - Fix : Strategic bombers could target a city even after it had been bombed. - Fix : Tortoise and Challenger were in the wrong unit category (tanks instead of AT). - Fix : When attacking a unit there is another unit providing supportive fire, it would show its tile as walkable even though it wasnt.
Hi everyone ! I finally made a video tutorial about the game's base mechanics :) (A direct link will be added to the main menu in 1.7.5) You can find it here : https://www.youtube.com/watch?v=r-rX_g7pfZo It is on the official youtube channel of the game (Where I have some playthrough, I suggest you take a look) I will make tutorials for the workshop how to create mods etc. Cheers !
- Change : Hills now have a 10 defense bonus and forest hills 25. - Change : Katyusha production date (14th July 41). - Change : Improved armour for the T-34s and Panzer IVs / Panthers. - Change : Stats to soviets fighters. - Change : Potential movement tiles over winter tiles are now more visible. I added a grey outline so we can see better now. Let me know if its not enough, but it looks good IMO. - Fix : Planes could spot enemy planes in the FOW. - Fix : On mobile in the unit editor the country dropdown would go out of the screen.
- Change : Stats change to Tiger I and KV-85, IS-1 and ISU-122. - Change : No more 0 damage + retreat. - Change : The way the AI resupplies its units. Before, when the unit had under 35 HP it would automatically resupply it. I made that more random now. Not completely random, but chances will be higher if the HP are low than if theyre high. There will always be a chance now for it to resupply any unit. - Change : Remade scenario Campaign of the Low Countries. - Change : Fix price for Gustave Schwerer : 750. - Change : Updated stats of units from : Netherlands, Great Britain, Belgium, France, USA. - Fix : Paratroopers having no fuel when being dropped.
- Change : Increased ammo for the Hornisse/Nashorn. - Change : Hill (without forest) now dont give any defence bonus. - Change : Sped up AI playing speed. - Change : All Italian tanks got more hard damage. - Fix : AA / Plane cant target the unit you want when there are 2 units on 1 tile. Finally fixed haha. It took a long time I know, but it was not game breaking so :p - Fix : When plane being encircled, it would show that it could go to places but actually couldnt. - Fix : You could upgrade units that were in a transport ship at sea. - Fix : You could upgrade paratroopers in their transport plane. - Fix : Operation Husky campaign scenario remade. Yes, I read your comment under the review, unfortunately I dont know you name so I cant mention you here, but I read you :) Thanks for pointing out ! - Removed : Mines as tiles (causing issues being tiles, will add them back but as units). Dont worry for your maps anything, its all being converted when you open a save / a map or anything. So no data loss / corruption im simply transforming the tiles to normal sea / plain tiles.
- Change : SU-76 range = 2. - Change : T-70 hard damage from 45 to 60 - Change : AI can get heroes. - Fix : Mines reappearing after scenario load. - Fix : On mobile the upgrade feature was broken. - Fix : On mobile custom units would get deleted once game was closed. - Fix : On mobile units could be unselectable sometimes (often even). - Fix : On mobile touches didnt go through the rain. - Fix : On mobile placing tiles when moving / zooming with the camera in the map editor.
- Added : Panzer IV G, Panzer III N / J, Panzer 38(t) E, PaK40, Bofors 37mm, Junkers 88, Junkers 87 D , Cavalry to Romania. - Added : PaK40 to Finland. - Added : HUGE Europe 1943 scenario. - Added : Heavy MG to soviets (DshK). - Added : Auto refresh when adding / removing maps / saves. No need to go back to the menu to have it refreshed. - Change : Japanese never surrender (@HunterofHunters). - Change : Units do not retreat from a trench tile anymore. - Change : AI planes behaviour slightly so they dont stay around a victory point if they cant do damage to anyone. - Change : You now can upgrade a unit to a new unit that you can set as a core unit (@HunterOfHunters). - Change : You can now play campaign scenarios with unlimited fuel / ammo and without fog of war. - Change : Renamed the button Mod manager into Workshop manager. - Fix : Broken units (Sherman) on the Operation Husky campaign map for the Allies (@f18effect). - Fix : On mobile mines staying after blowing up and loading save (@HunterOfHunters). - Fix : AI winterizing units in the pacific (@HunterOfHunters). - Fix : Bug with supply ships resupply not the way they should (over resupplying actually). - Fix : On mobile opening the side UI being too slow. - Fix : 17cm Kanone 18 had 40 fuel capacity instead of 5 making it more expensive than the 21cm for nothing. - Fix : You could drop paratroopers over a river and theyd be stuck there forever. - Fix : When you unselected a unit you couldnt do undo anymore. - Fix : In some cases, the AI would stay immobile. - Fix : Using strategic bombers to stop the tiles production for 5 turns. It wasnt working. - Fix : Visual bug when a V1 or V2 or any unit died during an attack that resulted in the unit still being selected on the board even though it was dead. - Fix : AI strategic bombers would not attack factories / refineries / cities. - Fix : AI paratroopers wouldnt drop right on empty VPs, but on the side, which is dumb. Dumb AI. - Fix : Captured Polish AA was without a sprite. This is because I renamed the units and never updated the units on the Campaign of Poland scenario. Now I did, I removed all old AA and placed new ones, meaning they should have graphics once captured :)
- Change : Range of the KV-2 from 4 to 2. - Change : Range of the SU-122, from 1 to 2. - Change : Modifications made to the Battle of France 1940 scenario. - Change : Updated Chinese infantry graphics. - Change : Village now produce 1 money. - Fix : AI controlling units that surrendered. - Fix : Potentially fixed on mobile AI playing your units. - Fix : Planes when having low fuel had only their MP go back up a little bit and the total fuel didnt go back up as much and could go negative. - Fix : AI units could stack around bridges. More than 1 unit on one tile on mobile. - Fix : Next turn button being not so easily clickable on mobile. - Fix : Time you played on the scenario display.
Hey guys / girls, I want to make new scenarios for the game (campaign ones), and I'd like to take suggestions from you. I can't promise I will do all of them, but I will definitely look at all propositions. Just write here in the comment the scenario you'd like to see added to the game that is currently missing in one of the campaigns. Regardless of the front. It has to be WWII. Waiting to read your propositions ! update : Here's the current list of Campaign scenarios for all countries (Scenarios aren't in order in which they are played, it's simply a list of the scenarios) Germany Eastern Front: - Campaign of Poland. - Battle of Greece. - Invasion of Yugoslavia. - Operation Barbarossa South. - Operation Barbarossa North. - Operation Silver Fox. - Kiev 41. - Minsk 41. - Smolensk 41. - Sevastopol 41. - Leningrad 41. - Moscow 41. - Moscow 42. - Stalingrad 42. - Kharkov 43. - Kursk 43. - Smolensk 43. - Operation Bagration. - Operation Spring Awakening. - Vistula-Oder soviet offensive. - Battle of Berlin. Germany Western Front: - Campaign of the Low Countries. - Operation Weserubung. - Campaign of France. - Operation Sea Lion south. - Operation Sea Lion north. - Operation Overlord. - Falaise Pocket. - Operation Market Garden. - Battle of the Bulge. - Battle of Berlin. British campaign: - Operation Compass. - Operation Battleaxe. - Operation Crusader. - Operation Sonnenblume. - Battle of Tripoli. - Second battle of El Alamein. - Rommel's offensive. - Battle of Kasserine pass. - Operation Husky. - Battle of Montecassino. - Operation Grapeshot. - Operation Overlord. - Falaise Pocket. - Operation Market Garden. - Battle of the Bulge. - Battle of Berlin. USA eastern front: - Operation Husky. - Battle of Montecassino. - Operation Grapeshot. - Operation Overlord. - Falaise Pocket. - Operation Market Garden. - Battle of the Bulge. - Battle of Berlin. USA western front: - Defense of the Phillipines. - Battle of Saipan. - Battle of Iwo Jima. - Battle of Okinawa. Soviet Union has the same as Germany, plus Winter War scenario.
- Change : Disabled automatic road / river/ railroads connections on mobile (no use for it it only creates issues). - Change : Balance adjustments made to the 1943 Operation Citadel scenario. - Fix : Buttons to resupply not showing for boats even though it should. - Fix : Potentially fixed the non selectable units after turn is played on mobile.
- Change : There now is an income per turn in the campaign scenarios as well. - Fix : Forgot to have the create templates buttons work in the mod manager UI (@Aleksandr). - Fix : Couldnt load custom graphics for tiles without creating and putting a mod on the workshop (doing it offline basically @Aleksandr).
- Change : UI update for the mod manager menu (Thanks @Luniksky for the redesign ideas). - Fix : Human player not getting any money income per turn when playing a neutral country (@MagmaF451). - Fix : Veteran option showing on V1s and V2s.
- Added : V2. - Added : Atomic bomb. - Change : V1s and V2s cant be resupplied anymore. - Change : V1s and V2s movement and attack sound. - Change : Europe map 1939 adjustments with starting units. - Change : Historical focuses adjustments for minors. - Fix : Great Britain declaring war on Denmark infinite loop (@Rob).
- Added : Stopwatch that counts the time you are playing on the map, and will show you in how much time you finished a scenario at the end of it. - Added : V1 for Germany. - Added : 2 new achievements for the V1. - Fix : One instance of not being able to select any unit on the board (@Rob). - Fix : Issues with historical focus setting (@Rob). - Fix : All steam achievements on anything else than a campaign werent achievable. Almost ALL of them were broken (@Rob).
