ADDED
- Possibility to playtest a scenario directly from the map editor, and go back to the editor after playtesting it. 2 new buttons have been added to go back and forth.
- Brazilian localization.
CHANGED
- Nothing for now.
FIXED
- AI planes purchase rate. Not buying enough.
ADDED
- Nothing so far.
CHANGED
- Updated the multiplayer compatibility version.
- Updated the game engine.
- Updated list of banned players from the online chat.
- V-Sync setting has been moved to the Graphics tab in the settings.
- Units in transport trains are no longer allowed to move across enemy territory.
- AI would not be aggressive enough at choke points (bridges), and even when at 3 v 1 they would not perform attacks.
FIXED
- UI and income issue with destroyed (bombed) tiles and the Minimized Destruction policy.
ADDED
- Hex of Steel now has trading cards, badges, and wallpapers for your Steam profile! (This is for those of you who missed the announcement from the previous update :)).
CHANGED
- Updated Battle of Berlin standalone scenario.
- Increased upkeep cost on tanks/armoured vehicles.
- Clouds will now nicely fade in and out when zooming in/out instead of popping out as they did.
FIXED
- Supply ships freezing the game in some cases (when clicking on it twice very fast, would not happen otherwise).
- AI downgrading units into garrisons way too close to the frontline.
- Sometimes unit not retreating towards better tile.
- Volkssturm availability date was wrong (october instead of january '44).
- AI would/could upgrade/downgrade its units in VPs as part of the Garrison change into or from paratroopers which would lead to issues (from mods, not an issue with base game).
- AI heavy bombers would never bomb tiles if there were no enemy units inside it.
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 :)
ADDED
- Hex of Steel now has trading cards, badges, and wallpapers for your Steam profile!
CHANGED
- Renamed british 'Commando' unit into 'Commandos'.
- Max zoom sensitivity has been changed from 5 to 10.
- When being neutral and declaring war on someone else, you will automatically be into your own faction (instead of joining the one that would be closer to your ideology). This change was made because when playing for example Sweden, you declare war on Norway, as Sweden you would be placed in the Allies and Norway would be alone. What should have happened is the other way around, you are on your own and Norway is in the Allies.
FIXED
- Upgrade/Downgrade issue(s) with units marked as paratroopers.
- Spawning units in the map editor using the spawn button would create units with 0 morale.
- Transport options bug with some AT or artillery units which had no armour set.
- AT units would fall under the 'damage reduction over frequency' setting.
- Annexation of tiles had the wrong cost applied.
- Republic of China was missing Marines counter (for modding).
ADDED
- Nothing for now.
CHANGED
- Multiplayer compatibility version.
- Online chat compatibility version, it also now is split between platforns. Mobile has its own chat, and PC has its own chat.
- Capitulation UI window will now mention the name of the country that capitulated (on top of showing the flag).
- Units editor no longer will automatically save when you close the menu. You will have to manually hit the 'save' button.
FIXED
- Online chat not working.
- Resizing issues in the map editor.
- 'isEngineers' property in the units editor would not be applied when creating/editing units.
ADDED
- Nothing for now.
CHANGED
- Nothing for now.
FIXED
- Battle outcome damage on the UI could show -0 damage.
- In some cases modded units could not get the Marines counter assigned.
- Supplies issues (NaN) when a unit was on a sea tile that was frozen.
- Bridge tiles types were wrong.
- Some issues with engineers able but not able to cross destroyed bridges.
- Upon loading a save, if some of your units were in a train, they would have wrong max MP and fuel.
- Armour penalty to damage and final damage sometimes positive even when armour penalty was greater than final damage.
- Movement points issue with tanks/mechanized units when playing with the 'infinite ammo and fuel' setting ON.
- When playing campaign scenarios while having the 'research' setting turned ON would constantly remind you that you have available research points, but you could not use them. Now, all campaign scenarios force disable the research setting.
- UI issue in the multiplayer register menu when not having a 16:9 aspect ratio.
- Unit retreat (when human-owned and attacked by the AI) would 'teleport' from tile to tile instead of having the regular movement animation (if the movement animation setting was not OFF).
- Sea Lion North/South had not enough income/manpower to be played with upkeep/manpower optional settings.
- Some buildings had no graphics shown in the store when NATO graphics were turned ON.
- Offensive symbols censorship setting not properly working.
- CSV export/import issues with the AllowedFacingRotations property.
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! :)
ADDED
- New setting: Stricter fog of war. Fog of war will only be removed around victory points and units, nowhere else (basically not removing the fog of war inside territory you control entirely, just around the victory points).
CHANGED
- Multiplayer compatibility version.
- AI waiting time system reworked from the ground up, now I have much more control as to how to make it wait for camera when it plays, and as a result, it now plays faster and no longer waits for nothing.
- As a result of the above change, the AI playing speed has been increased by about 50%, so this is -50% waiting time for you :) (When Fast AI setting is ON).
- Retreat no longer is only on neighbouring hexes. A unit will now be able to retreat as far as it can actually move.
- Few units graphics.
FIXED
- Supportive fire from AT units did not trigger when enemy tanks were supposed to trigger it.
- AI waiting time when playing. Sometimes, it could be waiting when it should not have been (when Fast AI was ON for example, resulting in MINUTES wasted as waiting time).
- Potentially fixed for good unit overlapping bug (?).
- One tile sync issue during real time MP (when transferring ownership of a tile).
- Supportive fire removing FoW in real time MP but not showing the unit providing it.
- AA not firing when bombers bombing ground targets nearby when the optional setting 'No AA support during air fight' was ON.
- AI was not performing Op. Husky / Op, Overlord on Europe standalone scenarios.
ADDED
- AT infantry 43 to USSR.
- New setting: NATO icons by default. Does as it says :)
CHANGED
- Multiplayer compatibility version.
- Reduced ships damage vs land units quite a bit.
- Updated Steamworks API to 1.60.
- Changed retreating mechanics a little bit (under what circumstances units will retreat). I have added a new 'retreat damage threshold' (which goes from 0 to 100%). So when a unit takes some damage, the damage is evaluated as a % of the unit's current HP. So, if the unit is at 75 / 100 HP, taking 30 damage would meaning taking 40% of your health as damage. I have set up the default threshold to 30%. Then many modifiers will affect this threshold. Morale now directly affects this threshold, as an example, excellent morale doubles this threshold, meaning it no longer is 30% but 60% (only if playing with the optional morale setting ON). Then the unit's veterancy comes into play, a lvl 1 unit does not retreat at the same threshold as a lvl 5. For every veterancy level, a unit gains a +5% bonus to that retreat threshold. Units like militia or garrison have a straight -5% penalty from the get go, defaulting at 25% instead of 30%. Political units (SS/Guards) have a +5% bonus from the start too, defaulting at 35% instead of 30%. These changes should make the game more 'dynamic' and less static with more retreat going on, and less fight until death/utter destruction, although this still may happen, based on the above changes.
- Units sitting on Victory Points will now retreat as well. However, their retreat damage threshold has been buffed a lot, depending on what type of victory point they are on (Primary, Secondary, Normal).
- When a unit is supposed to retreat, if it has no space to do so because it is blocked by friendlies, it will be sent to the reserve.
- CustomManpowerCost, AllowedRotation, CustomUpkeepValue, CustomTurnProduction, unit properties have been added to default generation of CSV file when exporting the data from the units editor.
FIXED
- AI was still purchasing regular AT infantry when it had access to AT infantry 43.
- Some wars/factions issues on Europe '45.
- Vichy France when capitulating not giving away its territories to the Allies.
- Ju 188 wrong category.
- End of scenario stats summary turn income was wrong (it was using/storing the final turn income instead of raw base income).
- Bombers would rotate to face off their attackers (they should not have).
- AI buying outdated recon vehicles in late war.
- Bad weather prediction icon on the UI could be wrong during the beginning of winter.
- Units being uncovered from the FOW when performing supportive fire when it should not have been (you could see the enemy triggering the supportive fire but not the unit it attacked, and then the supportive unit would come out of the FOW even though it was entirely not visible to you).
- Units having their veterancy lvl > 1 would not have the correct HP amount when loading a save file.
- Fighting on ice penalty for tanks was applied twice.