- Added : Historical focus button in the settings. This is to force the AI not to attack countries it shouldn't be attacking when not the time or when it didn't happen historically. This doesnt apply for campaigns. - Fix : Corrected typo with the following countries names : Saudi Arabia, New Zealand. - Fix : Typos and other issues of the kind with tooltips in the settings. - Fix : AI attacking neutrals. - Fix : One instance of AI freeze (something due to planes).
- Fix : AI Planes not moving out of victory points. - Fix : Trains potential path showing non railroad tiles. - Fix : Me 410 couldnt equip rockets, and its hard damage value was too low compared to real life plane. - Fix : AA attacking CAS planes making fighter noises.
- Added : 1941 configuration to start with on the new HUGE Europe map. - Added : Achievement for finishing the huge Europe map 1939 and 1941 as Axis or Allies. - Change : Achievements are now all available out of the campaign scenarios. I felt like people playing hours on the Europe map should be able to get achievements too. - Fix : Planes couldnt resupply at carriers when they should be able to (@Simon).
- Added : Buttons / links to the different social networks of the game (Facebook, Discord, Instagram, Youtube). - Change : Small modifications made to the new Europe map. - Fix : Planes couldnt move in fog of war if there is an enemy unit. Same for boats. - Fix : Hornisse hard damage too low (94 instead of 105).
- Added : New Europe map. Bigger, better (without railroads). Size is 330 x 220. 26 Countries. 950 cities named. - Added : Units for Turkey, Spain, Vichy France, British Raj, Portugal, Denmark (Generic graphics for now). - Added : New commanders : Dumitrescu and Antonescu (Romania). - Change : AI arty attack and doesnt move anymore if it attacked. In most cases, it was going suicidal. - Change : Remade the look of Italian infantry. - Change : Changed the British engineers weapon to a Sten. - Change : Neutral AI wont get any per turn income. - Change : Moving the camera using the keyboard will now use the arrows keys, not WASD anymore. - Change : Shortcut for moving from one unit to the next now is using PERIOD and COMMA on the keyboard (it used the arrows previously). - Change : Better AI unit spawn. - Fix : Artillery not doing any damage to bunkers. - Fix : Italian didnt have a train sprite (wtf?) this created issues with making some units invisible. - Fix : Tap going through UI on mobile (UNDO button especially). - Fix : Captured / core units sometimes couldnt be selected (@Mike) - Fix : Broken commandos on DDAY / Husky campaign scenario, broken Sherman on Husky scenario. - Fix : AI could horse / mechanize / motorize armoured artillery. This update took me forever due to the fact that the map is just HUGE. I did only a 1939 configuration, feel free to modify it in the editor and make other configurations if you wish, and post it on the workshop, I'm sure people will be interested :)
- Change : Panzer III H, L, J, T-34 1940, AT-1 damage stats. - Change : Cost of walking on river with engineers. Its kind of a fix, since I always meant to give the cost of all the units MP. - Change : Europe 1939 map and eastern front 1941 map adjustments. - Fix : Big AI bug not moving all its units.
- Added : Weather option in the settings. You can toggle ON or OFF the weather (Rainy / snowy). Meant to help with poor performance on older devices. Or for those who dont want to have rain / snow. - Added : Generic units for Turkey and Spain. - Change : Recon unit bonus coming from having an allied recon units AROUND the enemy. Before, it was the recon unit around our unit attacking. - Change : Various code optimization. - Change : Map opening optimization, units sounds arent loaded anymore per unit. Now, sound will be streamed when needed / loaded when needed. Before, ALL units on the map were loading and caching both move and attack sound (saving 400 ms on the Europe map). - Change : Reduced RAM usage on mobile (around 200 MB). - Change : Netherlands infantry helmets. - Change : Camera height limit to 150 on mobile, thats a try to fix potential crashes for people who have them on the Europe map. Let me know if this solved it ! Thanks ! - Change : Smaller NATO counters. - Change : Recon units dont get an attack bonus from other recon units. - Change : Remove fog of war auto ON and infinite ammo / fuel auto ON on campaign scenarios on mobile (no achievements there). - Change : Boats can now resupply like normal units (Figured I would make the change since the algorithm has been greatly improved, and the AI seemed to never go back to the harbour to resupply, so). Resupply ships still are a thing and will be useful to be sure your boats can get supplies, since their supply route can be plundered / blockaded really easily - Fix : Units in trains cant get ou even on cities. - Fix : On mobile, quick game player slots were getting inside the side of the container. - Fix : Player settings not loaded properly on mobile. - Fix : AI buying horsed motorized artillery. - Fix : When playing more than one country with NATO counters ON, it would not actualize the colour when doing next turn. - Fix : Objectives panel was under the UI (Buttons). - Fix : No click sound when clicking the NATO button. - Fix : Attacking neutral units wouldnt make the country declare war on you (ex: Poland in 1939).
- Change : Stats of the BA-10 and BA-6 (Hard damage values). - Change : On mobile, I changed the UI so that it fits all screen size. Some buttons were not accessible on some devices. - Change : On mobile, I made the Next turn touch zone bigger, sometimes it felt unresponsive due to its small size. - Fix : AI (Germany) couldnt capture neutral VPs. - Fix : On mobile, when attacking and killing a unit, it would make you move right after you attacked, even you didnt want to, kinda annoying IMO :). - Fix : UI on mobile for some stuff on not so wide screens (overlapping text etc). I never tested the game on many aspect ratios and there were real UI problems with some of them. Thats fixed now. - Fix : Horse gave +3 MP and mechanize gave +2, should be the opposite.
- Change : Mortar wont do 15 damage to armoured vehicles anymore. - Change : Mortar damage changed a bit. - Change : All infantry hard damage stats., they have now way less. - Change : Infantry now ignores completely armour. - Change : Engineers now have a +15 damage modifier vs troops in trench tiles. - Change : Less planes bought by the AI, and more boats / infantry / artillery. They previously had a 30 % rate total. - Fix : Units died instantly after you captured then deployed them.
Hi everyone :) A few days ago I created a new youtube channel for the game, previously I was using my own personal channel, I decided it would be good to have a separate one :) Here's the link : https://www.youtube.com/channel/UCMMq2he5LtC5Sg5qcfy8y9g?view_as=subscriber I'll mostly play the game there, don't think I'll do videos while I'm programming, I mean I could but I'm afraid there are developpers out there that are gonna yell at my code, so :)) On my way to record some more now ! If you're interested, it would be with pleasure for me to see you subscribe :) PS : If there are some of you that have the knowledge on how to do proper recording with a mac, please let me know. I am currently using my phone as a microphone and recording the screen separately. I don't know any application that would record my voice + screen + sound from the computer, if you could help me with that, I would greatly appreciate it ! Have a good day !
- Change : The attack bonus coming from recon units isnt being added ON TOP of the total damage, but included in the damage calculation.Thus. avoiding having 2 recon units next to each other, being able to deal 5 damage against an IS3 or a Tiger II. - Change : AI plays faster. - Change : Made resupply % / distance more expensive, as it seemed you could always resupply with high supply rate coming in to your unit, even when super far from a city (now you will get twice less). - Change : AI will now not walk / inadvertently capture neutral cities and declare war not on purpose. - Change : AI sitting one major VP harbour will leave its defensive position to start a landing if he is surrounded by allied units. If he is surrounded by allies, it means he is not threatened by any enemy attack, and units are simply stacking so its better to free up the space. - Change : All artillery damage reduced by 50%. - Change : Removed the artillery damage based on distance rule. Now its always the same damage. - Change : Armoured units now deal 75 % of their damage vs troops in cities, 50 % was too low and resulted in 0 damage most of the time. - Change : Applied mipmap textures for tiles. - Change : Changed units and factions on the Europe 1939 map (more neutral, especially minors). - Change : Neutral countries will declare war automatically upon reached date at which they declared war in real life (If Romania is neutral, it will automatically declare war on the allies on the 6th June 41) - Change : Popup windows dont automatically delete themselves anymore. I figured it was better to leave it to the player to delete them. - Change : Germany if played by AI will attack neutral powers. Only Germany. - Change : Current HP of the captured unit arent set to 1 anymore. It will keep the HP it had when captured. - Change : Improved AI boats. - Change : AI needs to have at least enough money to resupply his units before he can buy new units. - Fix : Instance of AI overlapping units (AGAIN). - Fix : Neutral AI bought and placed units it seems. - Fix : When moving with artillery more than 1 tile and doing UNDO, you would not get back the possibility to attack. - Fix : When playing with damage modifier ON, when the modifier is negative, it would actually add HP to the unit (@Lorne) - Fix : You could deploy troops on mountain tiles. - Fix : When AI was playing and attacked with 1 unit and on this units tile there were 2 units, the unit attacking would show up and the other unit on the same tile would not disappear, visual glitch. - Fix : Henschel 126 recon plane had 10 air damage, same for ANF Mureaux. - Fix : AI buying supply boats even though he doesnt own boats. - Fix : Hero bonuses werent added in the selected units stats box. - Fix : Train could capture VPs. - Fix : 1 Australian tank (Stuart) had no sprite. - Fix : AI not moving its units at all when the VP is surrounded by your units. (Meaning no path is available to it). - Fix : Instance of AI freeze, I think that was the last one. I am going to let the game run the whole night or at least a couple of hours check if AI never freeze. Honestly, I don't know if I should have named this version 1.6.0 or 1.5.2.
- Change : I thought it was the case before but it looks like it wasnt, armoured units will now perform at 50 % of their power in urban combat. - Fix : Unit going over land when in a boat when there is only 1 tile of ground. Weird bug dont know how to explain it haha. - Fix : AI planes never moving out of a major VP. - Fix : Slow AI not working completely. - Fix : Instance of AI freeze.
- Change : When planes are empty of fuel they only cant attack anymore and move at 50% speed. - Change : AI pathfinding algorithm, AI should less follow the same path when playing a lot of units. Meaning they wont stay one behind another for like 10 km like it previously did, they will try to go on the side when possible now. - Change : Percentage of what units the AI buys. It is now weighted and not totally random. - Change : Order in which the AI plays its units. It was random before, like he was playing units after units in the order which the units were bought in the making of the map, now the AI will follow the following pattern : Play planes first, then recon units, then boats then artillery , then infantry and tank, then finally generals. - Fix : AIs behaviour with harbours / landing etc. Thanks again to @crazyStewie for fixing my broken code ! - Fix : AI moving -1 tile than its max. - Fix : Possibly fixed ALL instances of AI units overlapping. This issue has been laying around probably well since the beginning of the game and I came upon that bit of code only today not even looking for it. - Fix : AI units embarking in boats for no reason / when they couldnt leave the harbour. - Fix : AI couldnt buy boats (since a very, very, very long time).
- Added : Max frame limit in the settings (for people who have 144Hz screen). - Change : To all boats + 4 MP. - Change : Cant deploy troops to a VP you just captured. You now need to wait 1 turn. This is to prevent instant blitzkrieg on a country, or taking VPs just buy spawning units on them. I felt it was like cheating and somewhat unrealistic. - Change : More clouds during rain / snowstorm. - Change : Junker 88 had visibility of 2. - Change : HUGE code optimization on the AIs pathfiding, it is now instant for him to find the path. NO MORE LAGS WHEN AI IS PLAYING (Thanks @CrazyStewie ONCE AGAIN for fixing my broken code !!!) - Change : Same optimization with the supply line, I implemented the same algorithm there. So 100 times faster too, no more lag at all when displaying it, regardless of the distance its gotta generate. - Change : Same optimization for when you click on the tile to move. Well it never lagged before, like ever, but say you have 100 MP and you click on a tile that is over 100 tiles away, it would have lagged to calculate the path of the unit to follow. Anyway. NO. MORE. LAG. Due to bad optimization. - Change : Almost all movement sounds (@Harley). - Change : Some attack sounds. - Fix : When upgrading a captured unit to a unit of your country, the graphics would disappear. (@Robert) due to the country not being updated when upgrading. - Fix : Tiles being added twice in the deployment list of tiles, making some tiles be less transparent / more white than others. - Fix : Cant UNDO after resupplying another ship with a ship. - Fix : Plane being deselected when its fuel = 0. - Fix : No sound when CAS / bomber attack another plane. - Removed : AI radius limit in the settings, no need for that anymore !
- Added : Destroyer, Battleship, recon plane, fighter plane, artillery and submarine to Sweden. - Change : AI will focus the defence of major VPs over normal VPs. - Change : change the number of days that goes by on the eastern front maps (5 days per turn instead of 3). - Fix : AI leaves its VP - Fix : Recon plane shouldnt be giving recon attack bonus if its raining. - Fix : If you resupply, you cant undo. - Fix : If you capture a city, you cant undo - Fix : Sweden units used old graphics. - Fix : AI didnt wait after it attacked. - Fix : CAS / Bombers making bomb sound when attacking another plane. - Fix : AI could put options on generals (veteran).
- Change : Being in a train doesnt remove any fuel anymore. - Change : Planes can now refuel / resupply even during rainy weather. - Change : AI plays faster. - Change : AI now deploys its units just enough to have more units than you. Its not gonna spawn like 5 units if there are only 1 of you around its VP, it will spawn 2 only. - Fix : Unit under plane that does UNDO button disappear for 1 turn. - Fix : AI was buying units before resupplying the ones it already has. - Fix : Captured units when switching to train / boat would disappear (graphical bug). - Fix : When the unit had 0 ammo, it would still show normal potential damage. - Fix : When upgrading a unit, the unit would keep its previous fuel values (@EvilMustDie). - Fix : AA would show potential damage over planes during rainy weather. - Fix : When in train, the resupply buttons would show. - Fix : AI didnt resupply its units.
- Change : ZiS-2 range. - Fix : SU-26 had a range of 4 instead of 2. - Fix : AI was buying units before resupplying the ones it already has. - Fix : Supply ships didnt work properly.
- Added : Undo button (FINALLYYYYY). - Change : You cant spawn your own units at allies cities anymore. Not really realistic. Rules apply to the AI too. - Change : Made factories, refineries and capitals produce more money per turn. - Change : AI units garrisoned on harbours can leave their garrison if close enough to an enemy VP (AI). - Change : AI will now deploy its units based on if there are enemies around his victory points. Expect tougher resistance. - Change : CANT Z had way too powerful stats (OS submarines, thanks @Robert). - Change : Gave more money to the US to start with in the Pacific scenario since they only have a few processions in the pacific meaning really low income. - Change : Show allies money. - Change : AI planes arent allowed to go over victory points cause theyre useless above them since they cant attack the unit inside it. - Change : Code optimization. - Change : Order in which AI buys and resupply the units. Will now resupply its units before buying new ones. - Change : Made time go faster in all Europe maps (7 days per turn instead of 5). - Fix : When resupplying a unit, really rarely, it could happen that the unit would have more HP than it is supposed to have (I saw a case of 190 HP). - Fix : Notifications showing for allied faction (like their unit being low HP). - Fix : When playing against a human player, the AI would play in the background when the panel that tells you to make a save is popping up. - Fix : One instance of AI freeze. - Removed : Useless achievements of conquering Italy since the map has been removed itself.
Heyyy Finally, 5 days after I sent the app for review, google accepted it on the play store ! It shows 9$ on the screenshot because I am in CANADIAN dollars. Game is cheaper in USD. https://play.google.com/store/apps/details?id=com.valentinstudio.OperationCitadel Have fun !
- Change : Big up to @CrazyStewie, redditor of r/Unity3D who accepted to help me fixing my previous algorithm for units to show their potential path. We have a brand new one, this time the units are using breadth first ! This cut the time to generate the path by ... Phew ... 100 times ? This is just instant. Remember that good ol' Me 262 that took 3 good seconds to show you every tile he could go to ? This is over now, it's INSTANT. Now we all say thank you @CrazyStewie ! - Fix : Money duplication again.
- Change : All stuka air attack stats (Lower). - Change : Added a max frame rate on all devices (60FPS in game, 30FPS in the menu). To maximize battery life and help with performances (Could run at over 200 FPS). - Change : Musics and sounds are now being streamed, not loaded into the RAM anymore, meaning way faster loading times, and less RAM consumption. (-300MB) - Fix : If plane is idle, it could go in minus autonomy after reaching 0. - Fix : Retreat with 0 fuel. - Fix : Map to edit not being reset when going back to main menu. - Fix : Money somehow being randomly added when saving / loading (by the amount of income per turn). - Fix : Recon bonus not being applied when the recon unit is located on the tile of the unit supposed to get the bonus (ex : ground unit with recon unit above it). - Fix : Planes getting the hill attack modifier. - Fix : Planes getting the bridge attack modifier.
- Added : Fullscreen/Windowed option in the settings (@Makran70). - Change : ZIS 2 stats, PaK40 stats, 87 Ju G attack sound., 88mm damage, Elefant, Tiger II, Tiger I, jagdanther, StuH42 stats. - Change : Remade Eastern front 1943 map. - Change : Unit deal -15 damage when fighting from a bridge. - Fix : AI freeze due to the latest update code modifications. (@Robert) - Fix : Trench tile pointing up had a different green colour from others. - Fix : Naval planes didnt spot mines properly.
Sorry bout that, I assigned the wrong function to the wrong button, instead of toggling clouds you were toggling infinite ammo ........ *Facepalm*
- Change : The way paratroopers are drop. Now directly under them when you press the button. - Change : Naval planes can spot naval mines. - Change : AI is more clever when attacking units. - Change : AI boats are now more active. - Change : fog of war and infinite ammo/fuel are not being reset every time the game opens anymore. - Fix : Naval mines turning into grass after they blew up. - Fix : Was showing the truck or horse or half track icon when in train. - Fix : HP above 100 wouldnt be shown in the second unit info window. - Fix : Wrong stats with units when loading a save. - Fix : Previous / Next unit including whatever the heck it is including in the list. I have been working on the Android version of the game, it's all good, I am just waiting Google to review the build and I'll post an event with the play store link :)
Good day everyone ! I hope you are doing great. I am not too bad myself. Last couple of hours have been quite rough due to a fix for the mobile version. As the title suggests, the game is now available on mobile / tablets (AppStore) at a price of 6.99USD ! Link : https://apps.apple.com/ca/app/operation-citadel/id1532682161?ign-mpt=uo%3D2 I have been less active on the desktop version because I was wrapping up the mobile version :) What does the mobile version include ? Everything ! Except the mod manager / steam workshop. Unit editor ? Yes, for tweaking stats only. Tile editor ? Yes, for tweaking stats only. Map editor ? YES, for anything you want ! Otherwise, you have full access to all campaigns, and all custom maps I made ! If being asked to bring over to mobile some nice maps from the workshop, I totally can do that, so don't be afraid :D I hope you will be happy with this news, I myself am really excited about it, and really happy I will be able to play some OC in the bus in the morning when going to school or in the train, or in the plane when going back home ! About android, I don't know if or when the game will be ported. I tried yesterday, but the platform is complex and I am unsure to be willing to spend that much time and effort just to port it on there. So everything I can say is for now, it's not sure at all. Happy playing to ya'll !