- AI decision making when attacking and taking into account supportive fire was flawed.
ADDED
- 8 cm 29M (AA) to Hungary.
- BA-20, BT-7, BA-6, BA-27, T-34 76 1943, T-34 85 to Mongolia.
- BA-27 to USSR.
- Possibility through the units editor to personalize in what direction units can rotate.
- Units will now face the general direction of the enemy on scenario start (instead of all facing in the same direction).
CHANGED
- Bumped multiplayer version compatibility.
- Increased supply depots upkeep (1 to 5).
- Some underlying code data structure for some of the properties of the units to make save size smaller. This will create some side effects such as cancelling all of the research you have been doing and the facing rotation of the units.
- AI engineers won't stay on rivers forever now anymore. If nobody needs them on there, they will move on and continue their life.
- Small cost increase to strategic (heavy) bombers, to better mark the difference between each.
FIXED
- You could hear AI's units movement sounds when they were swapping in the fog of war.
- AI AA units moving before attacking when they could attack right away.
- AI will now better remember where some arty are providing supportive fire to not make the same mistake again.
- Upgrading/Downgrading a unit would not update its name.
- Not possible to assign custom faction in map editor after adding a new player, you would need to close and re open the settings to be able to do it.
- If you changed the max HP of some units, the game would not properly apply the change(s) when opening a save file.
- Gunboats could not move across anti tank obstacles on bridges.
- Downgrading an infantry unit from a paratrooper into a regular infantry would keep its type as a plane (if the para unit was not on the ground).
- Anyone could delete any hosted PBEM game (instead of host only).
- AI units when being downgraded or upgraded would lose some fuel / ammo in the process (which the AI would have to pay for to refill).
- Made the AI less prone to being ambushed and running into enemy VPs.
REMOVED
- Settings to lock rotation, force left right rotation, or allow all rotations (this is now handled on a per unit basis through the editor).
ADDED
- Garrisons to Iceland.
- Light infantry 43 to Spain (fascist).
CHANGED
- Bumped multiplayer version compatibility.
- Improved balance of Europe '39.
- Improved balance of Europe '44.
- US infantry graphics.
- Garrison NATO symbol.
- Reworked entirely the unit indice system, it is now logical and working. What's the change? Well before, every time you bought a new unit, it would bump the number to +1, but if you lost your 45th light inf unit, its indice would be lost forever, and you would only go up, ending up with 1000th + infantry etc. Now, the numbers are reused/recycled and you will no longer see crazy numbers unless there really are 1000+ fielded units of a same kind.
- Related to the above change, now, gunboats are in their own category, militia too, as well as SPG AA, SPG AT, and SPG Arty.
- Annexing tiles which have no production value now cost 50% more. It used to cost 500 to annex an airfield for example, it will now cost 750.
- Annexing tiles which have a production value will now also be more expensive, by an additional 10 turns more for it to become profitable (old = 40, now = 50).
- Prototype units now are only 30% more expensive than what they would normally be (their very limited max fielded number is really limiting them already).
- Whole bunch of units turned into prototypes (SU-26, AT-1, T-44, Neubaufahrzeug...).
FIXED
- Units pathfinding issue when clicking on a tile to move to.
- AI submarines not diving when moving a second time.
- AI freeze with mods when upgrading/downgrading garrisons.
- Italy (AI) would transfer all the captured British VPs to Germany instead of keeping them for themselves.
- Placing your mouse over visible mines (land/naval) would not display any information about it.
- 'Don't run before turn X' optional trigger not shown properly in the map editor.
- AI not buying as many units as it should have / could have when playing with upkeep.
- AI marines purchase ratio was too high.
- AI AT infantry purchase ratio was too high.
- Some soviet units production date were off.
- Some countries were missing their Train transport graphics (Mongolia, Iraq, Iran, Saudi Arabia, Luxembourg, Iceland, Manchukuo, Philippines, Switzerland...).
- Changing a unit's level through the map editor would not update the unit's XP.
- Soviet Union (AI) not redeploying its army when Op. Barbarossa begins.
- UK AI will now properly invade Iceland in 1940.
- Germany trying to naval invade the UK on Europe scenarios (when historical focus is ON).
- Some units were in the wrong category/wrongly categorized (SU-26, AT-1, SU-76i...).
- AI not moving to certain enemy victory points when it should have.
- Decimals could not be imported properly from .csv files in the units editor.
ADDED
- New setting: No AA support fire during air on air engagements.
- Auto-saving when playing offline PBEM, whenever the 'next human player playing' menu appears, the game will perform a save with the player's country name + turn count, example: Hungary_5. This will save you to have to do it manually. All you have to do is send the file to your friend(s) now. It will also automatically open the directory for you once the save is ready.
CHANGED
- Multiplayer compatibility version bumped to match latest game version.
- Defending (being attacked) on a frozen river now will grant the attacker double damage against the defender.
- AI will now properly upgrade/downgrade to other units for garrisons if your mod is not in the same time period as the base game.
- Sped up going back to main menu from game speed a little (about 5% speed increase, haha).
- Units in the reserve now have to pay 50% of their upkeep instead of 30% (a 20% increase, basically).
- Increased upkeep for heavy infantry, commandos, panzergrenadiers, shock infantry, paratroopers, marines, NKVD.
- Autosave naming format (clearer).
- Some diplomacy shenanigans when let's say Belgium is being declared war on by France which was in the same team, while also at war with Germany, now Belgium will join its own faction instead of joining the Axis.
- Light infantry manpower cost is a bit cheaper now (13,000 vs 15,000).
- Garrison manpower cost a tad more expensive now (2,500 vs 2,000).
- Rebalanced USSR comeback in Europe scenarios.
FIXED
- You had to pay to join a faction when being Neutral.
- Turn production value on the UI for upgrading/downgrading a unit was wrong.
- AI manpower hole when disbanding unused units (losing manpower, never getting it back for disbanding units in its reserve).
- Hungary 1944 standalone scenario was not marked as 'official scenario', therefore you could not unlock any achievement or leaderboard there.
- Allies were at war with the USSR in Europe '41 and above.
- USA giving back land to france in africa after performing Op. Torch in 1942 on Europe '39.
- Partisans spawning directly on victory points which just got captured. I have introduced a minimum countdown of 5 turns before partisans start spawning at a newly captured victory point.
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
ADDED
- Rodion Malinovsky to USSR (commander).
- When playing a multiplayer match (of any kind), you will now be able to send invitations to other people for them to join your alliance (before, this would not be possible, the human player would need to leave his own faction, and pay to join the other one). But now, you can be invited by somebody else from that faction directly. The invitation(s) appear in the notifications stack, so look for it there.
CHANGED
- Multiplayer compatibility version --> 7.7.11.
- Europe 1943 scenario has been fully updated and reworked as part of the great Europe revamp process.
- Europe 1944 scenario has been fully updated and reworked as part of the great Europe revamp process.
- The setting 'production takes time' is now required for ironman mode to be ON..
- When historical focus is ON, AI minors and allied with Germany will transfer what they capture to Germany (basically, if Slovakia captures territory in the USSR, it will transfer it back to Germany).
- Attacking anti tank obstacles will no longer trigger supportive fire from nearby artillery.
- Finnish units in the store will now have the winter option turned ON by default (free for them).
- Few units graphics.
- Going to war will now provide a manpower (realistic) 'refill'. Only happens when changing from Neutral to actually at war. Your available manpower will be the max - fielded value, instead of staying the same as the turn before.
- To prevent any exploit, but also to solve another problem, faction changes are no longer free. You no longer can switch team 10 times in a turn for free. The fee will be calculated based on your turn income (base) and the amount of people you are at war with. The more people at war with you in your current faction, the more expensive it will be. Extra fee cost for going to neutral in the middle of a war.
- Total mobilization policy now has a new debuff of -1 HQ point per turn.
- When going back to neutrality through faction change in the diplomacy menu, the fee that has been established will now be equally shared through all members at war with the player. So, let's say Hungary wants to go back to Neutrality but is at war with UK + France + USA, the money that will be spent to get Neutrality will be split and sent to all 3 players that were at war with him.
FIXED
- AI would perform unit swapping with human controlled units.