- Change : To unselect a unit, just left click on it back again. - Fix : Paratroopers drop when no units under them wouldnt drop correctly. - Fix : Maps couldnt be loaded into the game from the workshop. - Fix : Potential damage would not show custom flag. Sorry I'm not working as hard as before on the base game, I'm focusing on bringing it onto iOS / iPadOS and Mac app store. Then will work on Android.
- Added : Battle of Saipan. - Change : Winter icon colour (from grey to light blue) for better visibility. - Fix : AI would mechanize or motorize etc cavalry units. - Fix : Upgrading unit to winter not showing winter icon (@Robert) - Fix : Instance of AI freeze (@Robert) - Fix : Paratroopers removing units under them when deploying. (@Robert) - Fix : Horse icon not appearing after upgrading with horses (@Robert)
- Added : Supply ships. They are units that can be used to resupply your ships at sea or any unit at the coast, within 1 tile, as long as it is not a plane. - Added : Tooltip on the quick game button in the main menu, informing they are not so quick. - Change : Slow AI mode is a bit faster. It was too slow IMO before. Let me know if it is TOO fast, but I doubt so. - Change : Made notifications text bigger. You can now actually read it lol. - Fix : AsI behaviour when there is no major victory point to be taken. - Fix : AI freeze when there were no major VP that could be captured (@EvilMustDie). - Fix : Again, Prev/Next unit. Should only be units that havent attacks AND havent moved. - Fix : Embark / disembark could be shown for boats. - Fix : updated 1939 map where Germany as the AI seem to never win over Poland. - Fix : Bombers being attacked by plane made a bomb noise instead of an MG noise.
- Change : Reworked eastern front map. Added railroads and more units - Change / Fix : The way AI controls planes. - Change : Way the lock season change works in the map editor. It will now change all tiles in the painting zone without overwriting the tiles, it only changes the value true to false or the opposite, so applying this to old maps wont be a hassle since you wont need to redo your map, you brush it quickly :) - Change : Boats can be resupplied just like any other ground unit, they dont need to be in a harbour anymore. Their distance to the closest friendly harbour will change the % of supply that gets to them. Same rule as ground units :) Beware of U-Boots cutting your supply line ! - Change : How much money per turn the AI will earn based on the difficulty. - Fix : Unlimited ammo and fuel (for good, sorryy). - Fix : Upgrade cost with existing units. - Fix : Couldnt add winter trained option to paratroopers. - Fix : Could buy bunkers or coastal battery out of the editor. - Fix : Factories and Refineries are now accessible when travelling in train.
- Added : Winter trained units as an option (Wont take damage from the cold). They are free for the Soviet Union and Finland. - Added : Possibility to remove tiles to your map in all 4 directions in the map editor. - Added : Possibility to have snow never melts on the tiles you want in the map editor. - Added : Flag of the owner when right clicking on a unit. - Change : Improved pathfinding a little bit. - Change : Selected unit now has a rectangle around it, not an ugly green underneath it. - Change : Base game winter damage value = 3. You still can change it in the settings if you want. - Change : Stats of all T34s, gave more armour and more hard damage, it was unbalanced. - Change : Bigger can move and can attack icon. - Fix : Now refunds you your truck / horse / mechanized / bomb / drop tank etc upgrade when upgrading a unit that had one of those option, before the money of those option wasnt given back to you. - Added : Flag of the current player playing. - Fix : AI embarking unit on a harbour when being set as defensive.
- Fix : When resizing a map, an official one (one of mine) it would create a double copy of it and load the wrong one. - Fix : Ships potential damage not being correct sometimes. - Fix : When having unlimited fuel and ammo option on, bombers and artillery would still create attrition and remove ammo + fuel. (@EvilMustDie) - Fix : When upgrading a unit, its name wouldnt be changed (@EvilMustDie) Other fixes I forgot about :X
- Change : Small towns (dark brown) do not produce money per turn anymore. - Change : BT5 and 7 and pz 38t stats. - Change : Ships dont suffer from encirclement anymore. - Fix : UI in the mod manager. - Fix : Quicksave on windows, without the time. - Fix : Audio now is looping in the main menu. - Fix : If a video is playing and a custom music has been chosen to be played in the main menu, the sound of the video will be muted. - Fix : Resupplying on town had a 0% value, meaning you couldn't resupply when on a town with complex supplies ON. - Fix : Retaliation visual glitch when 2 units were on 1 tile. - Fix : Unit won't retreat if they died in combat anymore.
- Added : Battle of Okinawa campaign scenario for both Japan and US. - Added : Plays a random music from the workshop if you downloaded any when you open the game. - Added : Resize the map how you want in the editor ! You can now add X tiles in all 4 directions (left, right, up, down). MEANING : If you want to make a world map based on my europe map, you can. Just make it bigger on the sides !! - Added : When quicksaving, the time will now be added so you can have several quicksave (Should work on Windows, please tell me if its not !!). - Added : Your original map will be backed up when changing its size. - Change : Maxed winter damage to 10 instead of 50 which caused AI freeze (@Robert). - Fix : Money production per turn not being updated upon map opening (@Simon).
- Added : AI will now deploy captured units at the end of its turn (Before it was the turn after, so now its same turn). - Added : When your unit gets a hero, you'll be notified the window will open. - Added : Hardcore difficulty. AI will start with more money, and spawn even more units than in hard. You don't have any more penalty than in "hard". - Change : When pressing Next / Previous unit, ONLY units that HAVENT MOVE AND ATTACKED will be selected. If a unit has moved OR attacked, it won't be included in the list. Should be more useful now to make sure you didn't forget to play a unit ! - Fix : Resolution / fullscreen, I set it back as it was before. - Fix : "Small unit's representation" will now be hidden if the unit has none (Basically if you didnt mod it, so 99% of the time). - Fix : Stats of the unit you upgrade not being updated as you upgrade it, previously you had to reselect the unit to have its new stats being shown. - Fix : Unit that didn't retaliate when it died in attack even fi it could retaliate. - Fix : City names were under units. - Fix : Money reward and money production per turn weren't updated upon scenario launch (Thanks @Simon). - Fix : Bug with encirclement damage and how they were calculated. - Fix : When unit retreated, its tile would be shown as a potential tile for you to move to (even though you couldnt even though you tried). About versionning, this update is now revertible, meaning you can select the previous updated / game's version if this one broke it. This is because sometimes when I release an updated there's something I forgot and that might break the whole game, so instead of you not having anything at all to play with, no you can just select a previous version of the game and still play while I polish the new one !
- Added : Smolensk43 or second battle of Smolensk for both soviet and german campaigns (Right after Kursk). - Added : Philippines campaign for both japan and US campaigns (1941). - Added : Possibility to clear minefield using engineers OR destroyers (acting as minesweepers). The minefield will be a target when selecting the unit and by attacking it you will remove it. - Added : new unit for the US, the Stinson L-5 Sentinel. 1942 scout plane. - Change : No retreat for units in cities. You can't get them to retreat out of it. - Fix : AI overlapping bug. Probably the last instance guys, IM HOPING I FIXED ALL OF THEM FOR GOOD. - Fix : Fighters only are now counted as encirclement. Before, bombers or recon planes were counted. - Fix : When attacking a unit with a selected unit, if the unit you attacked retreated, it would remove your potential path tiles and you'd have to click again on your unit to see it. - Fix : When the AI was resupplying its units, even in the fog of war you could see the XP the unit was losing for resupplying, thus indicating the emplacement of the unit :) Must have been around for a while but I noticed it for the first time yesterday haha.
- Added : Land and naval mines. Can be spotted by : Infantry, recon land vehicles AND destroyers, submarines. Can't be disarmed / removed yet, I'll add that tomorrow probably I was too tired today. Mines are invisible unless you bring one of those units near them. Don't worry, I haven't placed any in any scenario so no stress :) They are tiles, not units. So any unit walking on any mine will take a random damage from 25 to 40. - Added : Iwo Jima scenario for both sides (US and Japan) in the campaign. I officially started the Pacific campaign ! I also finished the Philippines campaign map but I forgot I didn't make the Philippine country in the game so, can't include it yet. - Fix : NATO cavalry not showing. - Fix : Chronology order for the 2 first scenarios of the Soviet Union. - Fix : You could mechanize / motorize cavalry. - Fix : Bug caused when you have created a unit and didnt change the production month to something else than 0. By default it will be set as 1. - Fix : One instance of AI freeze.
- Added : Almost all missing scenarios to the Soviet campaign. - Added : Overlord, Falaise Pocket and Market Garden playable as campaigns for Germany. - Change : Clouds now are hidden if you are high enough over the map. - Change : Optimization for displaying city names, won't make your game lag anymore when zooming in or out, should be just perfect. - Change : All bunkers now have a range of 1 instead of 2. - Fix : Corrected a LOT of german campaigns (Kursk43, Stalingrad42, Moscow42). So basically when making the soviet scenarios, I noticed a LOT of german scenarios were kinda broken, so I fixed them all. Should be all good now ! Sorry for noticing only now ... - Fix : Operation Compass units were broken. I will be starting working on the US / japanese campaign soon now. Also, school has started for me, so I might have to work less on the game :(
- Added : Cloud system (very low impact on performances). Scales with map size, you can enable / disable it in the settings. There are more clouds during rainy weather / snowy weather. - Added : Operation Market Garden for the Allies (available after the Falaise Pocket scenario). - Change : Paratroopers now have more MPs (7) when they are airborne. - Fix : Season change not working (Thanks @Rommel). - Fix : Artillery damage dealing when at 1 tile away from target. - Fix : When hiding UI in the map editor, the right click panel could get stuck / wouldnt go away. - Fix : Tooltip not leaving in map editor once you hit the "Replace unit" button. - Fix : Stats not being updated when getting into : trains/landing craft/plane or out of them. - Fix : Weird paratrooper orientation when being dropped.