- Partisans spawning right after a country capitulated.
- Wrong deployment tooltip rule for coastal batteries.
- Game was not unloading from RAM mods after they were removed or deactivated. Basically, you could load the same mod 10 times and it would be loaded as new every time and the old data would not be purged. Only a game restart fixed it.
- Custom upkeep value was not really properly applied to the AI bought units.
ADDED
- Nothing for now.
CHANGED
- Multiplayer compatibility version --> 7.7.10.
- AI playing smoother (improved code performances, should lag less when it plays).
- Big code refactor of a lot of the code.
- Upon capitulation, you would be getting all of the land of the player you just conquered. Now, if some of this land originally belonged to your allies, or to neutrals, it will be given back to them, and you will only keep the territory of your enemy (that you just beat).
- Increased cost penalty when buying units from another player (25% --> 35%).
- Purchasing units from other players will no longer transfer the extra you're paying as part of the penalty, this will prevent any cheesing/exploit or money generation.
- Made all air commanders ground commanders. May cause issues in your save files where they will occupy an air slot but move as a ground unit.
- Availability year of all units to be 1936 if they were available before.
- End availability year of all units to be 1947.01.01 (if their end use date was 1946+).
FIXED
- AI not flanking anymore.
- On Europe '39, USSR turned Neutral through events after the end of the Baltic States invasion, if you were at war with it as Germany and started a very early Barbarossa, you would lose all progress and troops would be sent back home.
- Weather particles small issue during season change, when both rain and snow would appear on the screen and one would not go away.
ADDED
- Amount of HP healed is now shown on the supplies tooltip (which shows how much it will cost in manpower and in cash).
- Capitulation conditions for your nation in the objectives panel. If there is any capitulation event targeting you, it will be listed in there.
- Map editor: Possibility to edit any level of any unit placed on the map by directly typing it in the appropriate inputfield.
- Missing heroes icons for some countries (Baltic States for example).
CHANGED
- Multiplayer compatibility version --> 7.7.9.
- AI will now perform actual unit swapping (two units side by side) when in need of it.
- Units with their range stat = 0 can only fight in their own tile now.
- Bunkers stats and way of fighting. They could be used offensively, and were way too OP for that. So now, I have given them 0 range to make them defensive units only (cannot be used to attack), and they have their stats decreased as a whole, soft damage from 40 to 35, hard damage from 40 to 30, ammo from 25 to 20, armour from 70 to 50, but they got their HP go from 100 to 150 to compensate.
- Urban tiles terrain modifiers tuned down a bit (Villages = 30%, Towns/Harbours = 40%, Cities = 50%).
- One or two units graphics.
- Units damage bonus by each new level of veterancy has been increased to 5% (instead of 4%).
- Optional setting 'repeated attack penalty' now changed from 15% to 25% penalty.
- All heroes icons are now actual historically accurate medals.
- Veteran store option is now much more expensive and is a % of the unit's cost, no longer a flat rate for all units.
- When your nation is not at war, you will now earn 50% less income.
- Upkeep of units when not at war is now 50% cheaper instead of 75% cheaper (basically 25% more expensive than it was before).
- Upon capitulation, you would be getting all of the land of the player you just conquered. Now, if some of this land originally belonged to your allies, or to neutrals, it will be given back to them, and you will only keep the territory of your enemy (that you just beat).
- Increased cost penalty when buying units from another player (25% --> 35%).
FIXED
- Ironman tooltip not following mouse position.
- Entrenchment lvl 5 staying even after you disabled the policy.
- AI unit swapping issues.
- Priority issue in the damage calculation function, where veterancy would be applied only after armour modifier was applied.
- AT units now providing supportive fire against all infantry instead of just mech. infantry (regression).
- Clicking on a unit in the map editor would automatically set the unit's forced custom name to be unit name + number.
- AI not purchasing enough units / stopping the purchase of new units after some time when realistic manpower option is ON.
- AI stopping purchasing units even though it could buy more (upkeep/cash in bank ratio).
- Some AI artillery suicidal movements.
ADDED
- KV-1 M1939 (heavy tank) to USSR.
- Piaggo P.108 (strategic bomber) to Italy.
CHANGED
- Multiplayer compatibility version updated to 7.7.8.
- Renamed KV-1A into KV-1 M1940.
- Renamed KV-1B into KV-1 M1941.
- Renamed KV-1C into KV-1 M1942.
- Europe scenarios: Alps area.
- Europe scenarios: Eastern Prussia area.
- Europe 1939: Reduced USSR income.
- Few units graphics.
FIXED
- Europe 1939 and above: Italy getting its historical reinforcements when playing with historical focus OFF.
- Europe 1939: Hungary missing its Carpathian territory from the first Vienna Award.
- Molotov-Ribbentrop agreement on Poland capitulation applying when historical focus was OFF.
- Loading scenario UI element not showing when selecting a scenario.
- Low fuel (critical) never showed as red, but as yellow.
- Several units availability production date.
- Settings: Clicking on categories did not play any click sound.
- Upgrade menu: Issues with buttons.
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
ADDED
- 76 mm divisional gun M1933 to USSR.
- 76mm M1927 to USSR.
CHANGED
- Attacks against units in train transport are now doubled (essentially making units moving in trains very vulnerable to external attacks).
- AI will now back out with some of its units if they cannot deal enough damage at the frontline but some others can and would perform better in their place and are nearby enough to take their place during the turn.
- Few units graphics.
FIXED
- AI healing its units right at the frontline instead of attacking (unit with 90%+ HP not in need of urgent healing).
- When AI had the choice to attack two targets with same damage dealt but a difference in retaliation damage received, it would not take into account the retaliation damage received and could end up choosing targets that would deal more retaliation damage.
- AI could sometimes deploy its commanders at the frontline where there were enemy units.
- AI artificially increasing its available (limited) manpower.
ADDED
- Europe 1945 standalone scenario.
- Wilhelm von Leeb (German commander).
- Constantin Constantinescu (Romanian commander).
- Andrey Yeryomenko, Markian Popov, Fyodor Kuznetsov (Soviet commanders).
CHANGED
- Multiplayer compatibility version.
- Revamp of many geographical areas of many countries on Europe 1939 standalone scenario.
- Updated entirely Europe 1941 standalone scenario.
- Updated entirely Europe 1942 standalone scenario.
- AI fighters will now focus on targeting unescorted enemy bombers in priority.
- AI fighters focusing on targeting other enemy fighters priority has been changed for nations considering themselves as 'losing the war'. They will focus on bombers first to avoid unnecessary casualties that they cannot afford.
- Amount of units required around an enemy VP to make it count as 'under siege' and disable spawning of reinforcements has been reduced from 50% to 25% of available tiles. This means that if around a given VP you had 6 walkable tiles, you needed to bring 3 or more of your units and place them directly around it in order to prevent enemy reinforcements to be spawned at this particular VP. Now, since it is 25%, 2 units are enough.
- Experimental: Max healable HP per turn has been reduced from 50% to 35%. This is an attempt at fixing the fact that units can barely damage each other and frontlines never really move, as no breakthrough is possible since units mostly can heal in a turn the damage they are taking. This change may or may not stay, we'll see how it affects balance and if it does solve the issue.
FIXED
- Natural manpower growth (expand of the max manpower cap) was being lifted once a month instead of every turn (obviously scaled by the amount of time that goes by every turn).
- Major manpower exploit when playing with realistic manpower ON.
- Upkeep issue with units in reserve, was always counted as full price.
- El Alamein belonging to the Axis in Afrikakorps 1942 standalone scenario.
- AI redeploying some of its units when it shouldn't have.
- Portugal missing Marines infantry unit counter.
- Unit having waypoint being sent back to the reserve due to an upgrade would not clear its waypoints.
- Vichy France performing landings.
- Land units starting the scenario in water would have various movement points values instead of their amphibian movement values.
ADDED
- Game has been translated in a brand new language, although very niche, players who speak Catalan are going to be happy, we can thank @Divadov for his work! Enjoy!
CHANGED
- Overdue rework of the settings menu. It really was a mess, it is now much more organized!
- Improved balance of Europe 1939, as well as a geographical rework.
- AI organized retreat/defense system. It will now much more intelligently pick defensive spots or retreat when being outnumbered or in a defavorable situation when losing the war.
FIXED
- AI's turns slowing down a lot in certain cases (when it tried to calculate a path towards its goal, but none could be found). I am now running a lightweight algorithm (<1ms) ahead of the actual pathfinding, which saves hundreds of milliseconds of work down the road. The AI never played that fast, saved that much CPU time, and this allowed me to increase even more the 'tries' (from 5 to 15) when it could not find a path towards a specific goal.
- AI would upgrade its garrisons even though it did not have the manpower for it, ending up with negative manpower (when playing with realistic manpower ON).
ADDED
- 2cm Flak to Slovakia.
- Possibility to annex territory through the Territory management UI (making captured territory your own, removing the occupation penalty).
- When you try to deploy a unit, the cooldown for destroyed tiles will now be shown (on top of the minimal occupation time).
CHANGED
- Multiplayer compatibility -> 7.7.4.
- Ships upkeep cost (lowered).
- Cost to refuel ships (lowered).
- AI ships will now focus on going primarily towards naval capturable victory points instead of rushing coastlines.
- AI fighters will be more careful when engagement ground targets and taking back supportive fire (less aggressive as a whole to let bombers perform this role, so that they can better focus on escorting or air supremacy).
- AI planes starting their turn over an enemy unit, and attack right away will now use all of their movement points instead of just 1.
- Winter now lasts one less month. Snow starts falling on November 15th, and will start melting on March 15th (Before, it was from November 1st to April 1st).
- Balance on Europe 1939 standalone scenario.
FIXED
- In real time multiplayer, you could not end your turn after an AI played.
- On War Declared event trigger sometimes not firing.
REMOVED
- Hardcoded Soviet income debuff (-50% economy up to June 22nd 1941).
ADDED
- Excelsior UK heavy tank prototype.
- T14 US heavy tank prototype.
- Light infantry 43 for Iraq, Iran and Saudi Arabia.
- Shortcut (new keybinds) to bring up the draw/erase tools.
CHANGED
- Multiplayer compatibility bumped to 7.7.3.
- AI fighters will now seek air superiority at all times. Meaning destroying enemy fighters.
- AI order of play of its paratroopers and fighters (paratroopers now playing before fighters so that fighters can properly escort them if needed).
- AI order of play of all of most of its units. Units closer to the frontline will now play first (basically the play order is now based on their distance to the frontline).
- Way the modified base game units are saved. It is fully failsafe now. Before, some cases were found where units duplicated themselves, and as a results some modifications were never applied. This update not only improves the system, but also patches any mod (upon loading) that suffered from this.
FIXED
- Missing translation entries.
- Inconsistencies in the manual (PDF).
- Damage UI elements not being shown when the unit dealing the damage was not in the camera's FOV.
- Planes with range > 1 could not target ground units at a distance greater than 0 (right underneath them) with mods.
- AI was not using up manpower when purchasing new units when playing with the 'realistic manpower' setting... Oopsie.
- Ironman tooltip for campaigns not working properly.
- AI pathfinding issue, where when given a goal (tile to move to), if it could not reach it, it would just sit there instead of trying to get something else to do.
- AI ships did not prioritze capturing enemy VPs when they were in reach.
- AI gunboats did not move.
- Instances of AI recon land units or artillery units or fighters (during escort missions) not moving because they were assigned a goal they could not reach.
- Aggressiveness on AI planes was set too high which could lead to suicide attacks.
ADDED
- Nothing for now.
CHANGED
- Improved performances of the remove borders fog of war function. It is now 3 times faster to process.
- AI pathfinding algorithm. I noticed something was wrong with it some time ago, but couldn't pinpoint what it was. After doing some more digging and extensive debugging, I found out what it was. I have re wrote it entirely, and it is now 500% faster than before, while actually doing what it should have been doing. Should be better now! :) (The performance test was made on a 300x300 test map, going from the 2 most far apart hexagons. Old algorithm speed was 13ms. New algorithm speed is 2.5ms. Bigger maps will even more benefit from this).
- Too expensive units in the store are no longer entirely greyed out, but have a subtle UI change to make sure you know they are too expensive and cannot be bought (but you still can check their stats out).
- Units moving with waypoints at the end of their turn will now automatically disable moving animations so that they move faster and you don't wait so long.
- Unit movement time is now based on the type of unit. Planes will move faster than ground troops, trains will move also faster, etc. This is to solve the 'I'm waiting 5 minutes for my plane to move 15 tiles' problem. Same with trains basically.
FIXED
- No leaderboards for Poland 1945 and Courland 1944 scenarios.
- Event processing causing a freeze during AI's turn (introduced with 7.7.1, regression).
- Various major and minor AI related issues.
REMOVED
- Afghanistan from list of official base game countries. Not featured in any base game scenarios. Up to modders to add it.
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
ADDED
- NATO garrison icon.
- Plenty of new units for Saudi Arabia, Iraq and Iran. They are now fully playable nations.
CHANGED
- Multiplayer compatibility version --> 7.7.1.
- NATO ships, partisans and HQ icons.
- Iraq, Iran, Saudi Arabia counters color scheme.
- Picking conscription policies will now provide an instant 'refill' of manpower equal to the bonus given by the policy itself. So, if the policy gives +10% manpower, you will get an instant +10% available manpower.
FIXED
- Dreadnoughts had no NATO representations.
- Sauron's Eye achievement could be unlocked in a weird way.
- Some early war planes stats.
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.
ADDED
- 12 new ships to Italy.
- 13 new ships to the UK.
- 8 new ships to Japan.
- 6 new ships to Germany.
- 14 new ships to the USA.
- 9 new ships to France.
- 2 new ships to the USSR.
- 1 new ship to Canada.
- 2 new ships to Fascist Spain.
- 1 new ship to Republican Spain.
- 5 new ships to Sweden.
- 1 new ship to Yugoslavia.
- 1 new ship to Norway.
- 7 new ships to Turkey.
- Max purchase for units is now shown in the store.
- Units having a sonar or a radar are now shown as small icons in the store.
- Possibility to change the configuration of a player mid-game (impacts ironman automatically). Human --> AI and AI --> Human. Cannot be done during a PBEM or real time multiplayer game. Only singleplayer.
- Bridges are now shown when you press the 'show all buildings' button.
- Carriers now have an anchor icon in the store.
CHANGED
- Multiplayer version is now 7.7.0.
- All of the game's ships stats.
- Ships cost calculation formula.
- Added +2 movement points to all planes.
- Supply ships now have 50 HP (vs 100).
- Convoys, Supply Ships, units in landing crafts can no longer capture victory points at sea (trade routes etc). AI behaviour has been updated accordingly.
- All prototypes now have a max fielded limit of 1.
- Reduced the cost of prototypes a little (to balance the fact that now they are limited to 1 fielded at a time).
- Reduced AI paratroopers purchase rate + more strict control when Historical Focus is ON.
- Weather, ZoC, Upkeep, Historical Focus must now all be ON to enable ironman mode.
- Editing a unit's name in the units editor will now trigger a refresh of its graphical representation.
- Several nations got a counter graphics update.
- Many current ships got renamed / a change of class.
- Landing crafts graphics have been updated.
- Reorganized the order in which stats are shown in the units editor.
- Improved AI units deployment routine. Should handle multi fronts better.
- Updated Russian localization.
- Rebalanced Europe 1939 standalone scenario.
FIXED
- Germany not going at war with USSR.
- Zooming in/out with the keyboard shortcut was way too fast.
- Campaign scenario Philippines North would set the wrong side when playing as the Allies.
- Players in lobby amount was wrong (it included people currently playing a MP game too).
- AI not moving some of its units in some cases (defensive ones).
- Issue when trying to join a faction in your native language.
- A nation not joining the proper faction when being declared war upon when the player declaring war has the same ideology.
- Terrain modifier value on the UI would not be shown when a unit was selected.
- Units having the 'radar' or 'supply depot' property would never retaliate.
REMOVED
- 1 Japanese ship.
- Turkish placeholder navy.
- 2 British ships
- 2 Soviet ships.
- 1 Spanish (Repubican) ship.
- 1 Portuguese ship.