- Added : Falaise Pocket campaign scenario for the Allies (GB/US) (Played this morning with my dad, was fun). - Added : Thumbnail size check in the mod editor, it now won't let you upload if your thumbnail is too big (instead of letting you and getting an error right after). - Change : M24 Chaffee as recon unit. - Change : Paratroopers can't be dropped in rainy / snowy weather. - Change : Plane's visibility during rainy / snow weather is down to 0, they can move, but can't see anything (Thanks dad). - Change : The rain / snow risk % per turn is now based on ALL months of the year (Thanks dad). 5% during summer (July and August) and up to 50% in autumn, and values in between for other months of course. - Change : AA can't attack planes during rainy / snowy weather (Thanks dad). - Fix : Can't load overlay in the map editor. - Fix : AI not taking VP even when next to it sometimes. - Fix : Couldn't set a VP as normal in the map editor. - Fix : You could add horses to bunkers / coastal batteries in the store. - Fix : AI froze when you made a commander with a range < 2 (Thanks Pixel). - Fix : Empty choice showing at the end of a scenario. - Fix : Unit with a visibility of 2 in the store would get the "eye" icon of the recon units even though they weren't actually recon units leading to misunderstandings. - Fix : Custom game maps are now refreshed when you open the menu. - Fix : When loading a map when playing PBEM with someone and all players are human it would be the wrong player playing in some cases. - Fix : Units when supporting its allies would be seen but if there were 2 on its tile both of them would be shown at the same time creating a visual glitch. - Fix : Could play a campaign scenario without the fog of war. - Fix : Staghound stats (more hard damage). - Fix : Recon planes would be defending allied bombers when attacked (wtf ? Imagine the Fi 156 attacking a P-51D xDDD). - Fix : When loading a map, if the weather modifier has been applied, it would be applied a second time (-1 MP then another 1 MP etc). - Fix : When killing a unit, I added a delay to show your unit's path, instead of having to click on your unit a second time to actualize it.
- Added : French cavalry, soviet conscript, soviet infantry 43, german infantry 43. - Added : New victory mode, holding X number of VPs for Y amount of turn. I am going to make an updated / new map editor tutorial and post it on youtube soon to make sure everything is clear for everyone ! - Added : Tooltips in the map editor. - Added : Choice of 2 scenarios when winning and choice of 2 scenarios when losing. Before, it was always choice between 2 when winning or losing there was no difference. Now you can plan all scenarios for both possibilities of how the scenario ends. - Change : Volkssturm graphics. - Change : I remade all french units. - Change : Planes don't crash anymore when they have no fuel, when reaching 0 fuel they won't be able to attack anymore and will get half of their total MPs per turn to move back to an allied airfield. - Change : Ammo and fuel icons (yellow/red or not showing at all) are now updated every single second. - Fix : Planes not losing fuel when hitting next turn (loss of 1 for idling).
- Added : PZL P7, PZL P38, RWD-14 Czapla, 155mm Wz. 17, M39 Pantserwagen, Fokker G.I, Sp Wz. 29, SP Wz. 34. - Change : Revamped all polish units. - Change : Tooltip on the resupply HP button. - Fix : Clic sound all the time when selecting a unit or moving it. - Fix : Artillery / AT / AA that were motorized / mechanized, their potential tile wont include a truck/half track if it is 1 tile away, to show you still can attack and move. - Fix : The AI could attack its own unit in rare cases (Plane attacking a unit on a tile with 2 units including one of its own) (Thanks @Von Skyme). - Fix : Commanders are now updated upon scenario opening (Thanks @Pixel). - Fix : Commanders being removed from the map in the map editor were not added back (Thanks @Pixel).
So I mixed up update version sorry ! So this one is a mix of the 1.0.2 and 1.0.3 haha. - Added : 12.8 cm Flak 40, Sd. Kfz. 7-1 flakvierling. - Change : Sprites of some units. - Change : The recon attack bonus is now 5 instead of 10, balance purposes. - Fix : Next turn button not working (RIP), thank you @Nox for pointing out ! - Fix : Recon giving damage bonus to itself. - Fix : If killing a unit and on its tile there are / were 2 units, the second would visually disappear. - Fix : 2 units indicator not disappearing when unit being killed on a tile where there was 2 units.
- Added : Demo for the game ! You can download the demo and play anything you want, only limits you have is no save / load, and no more playing than 25 turns (On all platforms obviously). - Change : Stats for the PaK36 and the M1937 45mm, and all messerschmitts. - Change : All towed artillery guns can now move 1 tile and attack or move more but not attack. - Change : Code optimization throughout the game. - Fix : Instance of AI freeze (when trying to resupply). - Fix : Ground / Air unit selection is now not glitchy anymore. - Fix : Possibility for a tank to attack a plane due to glitchy ground/air view. - Fix : Double recon attack bonus (plane + ground) was not working, only 1 of the 2 was attributed. - Fix : When retreating, if the unit was moving to a tile with a plane, the two units indicator wouldn't show. - Fix : Hermann Goering look. - Fix : Strategic map didn't support AI only matches. - Fix : When opening the deploy panel, the selected unit if there was one was not getting unselected.
Hello everyone ! Oh guys how I am excited ... Jeez ... We freakin did it. I started this project alone in December 2019, never made a single game using Unity, and been programming for only a year. After a 6 months developing period, we finally are leaving Early Access. This is just incredible. For those of you who got the game when it first got released, you probably are as amazed as me by the work we achieved together. Yes, we. I have been behind my laptop programming, but you, you have been giving me the ideas, the suggestions, and the feedback we all needed for this game to be something great. I just want to say thank you to you all, thank you for the support, and all the feedback. I also want to personally thank Lorne, my Australian friend, he has been with me since the beginning, we've been talking a lot by email. Mark, my neighbour from the US, if you're reading those lines, it's been a pleasure and always will be a pleasure exchanging with you ! Bob, from THE Netherlands (I won't fix this one, sorry), probably the player that gave me the most feedback and suggesting the most things, but also been the most annoying. Don't worry I like you though haha. Big up to my brother Jules who's been responsible for making the tiles and the wallpapers + the entire game's UI. TU GERES. So again, thank you to all who made this possible by buying the game, or sending me nice messages. THANK YOU. What does leaving Early Access mean ? It means I consider the game stable enough, with enough content to be paid full price / be considered as complete. Doest that mean the game won't receive any support / get new content / updates anymore ? Absolutely not. This game is a part of me now. I won't let it down, I have been working hard, every day for 10h since December to make it happen, and even if I consider the game to be paid full price right now, it doesn't mean I will stop adding new content or fix stuff if there is a need for it. What next ? - I still have work to do upon campaigns. I'd like to make more what ifs scenarios. - Japan still has no campaign available at this time. - The US still have no campaign in the Pacific. - I really want to look into a map converter, from a satellite pic / GPS data INTO a game map. This would be an amazing feature to have. - A demo will soon be available for the game. - I would like to release the game on iOS / iPad OS.
Hello everyone ! Oh guys how I am excited ... Jeez ... We freakin did it. I started this project alone in December 2019, never made a single game using Unity, and been programming for only a year. After a 6 months developing period, we finally are leaving Early Access. This is just incredible. For those of you who got the game when it first got released, you probably are as amazed as me by the work we achieved together. Yes, we. I have been behind my laptop programming, but you, you have been giving me the ideas, the suggestions, and the feedback we all needed for this game to be something great. I just want to say thank you to you all, thank you for the support, and all the feedback. I also want to personally thank Lorne, my Australian friend, he has been with me since the beginning, we've been talking a lot by email. Mark, my neighbour from the US, if you're reading those lines, it's been a pleasure and always will be a pleasure exchanging with you ! Bob, from THE Netherlands (I won't fix this one, sorry), probably the player that gave me the most feedback and suggesting the most things, but also been the most annoying. Don't worry I like you though haha. Big up to my brother Jules who's been responsible for making the tiles and the wallpapers + the entire game's UI. TU GERES. So again, thank you to all who made this possible by buying the game, or sending me nice messages. THANK YOU. What does leaving Early Access mean ? It means I consider the game stable enough, with enough content to be paid full price / be considered as complete. Doest that mean the game won't receive any support / get new content / updates anymore ? Absolutely not. This game is a part of me now. I won't let it down, I have been working hard, every day for 10h since December to make it happen, and even if I consider the game to be paid full price right now, it doesn't mean I will stop adding new content or fix stuff if there is a need for it. What next ? - I still have work to do upon campaigns. I'd like to make more what ifs scenarios. - Japan still has no campaign available at this time. - The US still have no campaign in the Pacific. - I really want to look into a map converter, from a satellite pic / GPS data INTO a game map. This would be an amazing feature to have. - A demo will soon be available for the game. - I would like to release the game on iOS / iPad OS. Change log : ADDITION(S) - Added : Show general's bonus radius when you have your mouse over them. CHANGES - Change : When zooming out, only VP city names will remain. All other text will disappear. - Change : The way a targeted unit look, instead of changing the tile's colour to red I added a new target icon under the target. - Change : Updated Australia's units texture. - Change : Now the AI when moving will make noise if not in the fog of war. - Change : Two units indicator was white, its now light grey to fit the rest of the UI. - Change : Sounds when planes attack will now be based on the weapon they carry (torpedo, bomb, rockets). FIXES - Fix : Not all units would appear in the store (Due to the modifications I made about the month). - Fix : Stats at the bottom when your unit is selected are now updated (Armour and HP). - Fix : When the AI attacks one of the unit controlled by a human player, the unit if retreating would get selected. - Fix : AI bug with landing / couldn't perform landings properly. - Fix : Several instances of AI overlapping its units / stacking on one tile. - Fix : Could not unlock the retreat and surrender achievements. - Fix : Coastal batteries and bunkers could be embarked / disembarked with transport ships if they were on a harbour. - Fix : When a unit was attacked by a boat and there were units nearby that would defend it, they would attack the boat. - Fix : Mortar now give support fire. - Fix : Resupplying both fuel and ammo would do only one. - Fix : Harbours not counted as city in the filter of the strategic map. - Fix : UI buttons in the mod manager. - Fix / Change : Captured units now don't count in your total core unit number. Even though they are core units. I also updated the game's guide with the latest new mechanics. And for the occasion, I remade brand new screenshots + trailer for the game's store page + translated the description in Russian, Spanish, German, French.