WARNING:
This update resets ALL of the leaderboards. Some exploits were found and fixed.
ADDED
- New and improved ironman mode tooltip. This new tooltip now efficiently explains which setting must be turned ON or OFF in order for the mode to be ON. Very helpful and informative.
- Berlin 1945 standalone scenario leaderboards.
CHANGED
- Multiplayer compatibility --> 7.6.2.
- AI submarines will focus on capturing naval sea trade tiles.
- Supplies rate through terrain. Hills and mountains as well as forest are now going to play a more important role.
- Mountaineers (store option) have a -50% penalty for supplies going through hills/mountains.
- Proper UI feedback for scenario setup with income sliders (adjusted by difficulty and configuration).
- In game selected unit extra stats UI element now shown at all time.
FIXED
- Exploits to complete scenarios in very short amount of time.
- Supplies issues.
ADDED
- New AI behaviour: Retreat and defend. When the AI (nation) is considering itself losing the war (turn income of all the enemies > 1.3x the turn income of the AI + its allies), and when it is locally (3 tiles radius) outnumbered by the enemy, it will retreat and look for good defensive positions.
- Auto files checker for the mods menu (will refresh the UI automatically when mods are changed outside of the game, like a manual delete or dragging in/out things).
- Supplies rate on UI for selected unit or mouse over unit UI element.
- 8 commanders to Australia.
- 5 commanders to New Zealand.
CHANGED
- Multiplayer compatibility 7.6.0 --> 7.6.1.
- AI ships target behaviour. They will now ignore empty enemy harbours instead of staying around like a swarm of flies on a dog shit. :)
- AI artillery / bombers / ships will try to prioritize shelling/bombing victory points first, even if it means doing less damage (if the unit on the VP has its entrenchment > 0). They (arty and light bombers) will also check the presence of allies in the direct vicinity of the VP to evaluate if they should shell it or if they should attack nearby units. Meaning, if force targeting a VP is not gonna be of any help since no friendlies can attack it anyway, it will do regular attack logic.
- Refined risk/reward attack logic for AI planes.
- Faction joined upon war declared for players having the same ideology. A Fascist country being declared war upon another Fascist country will now join its own faction instead of joining the Allies (Ex: Japan vs Thailand or Germany vs Spain).
- Units added to the reserve through events will now have a turn production of 0 automatically (ready to deploy right away).
- Renamed the 'Finite Manpower' setting into 'Realistic Manpower'.
- Updated Tutorial scenario.
- Tutorial scenario leaderboard entries have been reset entirely (scenario was changed enough that it would require a reset of the steam leaderboard).
- Color scheme of Australia and New Zealand.
- In the map editor, you can now set a player to be in its own faction instead of the only 4 available.
- Tuned down partisans spawn rate.
- Supplies rate changes. Units at contact with the enemy had too high supply rate which resulted in really sluggish battles. Now, every unit having an enemy unit adjacent to it will be applied a -25% supplies penalty.
- Terrain now has a bigger impact on supplies for the supply route.
- Optimized generation of supply line.
- Improved AI ships move goal picking.
- Updated Russian localization.
- Selected unit's stats UI window is now always shown (cannot be closed). This saves a click in the beginning, and reduces the size of the left UI panel by removing a now useless button.
FIXED
- With Realistic Manpower ON (setting) you could start with negative manpower in some cases.
- Notification text when a player is being transferred a tile would show 'No Translation'.
- Custom Weather inputfields reacting oddly in the map editor.
- Steam leaderboards/stats were no longer working (no more uploads). Big shoutout to @DarthPorscheman without whom I'd never have noticed it was no longer working.
- Resistance suppression policy was not working.
- Real Time multiplayer units HP not synced.
- Event action SET TILE had no failsafe and no clear default value.
- Exploits to have ironman mode ON and therefore having your score uploaded to the leaderboard even though it was unfair.
- Android / iOS bugs only.
ADDED
- New tile management menu (through diplomacy menu). You can now decide to request or transfer specific tiles. Useful when playing in coop or when the AI captures stuff you wanted to get for yourself. Transferring a tile to a player is free (one of yours) while requesting the ownership of a tile comes at a cost. The cost is calculated as follows: If the tile is a core territory of the player, then it costs 100 times the production value of the tile. If the tile is not a core territory of the player owning it, then it costs 50 times the production value of the tile. Meaning, if Slovakia captures a Polish factory, you can request its transfer to you if you can pay 35 (default factory production value) * 50 = 1750. If the tile was previously owned by you, then it is only 15 times the production value (although currently, ownership is automatically given back, so no transaction is required). You cannot manage in any way tiles owned by the enemy (no request or transfer). Transferring or requesting a tile will send any unit on the tile back to the reserve of the player owning the unit.
- New optional setting: Finite Manpower. This only works if the Manpower setting is ON. It adds on to the Manpower setting, making it a finite resources. When this extra setting is OFF (default), when a unit is destroyed, 100% of its manpower is being sent back into the pool. This extra setting prevents this. Lost manpower cannot be retrieved, and wars of attrition of manpower are now possible. Small specificity: When transferring units to another player, the manpower used is yours. The player receiving the unit will not have less manpower in its pool. This puts an end to the exploit of transferring infinite units to your allies.
- New japanese planes: Mitsubishi J2M, Kawanishi N1K-J, Nakajima B6N, Mitsubishi A7M3 (prototype).
- New optional setting: Show unit pre move path. Default = ON on new installs. This basically shows the path the unit will take when moving to a given tile (under mouse cursor).
- New graphics for the Desert biome mountain tile.
- 3 New event actions: Add VP (basically turning any tile into a VP) and Remove VP (removing any VP) and Set Tile Name (writing text on a tile).
- Units that are too expensive in the store are now greyed out with a 'TOO EXPENSIVE' text above them.
- New per scenario setting (map editor): Disable purchases. This will basically disable purchasing new units for players. Useful if you want to have a batch of starting units and only want these to be available in your scenario and control reinforcements with events.
- New keybind: End of turn.
- Stalingrad 43 Steam leaderboard.
CHANGED
- Sending units back to the reserve (redeploying) now has a dynamic cost. It no longer costs a fixed 30 money, but is 10% of the unit's value. Redeploying a light infantry unit will be cheap, while redeploying tanks or ships will cost more, and scale with the unit's cost.
- Units in the reserve (but not under production) now have an upkeep cost, but not full like deployed ones. They have a reduced upkeep cost and the upkeep value is 30% of the real upkeep once deployed.
- Undo button was brought at the very top of the list of buttons for a selected unit for easier access.
- US light tank M2 was turned into the M2A4 light tank.
- When playing with Realistic Units Names option ON, the previous 'Battalion' word has been replaced by 'Brigade' to better fit the overall size of units represented in the game.
- Manpower cost of some units.
- Manpower 'Neutral' penalty has been replaced by Manpower 'not at war' penalty. Before 7.6.0. a country that was in the Neutral faction would have its available manpower cut in half. Now, this happens any time the player is not at war with anybody, regardless of the faction it is in.
- Tooltip for resupplying has been simplified, removed some text and changed its general look. It now implements the new manpower cost for healing a unit.
- Manpower amount display will now show 1 decimal when under 100k. So, before it would show 50k, it will now show 55.3k. It is more important now that manpower can be finite and you may need to know exactly how much you have.
- Supply circle for supply ships/planes look.
- Pressing 'Escape' will now act as a shortcut for the 'NO' option on confirmation windows.
- Skip button icon.
- Redeploy button icon.
- Unit's stats button icon.
- Transfer button icon.
FIXED
- Updating tiles through events would not always work.
- Units in reserve being removed from the scenario when opening a scenario in the map editor.
- Some issue with unit pathfinding when asking it to move from A to B.
- You could transfer core units to another player and it would not check if this would make it go over the max limit, this could be exploited to basically have unlimited core units.
- Units that were ordered to stay asleep would wake up if there were other units nearby (Neutral).
- Stalingrad 43 standalone scenario achievements could not be unlocked.
- One potential error during code execution when a submarine was asked to dive/undive.
- Game could sometimes show you the 'You still have research points available' popup window when all units were researched except the last ones that are being researched currently.
- Drawings sync in real time multiplayer issues/not always shown for allies.