- Added : New units : Dornier 335A. Many variants for many units : B-17F / G, StuG III F, hurricane, Mosquito, P-47, P-51, Sherman, KV-1, Kavallerie, Soviet cavalry. - Added : NATO counters are now moddable and replaceable. Feel free to create a mod for it ! - Added : When right clicking on a unit, if you made a mod to add small units representation it will be shown on the right. Size is 256x256. I thought it could be cool to still have a real representation if you are playing only with the NATO counters. - Added : Months production for units from : Germany, USSR, Great Britain and US. - Added : Modding instructions in English, French and English upon mod creating in a .txt file in your mod folder. - Change : I repainted a dozen sprites. - Change : Modifications made to the Eastern front 1941 map. - Change : Renamed some units and updated stats on others. - Fix : When the AI was spawning units directly on a VP it would not capture it and therefore never move out of it. - Fix : Great Britain campaign was bugged in 1945. - Fix : NATO not showing for all units (Especially core units).
- Added : Battle for Berlin campaign map for the Allies and Germany. - Added : 2 new achievements (Win the eastern front map in 1943 as either the soviets or the axis). - Added : Guide button in the main menu. - Added : Brand new minimap / strategic map with filters. This will give you, with the possibility to use the counters, a better understanding of the battlefield / frontline. - Change : The map of the eastern front in 1943 has been redone. - Fix : Germany 1945 map had missing units and the weather was not working. I started entering the month for the units. Almost done with the germans, will probably do the soviets tomorrow so both are included into tomorrow's update.
- Change : I started to revamp all german units, its taking me a crazy amount of time but, hey it looks gorgeous so. I revamped ALL planes today, plus MANY tanks, total of 50 just for today. - Change : NATO button from text to icon. - Change : UI tweaks. - Fix : Marsh damage modifier was off. - Fix : Mechanized engineers NATO counter wasnt showing (typo oopsie). - Fix : When starting to play, units would not turn because it considered the NATO option was ON. - Fix : Retaliation in general. - Fix : Sound in the main menu is now how you left it / saved it before leaving the game. - Fix : Game on Linux not working.
I am back guys ! Sorry for leaving you SUCH A LONG TIME without any update (An entire week Jeez I can't forgive myself lol), for those who did not know, my laptop had a battery problem and had to be sent to the repair center. I got it fixed and a bunch of other pieces are new and it did not cost me anything, so I am really happy. Anyway, enough rambling about myself, more about what's new, cause there's a ton, I have been HARD at work those last 2 days ! - Added : LINUX SUPPORT ! Game is now available on Linux :) - Added : NATO counters. They are back. I know they already were in the game once, but then I removed them, can't remember the reason, ah, probably because I had as many counters as I had units, anyway I didn't really think it through so I had to remove it for my own sanity's sake. Anyway. They're back ! For now you can't really mod it, I'll make it a possibility soon cause I know they're quite ugly, so, fear not ! - Added : Winter War scenario, USSR's FIRST campaign scenario ! - Added : Coming along this scenario, I had to add all Finnish units, or almost, and this took me a while - Added : New units : 3 soviet ships (Destroyer, Cruiser, Battleship), 4 Finnish ships (Gunboat, Cruiser, Coastal defence ship as they call it, and a submarine), Torch Fi 156, VL Myrsky, Gloster Gauntlet Mk. II, Gloster Gauntlet Mk. II, maybe others, but I don't remember / haven't noted them on my paper. - Added : New small icons representing the unit's type on both left and right side of its name. Now you have an idea of what the unit really is if you are new to the game / WWII and don't know all names by heart ! - Added : New support mechanics ! This has been requested by @Kamikaze. When a unit is being attacked, the game will check if there are any friendlies around it and also check what they are to see if they can support the defense. So this includes artillery, antitank and fighters just as before. Example : Your tank attacks some infantry, if on the adjacent tile there is say a PaK40, it will then fire at you. Same for Artillery. And same mechanics with fighters protecting bombers. This mechanics ALSO APPLIES TO AA guns. If your plane is attacking a ground target and within 1 tile and if your plane is in range to attack you, it will attack you. - Added : Attack bonus for attacking from a hill. It is a 15 damage bonus. Regardless of the unit. - Added : Recon attack bonus mechanics. Any unit within a 1 tile radius of a recon type of unit will be granted a +10 attack bonus. - Added : Month exploitation date as a new part of the unit's production date. I set them all to January as obviously I didn't have the time to go over each 700+ units yet !! I will have to do it at some point, and well it now is implemented so ! We're moving in the good direction ! - Added : Possibility to overwrite a save by clicking on it and basically hitting the save button. - Added : Success window when the save has been successfully performed. - Added : Camera clamp / limits. You won't lose it anymore ! Both in the editor and in the game game the camera will not go out of the map now :) - Added : A new Eastern Front map, the 1943 scenario made by @Gibclaret1980 ! Thank you ! - Added : Now shows the amount of ammunition and fuel lost when being attacked by a bomber / artillery. Shows the attrition basically. - Added : One new achievement (toggling the NATO counters). ONTO CHANGES NOW ! - Change : Camera Zoom. It now is super smooth. - Change : How the outcome of the battle is shown. You now have little flags of both sides to see what damage they are going to deal, this is to replace the "Att. : 25 Ret. : 12" which was ugly and unclear as several pointed out ! But now it's all good ! :D (Personally, that really is one of my fav feature of this update). - Change : Infantry now ignores all kind of terrain damage modifier. This is because infantry won't be penalized to fight in forest where tanks will. Same for cities. - Change : All tiles are being updated on map launch. This is to enable you to modify the tiles in the editor and have them taking effect rapidly :) (Asked by @Kamikaze). - Change : When healing a unit (more manpower), the % of manpower you are getting is coming with its fuel and ammo. This means that when you are healing your HP, you are getting as much Ammo and Fuel as you are getting fresh soldiers (in % !! So you wont get 50 ammo for getting 50 HP back. You will get 50% ammo for healing 50% etc). - Change : Lots of units stats sorry im not taking note when doing that, but dont worry its for the best, when people point stuff out that looks wrong (stats / dates etc). Feel free to contact me at any time to correct some stats if you notice anything off ! - Change : Started the german revamp and revamped ALL german infantry. They now look good (especially the Fallschisefhsfisfgajager with their new helmet, sorry for my pronunciation LOL). - Change : Remade all allied landing in Italy scenarios (Operation Husky, Battle of Montecassino, Operation Grapeshot). - Change : Lot of code changes / Optimization. And now. THE FIXESSS - Fix : When a plane is crashing because it had no fuel, it still was selected (purely visual, a right click made it go away). - Fix : Various (probably more than 3) AI crash / freeze. It really should be stable now. Please CONTACT ME and SEND ME your save file for me to fix those bugs, I can't without your help ! I am NOT going to go reading through 4000 lines of code for FUN. Your save takes me DIRECTLY to the problem. - Fix : Save not working in game (Quicksave were fine but not the actual save lol). - Fix : Sometimes units were duplicated when being sent back in the reserve using the "Replace" button in the map editor. - Fix : At the end of a campaign scenario, both possibilities (buttons) were always shown even though you did not have added a second scenario possibility (visual bug). I tried and really wanted to implement cloud shadows moving over the map, I even bought the asset on Unity Store but it did not work out, the fog of war stopped working. It was really nice though and I am really sad it was not compatible with my game. Basically it was moving shadows of clouds, like volumetric changing shapes opacity etc just like real ones it looked SO GREAT. Im so sad xd Now what's next on my list is releasing a DEMO ! And I am going to start revamping the german units, the most used first. Cause it makes sense xD I wanted to release the game on iOS / iPadOS, but to do so I need the latest version of MacOS to install XCode, but I don't want Catalina or Sur whatever the latest one is. So basically i cant release on mobiles because I HAVE to go through XCode to build for iOS so it SUCKS. I'll see what I'll do I guess. And to get the game ready for leaving the EA I need to make a few more scenarios for the germans or remake some that I am not satisfied with :) Waiting to hear your feedback guys ! CHEERS. Coffee for me in 3 ... 2 ... 1
- Added : Now shows when showing the potential path what kind of movement it is (motorized, mechanized, horsed ...). - Added : H8K plane for Japan. Patrol plane. - Change : Attack values for the PZ IV F and G, and Tigers and IS's. - Change : Marders range to 2. - Change : FINISHED THE US revamp !! So, I was supposed to send my laptop in for repair today but I did not receive the parcel in which Im supposed to send it, so I'll get it by tomorrow I think, anyway, I might release a quick game mechanics update tomorrow to tweak a few things :)
- Added : New Europe map, this time starting in 1943 ! My friend Gibclaret1980 will now work on a new scenario for the Eastern front map, in 1943 too :) We can say thanks ! - Change : Started revamp of all US units. I did all the infantry + most of the tanks ! I'll finish tomorrow. - Change : Now show on the potential tiles the type of movement (mechanized, motorized, horse, or normal). - Change : Once you bought units, the reserve panel will automatically show up for you to place the units freshly bought. Gain of time for everyone :) - Change : I added some forced tooltips based on the feedback I had from one youtuber who made a video about the game. - Change : All planes received an additional +2 movement points. - Fix : You could buy bunkers and coastal batteries and so did the AI in the campaign. - Fix : Bombers could not blow up bridges. So Apple told me they're gonna keep my laptop for a week. So .. there won't be any update for a week starting tomorrow or the day after tomorrow (18/19 august 2020). Sorry !