- Country editor issues when having loaded mods which did not feature a Custom Countries.txt file.
- Deleting / Disbanding a unit that was a goal for the scenario would grant manpower and income but cancel the disband process after that. Could be heavily exploited.
- Checking if the unit has been used (while in the reserve) to determine its cost for a refund was wrong some times. Logic is: If you cancel the production of a unit that has never been deployed on the map, you should get full refund.
- Manpower difference calculation when upgrading a unit was wrong.
- Real time multiplayer damage and unit HP sync issue.
- Tooltip being displayed over the supplies popup/tooltip window.
- You could not resupply allies with supply ships or planes.
ADDED
- Nothing.
CHANGED
- Updated game engine (Unity 2021.3.33 --> 2021.3.40).
- UK and US rules of war declaration on Vichy France.
- When importing an overlay for the first time, its opacity will be at 100% instead of 0% which could mislead a lot into thinking it was not working properly.
- Removed the popup window warning you of unsupported setting(s) when playing a campaign, since now all campaign scenarios have been reworked to work in par with manpower and upkeep optional settings.
FIXED
- Potentially fixed a crash on startup on M2 and above Macs.
- 2 events system objects were in the editor scene when you were trying to import a new overlay.
- Some UI issues in the standalone games menu.
ADDED
- Edition time stat for maps. It will simply count how long it took to create a map in the editor. Just a useful stat I guess since it has no real use. But at least you will know how long it took you to make this or that map.
- Delete unit brush in map editor. 1 = tile painting. 2 = water freeze. 3 = season change. 4 = unit removal.
CHANGED
- Increased painting accuracy when using the draw feature in game (x2 accuracy).
- Using same keybind for 'Next unit' and 'Sleep' will now execute in the reverse order (first sleep, then next unit, instead of the other way around as it was before).
- Several new campaign scenarios have been updated to be playable with manpower and upkeep settings.
- Changing the way backups are made when resizing maps in the editor. Instead of creating a copy and working on a copy, the game will now generate a backup file (file name + backup) and the currently open scenario will remain the active / base one. All you have to do is delete the backup file if you don't need it anymore.
- VPs to be held are now properly saved and restored when resizing a map in the editor.
- Ships are now allowed to move across harbour tiles (if they are not at war with the owner).
FIXED
- Mod would fail to upload to steam workshop if it was missing a thumbnail (in case you deleted it).
- Strategic bombers could bomb convoy route tiles.
- Adding one tile up when editing a map would add a minimum of 2 tiles. Same for adding one tile to the right. Same for removing 1 tile.
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...
Mod number 1: A World Map WW2
As the mod name may suggest, it features a world map. It has pretty much every country that you can think about, it adds and modifies a ton of units, highly recommended to show the creator some love as it took over 6 months to complete.
Mod number 2: Avalon Hill World Scale
Yet another world map mod. Although watch out for this one as it is truly massive and may not be supported on lower end PCs (I'm not even gonna talk about phones/tablets). A ton of work was put into that mod as well, and still is, as it isn't finished yet, but I'd really commend you to check it out :)
Mod number 3: Europe+
A brand new Europe map, very similar to the vanilla one, but bigger (not to a point that it is unplayable, though). It is not yet finished, so don't worry if you subscribe and you cannot see the map in the game, but it will be finished very soon. I cannot wait for that one to release as it was made from scratch, using a mash up of real life maps (for cities, terrain, height, roads and railroads). I will definitely base my next playthrough on YouTube on this map!
Mod number 4: Marked Airfields
Still one of those mods I use all the time. It basically changes the graphics of the airfields a little to give higher visibility even when units are on it. It looks very natural and fits the game quite well.
Mod number 5: Napoleonic Wars
A total conversion mod to bring the 1800s into Hex of Steel. Highly recommended if you are a fan of the era. There are pretty much all campaign of Napoleon and the Coalition as well as entire Europe conversion scenarios. I cannot fathom how much work was put into that mod as well.
Mod number 6: Jun1941
Ever wanted a historically accurate HUGE eastern front map, where each hex is 10 km? There you have it :) This is a high quality mod that also took a very long time to make, but as it is now ready, I highly recommend you checking this one out!
Mod number 7: Injim War Far East
Total conversion of the game, brings the Korean conflicts of the 16th century into Hex of Steel. To anybody interested in this particular era/geographical area, a must have! Features high quality counters.
Mod number 8: American Revolution
Total conversion mod which brings the 1770s to Hex of Steel. High quality mod, beautiful counters. Lovers of the era/period will absolutely love this mod!
Mod number 9: 6 Day War
Yet another total conversion mod, this time focused on more modern events. Not only does this mod bring brand new modern units into the game, but an entirely custom hand-made map. Hats off to the author for that one :)
Mod number 10: Korea 85
This total conversion mod brings the Korean war into Hex of Steel. Nothing much to say, except it is a great mod! Highly recommended as well.
Mod number 11: Commanders 1939
Changes the base game commanders counters to give them a more personalized/unique look. It will show the portrait of each commander on the counter.
Mod number 12: The Burma Campaign
Mod adding a brand new scenario to the game, the Burma road campaign!
Mod number 13: Ethiopia '35
Another mod bringing some uncovered events of WW2. The Ethiopian front!
Mod number 14: Dragon and Cross
Total conversion mod (high quality) that brings China in the 1850s and 1860s. Just great!
Mod number 15: Visible Trenches
Visual mod, just like the improved airfields one, but this time with trenches! Alright, that's it for me, this is only my favorite 15 mods (not sorted in any way). I invite you to take a look at the 200+ other mods available on the workshop and see what you are most interested in! Have a great week-end Val
ADDED
- Mountain tile now got a summer version (without the snow).
CHANGED
- Huge amount of campaign scenarios updated to support both manpower + upkeep settings, as well as general balance. Actually, I think I finished revamping all 'Western' scenarios, all that's left to update now would be the Pacific ones.
- You now can (as a Neutral) send units to other players.
FIXED
- AI would deploy anti tank obstacles in victory points.
- AI could waste its movement if it could kill a unit that was on an adjacent tile to him.
- Europe 1939, Italy should have owned Rijeka and Zadar (Balkans/Yugoslavia).
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
ADDED
- First of new Fictional scenarios. People often asked for small scenarios, unfortunately, the game doesn't feature really many small scale scenarios. To solve this issue, I have started working on designing new small scale scenarios (max 30x30) to fill this gap. The downside of this is these scenarios are completely made up, they are not historical in any way, they are fictional.
- From the map editor, you can now control the amount of entrenchment for any given unit on the map.
CHANGED
- Multiplayer compatibility -> 7.5.1.
- Screen resolution setting. Instead of displaying a list of pre chosen (by me) resolutions, now the game will automatically generate the list of all resolutions supported by your screen. This is better since I could not keep track of all resolutions used by all screens in the world, and this will also help unclutter the dropdown since you will be shown only useful information.
- In the map editor, the HP modifier for unit on scenario start is now properly indicated as a %.
- The weather icon in the game's UI now only indicate the current turn weather, instead of the prediction for next turn. If you want the forecast, you now have to place you mouse directly over the icon to get the full forecast.
- Several campaign scenarios rebalance.
- In the map editor, for the 'Spawn unit' or 'Add unit to reserve' event action, you now have full access to the units store to pick what unit you want to be spawned (previously you only could pick a country and a name, now you have full customization available).
- Sleep state data of units turned into a more data friendly format, unfortunately this results in a complete loss of original data upon loading your save, so for one turn you will have to set them again.
FIXED
- Potential AI freeze.
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 :)
ADDED
- -15% damage penalty during bad weather (for all units), except for planes if the All Weather Policy is enabled.
- Weather forecast system.
- Possibility to edit the weather table of any scenario using the map editor (forecast accuracy, accuracy loss, how many turns in the future, and percentage of bad weather for every month).
CHANGED
- Multiplayer compatibility -> 7.5.0.
- Reworked the weather system from the ground up. The new system now makes more sense, and is more accurate as a whole. The percentage of bad weather is now applied to the whole month, and no longer to every single turn. It also scales to the speed at which days go by.
- Confirmation windows now have a black background and will prevent any interaction until the choice has been made.
- AI order of playing its units changed a little, now, on top of being played in the order it currently is played, it will also be playing its wounded units first. This should have for effect to unclutter the front with wounded units, and to have fresh troops going to the front right away instead of having fresh troops behind waiting for nothing by playing before the wounded ones first. Hope that made sense :)
- Another AI movement/positioning change, it will now move weak units right after they play, instead of waiting a full 1/2 turn. This will free space for stronger units as well, instead of them staying behind and waiting for their turn. Basically, AI is doing something close to swapping now.
FIXED
- One instance of AI unit stacking (due to destroyed bridges).
- Another instance of AI unit stacking (due to overrun setting + Fast AI setting).
- In some cases, tile data could not be updated when snow fell/melted.
ADDED
- 2 new river / bridge crossing (vertical river with bridge crossing going from left to right up / down). Comes for all biomes (Summer, Winter, Desert) with their destroyed versions.
- 1 new road crossing (4 directions) for all biomes (Summer, Winter, Desert).
- Courland '44 standalone scenario (Which was made live on Youtube).
- Per player introduction - Victory - Defeat text in the map editor. A new dropdown has been added in the text windows to let you choose who will see what text. If no player is set, then it will be shown for everyone (default behaviour).
- Color indicator to the two units indicator to know at a glance if the unit above/beneath is an ally, your own, or an enemy.
CHANGED
- AI engagement rules when defending a VP.
- Capping AI planes purchases to be 1:3 ratio with ground units (active, units in VPs don't count, units taken into account are: Infantry, Tanks, Artillery, Ships). It still has the 'air supremacy race' going on, so, if the AI is seeing more enemy planes than his, then the cap will be bypassed and he will try to match the enemy's airforce.
- Morale will now be capped based on the unit's current health. Badly damaged units will not be able to have good morale.
- Rebalanced Khalkin Gol for the Axis (Campaign).
- Minor UI improvements to briefing + victory + defeat text edition elements.
- Rebalanced Siege of Sevastopol for the Axis (Campaign).
FIXED
- Paratroopers could not longer blow up bridges.
- Toggles in map editor did not have the same style.
- Artillery price update did not impact 30+ damage arty.
- Veteran star icon was shown in the reserve UI.
- AI placing down many launch sites next to each other (too close).
- Potential modding issues with units sound modding.
- Two railroad bridge tiles graphics had railroads going over trees.
ADDED
- Several new tile variants for railroads (intersections with roads and intersections with railroads).
CHANGED
- Multiplayer compatibility --> 7.4.2.
FIXED
- Railroads were not providing a 0% penalty for supplies. They will now be used more often, as it is 'free of cost' to move supplies across railroads.
- 'Repeated attacks' setting not working properly.
ADDED
- New policy: Mutual Support Pact - Deployment of units in allied territory is possible.
- New policy: Strategic Flexibility - Get back 30% of spent HQ points after unselecting a policy.
CHANGED
- Multiplayer compatibility --> 7.4.1.
- Policies effects changes: Superior Bombing Protection (upkeep for AA units doubled). Winter Equipment (+5% unit purchase costs).
- Artillery cost a little, more expensive.
- Bunker unit graphics.
- Changed french 75mm short barrel arty to be 1 range instead of 3.
- On paratrooper drop, instead of checking for direct adjacent neighbours, the game will now check a 10 tiles radius around the paratrooper drop (this won't affect the base game, the change was made for mods which uses rocket AA for modern conflicts which have a range > 1).
FIXED
- Entrenchment now being added every turn for all land units.
- Wrong notification text generated when a city VP was captured but the city tile had no name assigned.
- Drawings would not be displayed in multiplayer for your allies (Keep in mind they can only be erased by the player who drew them).
- Camera would no longer follow the moves of units in real time multiplayer.
- Early winter war initiated by USSR would still have Finland being thrown in its own faction and would result in forced redeployment of troops that were in enemy territory. Same thing about the Baltic States.
- Some soviet light bombers had the wrong max ammo count.
- When units (human controlled) were out of supplies (red/yellow icons) and auto supplies was ON, on the next turn the icons would still remain until the player selected the unit which forced a refresh of the counter.
ADDED
- New 'political map' overlay. At the push of a button, you can show/hide it. Combined with the keybind to hide units, you have full control over what's shown/hidden. It does not contain country names yet, I have thought about adding it but still cannot find any way to calculate where the name would be shown (for countries with colonies or with territories across sea). To toggle the political map, you will need to set up the new keybind for it.
- New policy category: National Focuses.
- Few new policies to go under that new category: Industrial overtime, Aggressive Propaganda, Military Scientists, Army Training, Resistance Suppression, Construction Engineering, Commanders development program. Description is available in game :) The goal for this new category was to be more useful late game, to have something where you could have your HQ points spent on a per turn basis automatically. Some of these policies do require a sacrifice of 1 HQ point per turn.
- New other policies: Bigger command centers, Highlands experts.
- Possibility to completely hide the in game UI by pressing F10 (+ new keybind).
- Possibility to assign/change a country's ideology in the map editor.
- AT infantry to Greece.
- AA units to Turkey.
- Basic AA and artillery to baltic states.
CHANGED
- Multiplayer compatibility -> 7.4.0.
- Economy / Occupation policies and income modifiers did not work as intended when a tile was occupied (modifiers applied on wrong value).
- Made policies lighter (data wise). Will make some late game save files a tad lighter/smaller.
- Increased Commanders units upkeep by quite a lot when playing with policies ON (15 upkeep vs 1 upkeep).
- Slightly changed the player slots setup in the map editor settings.
- Now showing the max cap of HQ points in both the store and the policies menu.
- Changed the 'map' button action to toggling the political map. I have disabled the old 'strategic' map.
- I have removed the hardcoded 'Winter fighting bonus' for the Northern countries, and instead, made it free for them to pick the Winter Soldiers military tactics policy.
- Political unit option no longer add an extra production turn.
- Mountaineer unit option now adds an extra production turn.
- Mountaineer option is now available for small AT guns and artillery guns.
- Several buildings graphics (Coastal batteries, factory, refinery).
- Supplies amount per tile penalty with complex supplies setting.
- Estonia country revamp (geography) on Europe scenarios.
- Latvia country revamp (geography) on Europe scenarios.
- Lithuania country revamp (geography) on Europe scenarios.
- Added missing naval convoy routes in Europe scenarios (other than 1939).
- Reduced a bit the AI's purchase rate of commanders.
FIXED
- Tile info displayed with mouse hovering would not display the right amount of income production if the amount was modified in the editor (on a per tile basis).
- AI buying too many AT infantry even when not needed.
- Changing faction in the diplomacy menu did not provoke a refresh of the income summary.
- Units with 0 movement points would not turn 'dark' once they had attacked (indicating they are out of actions). Example: Coastal batteries.
- Newly deployed units would not be darkened unless selected and unselected (force refresh).
- Units on small islands could not resupply if a single enemy was nearby.
- Trench tiles if set as VP when captured would yield a 'no translation' notification.
ADDED
- Nothing.
CHANGED
- Multiplayer compatibility -> 7.3.9.
- Tanks (units in the Tank category/type) now will require -50% movement points when moving on Plain tiles.
- Embarking or disembarking on a destroyed tile is no longer possible (ships/trains/paratroopers).
- Reduced the amount of triangles renderer per hexagon and unit and flags on the map. I have reduced this amount of drawn triangles from 9M when zoomed out on Europe to a little under 2M. This translates as a direct +50% FPS boost (due to rendering being cheaper). It should work fine on more recent machines, I am not sure yet for older hardware, in the case it is worse on older hardware, please let me know so that I can reverse the change.
- You can no longer build bunkers in enemy territory.
- Rebalanced north african front in Europe 39 (standalone).
- Replaced the Counter Bomber graphics for something less visually distractive.
FIXED
- Notifications showing 'enemy got reinforcements' or 'allies got reinforcements' were not displayed as intended.
- In map editor, event action spawn unit issues.
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:
- New dedicated unit counter for bombers (to better identify them at a glance): Counter Bomber. Modders will need to update their mod to include the missing graphics.
- Clicking on a notification for a unit researched will now open the right category in the research panel.