- Added : Whole new Battle of France map, this time including the Netherlands ! The map is smaller (100 x 70) than the original one (180 x 90) which will make it more enjoyable to play on. - Change : Finished to totally revamp all of soviets units :) Onto American ones now ! Will start tomorrow, and will try to do half of them. Unfortunately, my battery on my notebook is swollen and I will have to take it to apple for repair. Idk how long they're gonna keep it, it can be up to a week or so if parts aren't at the store, so I'll let you know, I'll try to keep working and work as much as I can while I have my computer, and will try to stick to the deadline of the 31st for releasing the first official version of the game. Cheers !
- Added : New Europe map, this one starts in 1941 for Operation Barbarossa ! Special thanks to Gibclaret1980 who reacted when I said I needed help for making maps. A 1943 version and MAYBE a 1944 version will be available as well. - Change : I continue the revamp of all soviets units. I did around 20 today, so half of what's left. I will finish it tomorrow ! Here's the units I did : IS-2, SU-100, SU-85, BM-13 Katyusha, MIG-3, LAGG-3, Tupolev-2, Tupolev-SB, SU-76, BT-7A, SU-122, KV-1S, SU-152, and ALL t-34's. So the T-34 76 1940, the T-34 76 1941, the T-34 1942 the T-34 1943 and the T-34 57 1941. I really love how they look, hope you will love them too, I did them in order of use, I think the ones that are left are of little use to everyone so that's why I haven't rushed them. Cheers !
- Added : You know can upload videos to the workshop, which will be played (with sound) when the games open, in the main menu. Format NEEDS to be .MP4. - Change : The way wallpapers are being loaded. I figured it was dumb to load ALL custom wallpapers as you only need a random one each time you go to the main menu. Now its not loading them at all, but loading a single one when needed. Basically saves a ton of time when launching the game. - Change : Soviet revamp of the following units (I invite you to join us on the discord server with the link on the store page of the game to see the before after of almost all units im revamping) : Light infantry, AT infantry, MG team, Mortar team, Engineers, Desantniki, Lavochkin-5, Lavochkin-7, Ilyushin-10, Ilyushin-2, Petlyakov-2, Petlyakov-2R, Petlyakov-3, T-34 85, T-70, T-60, BA-10, BA-64, Yakovlev-1, Yakovlev-3, Yakovlev-7, Yakovlev-9 and all its variants (same illustration), BT-7 and BT-5, KV-1, KV-2, T-26, I-16 Polikarpov. Will try to revamp as much tomorrow. I should be able to do more, I woke up really late today (12) lol. Hope you will enjoy the revamp of the units ! Honestly, I'm stoked, I love the new way I came up with to make them. Cheers !
- Added : Battle of Kasserine Pass, Battle of Tripoli, Second battle of El Alamein. - Added : Marmon-Herrington Armoured Car. - Added : 14 new achievements. - Added : Claude Auchinleck, Alan Cunningham, Archibald Wavell, Italo Gariboldi. - Added : Unlimited fuel + ammo option in the settings. Playing a campaign will turn it OFF automatically. Same for the fog of war. - Change : Revamp of ALMOST ALL British units. - Change : Infantry graphics will now move left / right. - Removed : All scenarios from the campaign as standalone maps. I left only the big maps as official quick games. otherwise you play the campaign for historical scenarios. I am working onto soviet units now that need a revamp too. I will try to make a revamp of the Soviets + US before the 31st of August. I would also re do a map of Italy as the current one is just way too big.
- Added : Operation Spring Awakening (Lake Balaton). - Added : New Poland 1939 map. - Added : Vistula-Oder (1945) soviet Offensive. - Added : Operation Weserubung. - Added : Now shows what's being loaded in live from the workshop. - Added : In game playlist for choosing what song to play (Just click on the music icon, its now a button). - Added : Turn on or off the fog of war in the settings (By default at each game launch its ON). - Change : Fullscreen is now exclusive. On Mac OS, the mouse won't leave the screen and show the top or bottom bar. You will need to CMD + TAB to leave the game and see your desktop. - Change : Mountaineers now deal 15 more damage to units that are on hills / mountains. - Fix : Player slot in the map editor being not to scale with low resolution screens. - Fix : Some units stats were a bit off. - Fix : Tiles in the map editor at the bottom could be sized weirdly, should be fixed now. - Fix : Mountaineers would avoid walking on mountains even though they can.
- Added : Operation Bagration as a scenario. - Fix : Various stuff, I forgot what. Ah, something with ground generals giving like bonuses to planes which they should not be getting mostly.
- Added : A brand new eastern front map. This one is 148 x 115. The dimension will make it way more enjoyable to play on, and require less units on the board. It's not too small, but it's not too big ! I placed over 350 cities. - Added : Sd. Kfz. 250-9, Sd. Kfz. 223, Fokker DXXI, Morane-Saulnier MS406, Italian paratroopers,105mm mle 1913, Potez 630, 25mm CA mle 39, Breda 20/85, TACAM T-60, 75mm Resita model 1943, Maresal, TACAM R-2, IAR-80, IAR-39. - Added : Petro Badoglio, Rodolfo Grazioni, Ugo Cavallero, Angelo Iachino, Rino Corso Fougier. - Fix : Custom sprites were too small upon importation.
- Added : Messerschmitt 163, Sukhoi, CANT Z.1007, 20mm Breda, 75mm M15, 105mm Mle 1919, 65mm Mle 1906, Blenheim Mk. IV. - Added : Fedor von Bock, Gunther von Kluge, Tadeusz Kutrzeta,Hermann Hoth, Aleksandr Vasilevsky, Waclaw Stachiewicz, Konstantin Rokossovsky, Nikolai Vatutin, Draza Mihailovic, Semyon Timoshenko, Alexander Novikov, Friedrich Paulus, Albert Kesselring, Edward Rydz-Smigly, Douglas MacArthur, Chester W. Nimitz. - Change : Generals can now be bought during a NON campaign scenario/map, but only ONCE. Meaning if they die, they die, you can't buy them again. Same for the AI of course. - Change : Made good improvements to the map of Europe. - Removed : Europe BLANK map. You can always just make a copy of Europe 1939 or edit it directly, no need for twice the same map.
- Added : Operation Overlord remade scenario. It's now bigger, and more focused on the d-day itself than freeing the whole country in 1 go. - Added : new generals : Miles Dempsey, Bertram Ramsay, Arthur Tedder, Erich Raeder, Hans von Salmuth, Friedrich Dollmann, Hugo Sperrle.
- Added : Battle of the Bulge map. - Added : In the unit editor, a commander filter so only commanders appear in the list of units. - Added : Adolf Hitler, Gerd von Rundstedt, Sepp Dietrich, Hasso von Manteuffel, Walter Model, Omar Bradley, Alexander Patch, William Hood Simpson, Courtney Hodges (All generals that took part of the battle of the Bulge basically). - Added : Panzergrenadier(42), Volkssturm(44), Marines(41). - Added : 1 new achievement : Desperate war (Buy 1 volkssturm unit in the campaign). - Added : Possibility to edit the victory and defeat text in the map editor. - Fix : Intro next not being saved in the map editor. Cheers
- Added : Generals ! You've been asking for this (HQ kind of thing), well here it is. They are units just like others, but their mechanics is different. They can't attack / retaliate / surrender. They are only giving bonuses to friendlies around them. Their range as stat is not the range they can attack but the range they will give the bonuses. Their stats (Armour, Air, hard and soft attack values also are their bonuses). Now this all means, let's say you have a general on the board that has 10 hard attack, 5 armour and a range of 5, your general will give a +5 defense armour, and a +10 hard attack to ALL friendly units within a radius of 5 tiles. That simple. - Added : Heinz Guderian, Erwin Rommel, Erich von Manstein, Hermann Goring, George S. Patton, Dwight D. Eiseinhower, Bernard Montgomery, Georgy Zhukov. - Added : Rename any unit in the map editor. Left click on the unit on the board, and an input field will appear on the left. This allow you to edit the unit's name and rename it by "14th panzer division" or whatever you need it to be called for your scenario ! - Added : 3 new achievements. Kill a general, subscribe to a mod, and upload a mod. - Change : UI tweaks. - Change : Remade all USSR infantry helmets. - Fix : Loading a save wasn't working. - Fix : City names were getting super small when zooming in close, now they have a minimum size. - Fix : Retaliation not working in some cases. - Fix : You could rename a save a give it no name at all, which would render the save infindable later on because it has no name. - Removed : Kubelwagen, Jeep MB units (As they are needed for the generals units, I don't want you to get confused by which is a general and which is a recon unit, I just removed them as recon units).
- Added : Tiles support for the workshop. You can now upload your custom tiles just like you upload your units. Graphics and data alike. - Added : Customization of the main menu wallpaper. When creating your mod directory you will see a "wallpapers" folder, just drop your images there (1920 x 1080) and they will be randomly changed every time you open the game ! - Added : Generate tile / unit template for every single tile / unit in the game. This is a life saver for modders. Don't thank me. As you know, to replace a unit or a tile's texture in the game you need to create a PNG that is of a special tile and has a special name. Well no need for this anymore my friends. In the mod manager, there are 2 new buttons that will allow you to create a template for every single tile or every single units INSTANTLY. The only thing left to do actually is to open the template, place your new graphics and save. THATS IT. IMO this is going to save hundred of hours of work ... - Added : A hide UI button in the map editor. F10 is the shortcut. - Fix : Some minor UI tweaks. Enjoy !
- Added : Mod support for musics, and custom units / countries + replacing graphics for units. - Added : A loading bar for the upload process to the workshop. - Added : A loading bar for loading the downloaded workshop content into the game upon launch. - Change : Relook of the mod manager.
- Added : Workshop compatibility and mod manager in game ! For now, only maps can be uploaded / downloaded and used with the workshop. I'll make it possible soon to upload units, countries and musics and tiles etc. I just needed to start with something easy ! For any content downloaded in the workshop, it will be merged automatically upon game launch with the base game content. You will see a message informing you of the success of the operation when loading it all. I'll write a guide for how to make / upload and download any mod. You can actually already do it if you want I wrote instructions right inside the mod manager. I will also make a video that I will post on youtube. It is IMPORTANT to be connected to INTERNET and TO STEAM at ALL TIME. Otherwise it won't work. Basically, workshop content isn't available offline. Hope you'll like this update ! Cheers
I'm excited. Super excited. This is one if not the biggest update so far I released for the game. Make yourself a coffee (tea if you're British) and then come back to start reading, cause this is going to be a long one. I'll try to get the most important stuff at the top. - Added : An entire map of the pacific front. Size is 240 x 210. We're reaching the limits of the game engine, try not to play with your camera too zoomed out or you'll lag (need to render thousands of tiles), regardless of the map's size, if you're camera is close the game won't render what's out of the field of view so you'll always have 60 fps. Maybe you already noticed it on the Europe map :) - Added : Countries. A lot. Thailand, New Zealand (yeah i misspelled it, will correct it in the next update lol, sorry about that), Slovakia, Portugal, Spain, Turkey, Denmark, China, Vichy France. - Added : A shit ton of units. Ok I actually did not want to write the entire list, but here I go anyway : 75mm Type 4 / 105mm Type 91 / 150mm Type 96 / Aichi E13A / Aichi M-6A1 Seiran / Arado 196 / Brewster F2A Buffalo / Ca-12 Boomerang / Curtiss SB2C Helldiver / Curtiss SC Seahawk / Desantniki / Fairey Barracuda Mk. II / Fairey Firefly / Fairey Swordfish / Gloster Meteor / IMAM Ro 43 / Martin B-26 Marauder / LVT-1 Alligator / Mitsubishi F1M / Mosquito Mk. II / Nakajima A6M2-N / P-38 Lightning / Supermarine Walrus / T17E1 Staghound / TBD Douglas Devastator / Vought O2U-1 / Vought OS2U Kingfisher / Vultee A 35 Vengeance / Yokosuka E14Y. - Added : New navy for the following : USA, Great Britain, Japan, Italy. Got too lazy to make the one for the USSR and France and the others. Hear me out, they'll be added, but who's playing the USSR or France for their navy eh ? No one. It can wait :) - Added : Notifications for submarine attacks. (This is linked to the new submarine mechanics). - Added : New submarine mechanics : Diving ! Submarines will now always be UNDETECTED and completely INVISIBLE to the enemy when under water. A submarine cannot attack when deep under water, makes sense. To attack, the sub needs to go close to the surface, and is still invisible, but not to special units anymore. Units that can spot submarines are ALL destroyers and any unit that is set as RECON. In the store, you know if a unit is a recon unit by checking if it has a little eye in its slot. You can't miss it :) - Added : New mechanics : Blowing up / repairing bridges. Engineers have a new capacity ! Use them to blow up bridges to give your troops more time to retreat for example. Only engineers can blow up / repair bridges. It takes 3 turns to repair a bridge. The engineer HAS to stay on the tile at ALL TIME. If he moves, the repair will stop. It won't be reset, don't worry. The AI will repair broken bridges on its way. - Added : In the map editor, change a paratrooper's state (grounded/airborn) at spawn on the map by pressing P with your mouse over it. A popup will appear informing you of its new state. - Added : Linked to the pacific front, I added all units except the navy to Australia. It's not almost a fully playable country. - Added : Linked to the pacific front yet again, I added all (or almost, navy's still missing) for the new country CHINA. - Added : New tiles ! Lakes for all biomes (winter, summer, desert). Palm trees "Forest" type of tile for the desert, dune tile for the desert, and a rocky ground for the desert, trenches tiles for the desert. - Added : Seaplanes ! They are planes that can be used to spot enemy submarines as they are recon units, but their specialty is the fact that they can be catapulted from a lot of ships ! Planes that can be catapulted AND ships that can catapult seaplanes are indicated with a seaplane icon. This can be used to do some recon in the middle of the ocean with your fleet, or help yourself out of a bad situation, some of the planes can carry torpedoes. The japanese I-400 class sub can launch seaplanes ;) - Added : Neutral as a faction (+ Axis and Allies). When a country is set as neutral in the map editor, this country won't take part in any conflict unless it is attacked. If it gets attacked, it will join the opposite side of the attacker to fight aside. Example : You attack turkey as Germany, Turkey will join the allies. - Added : New sprites for landing crafts for infantry. They now look like real landing crafts for infantry haha. To change their sprites and use your custom one, add the keyword "Infantry" when replacing the texture in the folder. Example : "Infantry Landing craft". That's it. In total, all units put together, I added more than 80 units. I am not done with ships, it's a pain in the ass to do the research and I hate it, so I might take my time for the rest of the countries (non-majors). If you feel like something does not feel right or is missing, PLEASE, contact me and I'll make the changes. ----------------------------------------------- - Change : You can now rename ANY unit. (Before, it was only core units. But since I addressed the problem of not being able to spot a core unit, this is no longer required. Rename any unit of your choice simply by clicking on its name once you selected it on the board and just type in whatever you want ! Changes are instantly saved). - Change : Japanese and Italian flags. - Change : All boats now have a 50% chance to hit its target (not on the ground). - Change : Submarines don't have random damage ranging from 0 to their max hard damage. They now deal normal damage. - Change : Units in landing crafts can now attack units on the ground. They don't have any penalty, though I think the defense value will be ignored because they're considered as being in a boat. Need to check that but you'll know anyway by just comparing values ! - Change : Plane pathfinding optimization. It will be now almost instant to have your path showing, as before it could take up to 1 or more seconds for planes having a lot of MPs. This is due to the algorithm I am using and I'm not right now capable of using anything else, so I tried to come up with clever workarounds. ----------------------------------------------- - Fix : AI could attack through the fog of war. - Fix : Various AI crashes / Freeze. - Fix : The "Reset" button was not working in the map editor sometimes. - Fix : Bug telling you a unit was already on the tile when trying to place a unit on a tile in the map editor, even though the tile was empty. When playing the map, you could see and control the unit even though it hasn't been correctly placed. - Fix : Submarines dealing hard damage to planes. - Fix : When setting up a quick game with human players only, if the human player playing first wasn't the first one, it would cause some visual glitch and you'd have to skip for a turn in order for it to go back to normal. - Fix : Performance issues in the map editor. ------------------------------------------------ - Removed : All units from Switzerland and Luxembourg. Okay, so I wrote everything that was on my paper, I hope I did not forget anything, though I probably did lol. I hope you will enjoy the new map, it really took me a LONG time to make.
- Added : US submarines. - Added : End use year in the unit editor. So that units won't be shown in the store after that year. - Added : All german boats. - Change : You can now delete ANY unit in the unit editor, Even mine.
- Added : Grumman F4F Wildcat, F6F Hellcat, P-39 Airacobra and Polikarpov I-153. - Added : Custom unit cost in unit editor. If you don't like the way the algorithm calculates the price of the unit, just enter your own price when making your unit, this will overwrite what the algorithm will calculate. - Change : AI only games are now working ! Create your map or make it play on mine, I think it's quite interesting. This is actually really important because it helped me patch a LOT of stuff. I am really trying to have a game without bugs or crash / freezes, and so this allows me to just let the game run for long period of time and to check what errors might happen, without having me to actually play the game for long period of time, it is a time saviour. - Fix : Map editor settings box was above all the rest of the UI. - Fix : AI could not use armoured trains properly (going crosscountry LOL). - Fix : A LOT of AI fix. I stopped counting but this new feature really helped me to solve a lot. - Fix : ANF Mureaux had a visibility of 3 instead of 2. - Fix : 3 units had no sounds. - Fix : AI could use harbours not belonging to anyone to launch amphibious assaults. - Fix : Paratroopers having the infantry representation instead of the plane representation when being placed on the map. - Fix : AI planes not resupplying. - Fix : AI boats not resupplying. I am going to leave my computer run for a while and pick up all errors. I am going to make it bug free guys. BUG FREE.
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