- Level of the unit in the reserve.
CHANGED:
- Germany's counters color. In case the new color is not something you like, I have made an official mod which will replace the new counters with the old ones: Old German Counters
- Belgium counters color (slight change in shade of yellow used).
- Turkish counters color (New Beige color).
- Hungary slight counters color (slight change in shade of green used).
- Romania slight counters color (slight change in shade of yellow used).
- France counters color (less bright/pale blue).
- USA counters color (slight change in shade of green).
- Japan counters color (Less orange, more yellow/orange/brown).
- Manchukuo counters color (slight change in shade of yellow).
- Finland counters color (closer to white, but still light grey).
- Type of the unit taken into account for dealing damage when the target is in a landing craft will no longer be 'hard' in 100% of the cases (except if attacked by ships) but will be the proper one used on land battle too.
- Tanks fighting on ice will take double damage (frozen sea / river / water tiles).
- Units on fortifications tiles will now get entrenchment too.
- Potential movement tiles on winter tiles (black shaded, should be more visible).
- Bunkers can no longer be built in enemy territory (not sure if it should be counted as a bug).
- Upkeep for planes (all) 3% -> 5%. Extra +0.5% for each loadout type.
- Upkeep for artillery 1% -> 3%.
- Rebalanced Khalkin Gol scenario (Campaign, Allies).
- Rebalanced Operation Weserunbung (Campaign, Axis).
- Increased ships purchase rate for naval powers (GB, USA, etc).
- Croatia will now be properly created upon capitulation of Yugoslavia in 1941 on Europe 1939.
- With Historical Focus ON, Germany will now buy 2 times more submarines.
- Higher purchase rate of ships for naval major powers.
- Updated the cost and turn production time for all coastal batteries (cheaper).
FIXED:
- You could not deploy a pontoon bridge on a bridge tile (destroyed).
- French commanders units had the wrong flag (modern France flag).
- Big big data leak. Notifications for AI players were NEVER cleared. Just noticed this on turn 242 of my game, 11900 notifications stacked, never deleted from the game file.
- Upgrading a unit and having sent into the reserve, if there were two units on that tile, one of them would be come disabled/hidden forever.
ADDED
- Confirmation windows for the two new buttons on the unit's UI: Disband and Send back to reserve.
- Two new properties for units: 'Immune to winter damage' and 'Can attack ships'. I believe they are transparent enough so that I don't need to explain what these do!
CHANGED
- Multiplayer compatibility -> 7.3.7.
- Updated manual.
- Reorganized the order of unit's UI buttons.
- Heroes list is now updated on a per hero generation basis, not anymore when the map is created. Very good change as it means it is fully dynamic now and you don't need to restart a new scenario to get the update for heroes.
- Engineers will now show mines near them (instead of them being invisible).
- Changed armour modifier/penalty taken into account for infantry. It used to be 5% for every infantry unit. It now is 5% for all AT units, and 10% for every other infantry units. It will make regular infantry less of a threat to tanks, and reinforce the use for AT units.
FIXED
- Nothing.
REMOVED
- Conversion of old events into new events. The new events have now been introduced for like 8 months, I have therefore decided to remove some old obsolete code. This will have no impact on scenarios that are using events and were made less than 8 months ago. As for current scenarios, it will have a positive effect on them since it will reduce the weight/size of each event when they are saved.
ADDED
- I have decided to add 'generic' (non historical) heroes to most of base game countries. These heroes never existed historically, but have believable names. I have added 10 of these in each category (Air/Land/Naval) for pretty much every country. I decided to do that to give more incentive to play smaller countries which did not have heroes.
- New policy in the Field Modifications category: Improved AP shells. +30% damage vs armoured targets for all AT units. Ammo cost for supplies x300% for all anti tank units.
- 10 generic heroes to more or less every nation in the game. All names have been made up, representation is generic, but at least it enables nations without known heroes to get some.
CHANGED
- Multiplayer compatibility version -> 7.3.6.
- Updated the manual.
- You can now see the ammo/fuel state of your allies (units).
- Downgrading a unit into a Garrison will no longer result in the unit being sent to the reserve.
- Yugoslavian counters graphics color scheme.
- Italian counters graphics color scheme.
- Denmark counters graphics color scheme.
- Campaign commander (you, player) rank now has a max rank cap: 15.
- Tanks / Cavalry no longer gets the terrain penalty when attacking FROM a defavorable tile, unless being attacked (in which case they are effectively fighting in that terrain).
- Damage bonus from hills is now only applied in defensive position, to further align the battle logic, same as above.
- Rebalanced Europe 39 standalone (Italy).
- Rebalanced Winter War standalone (Finland).
- Terrain modifier now only applies for the defender during battle, retaliation fire will no longer take into account and apply the attacker's hex modifier, since battle happens only in defender's hex.
- Since the attacker will now take more damage, I have enabled back the stacking of recon (air+ground) bonuses. You can now get both as an addition, instead of the best of the two. As a remember, it is +15% damage on base/raw damage for each (air/ground).
- The tank penalty now consists of 50% of the terrain modifier penalty instead of 100%. This change was made so that tanks would deal more than 0 damage when attacking cities.
FIXED
- Romania annexations by Hungary and USSR were happening at the wrong date.
- AI level 5 units could reach 150 HP (if they were purchased with veterancy) instead of 140 max.
- You could deploy in marsh tiles units that could not move through them.
- If a plane had 0 max ammo (often recon planes do if they have no defensive weapons) then the AI would move to the closest airfield and stay there forever.
ADDED
- New unit property in the units editor for modders: AI purchase chance override. Using this, you can now fine tune the frequency of the AI purchasing a particular unit. This can be used to overwrite base units purchase rate by AI, or your own from your mods.
- New policy in units production category: Import focus (cancels lend lease price penalty).
- New toggle in the map/scenario editor: Force disable Upkeep mechanics.
- New policy in the Field Modifications category: Improved AP shells. +30% damage vs armoured targets for all AT units. Ammo cost for supplies x300% for all anti tank units.
- 10 generic heroes to more or less every nation in the game. All names have been made up, representation is generic, but at least it enables nations without known heroes to get some.
CHANGED
- Rebalanced the Op. Husky campaign scenario on the Allies side.
- Rebalanced the Pacific 1942 standalone scenario.
- Upkeep cost of some units (planes and ships were increased and more detailed, veterancy upkeep was brought down to 0).
- Starting morale for newly built unit (65vs75).
- Flamethrower tanks NATO icon.
- Some polish units graphics.
- Updated the manual.
- Downgrading a unit into a Garrison will no longer result in the unit being sent to the reserve.
- Yugoslavian counters graphics color scheme.
- Italian counters graphics color scheme.
- Denmark counters graphics color scheme.
- Campaign commander (you, player) rank now has a max rank cap: 15.
- Tanks / Cavalry no longer gets the terrain penalty when attacking FROM a defavorable tile, unless being attacked (in which case they are effectively fighting in that terrain).
- Rebalanced Europe 39 standalone (Italy).
- Rebalanced Winter War standalone (Finland).
FIXED
- When loading a save, if some of your planes were equipped with rockets or bombs, they would see their max ammo increased.
- Coastal battery flag/property (from units editor) in game effects.
- Using Czech language would prevent the game from working at all.
- Buildings could be embarked in transport ships if built on harbour tiles. You could transport bunkers and such :) Funny bug
- Romania annexations by Hungary and USSR were happening at the wrong date.
- Level 5 units could reach 150 HP (if they were purchased with veterancy) instead of 140 max.
- You could deploy in marsh tiles units that could not move through them.
ADDED
- New event trigger type: On one of VPs lost (works the same as On VPs lost, but instead of checking if ALL VPs in the list have been lost, this one only checks if ONE of the VPs in the list has been lost).
- New event trigger type: On unit destroyed. You will need to register the unique ID of the unit you want to act as the trigger. The unit's ID is displayed when you click on a unit on the map. Simply copy and paste it in the event trigger field.
- New event action: Update tile. You can now simply transform one tile into another. I'm personally using this alongside other events to check if the enemy is making an advance to 'spawn' trenches on the map.
- Scrollbars in a lot of key dropdowns (with lots of entries).
CHANGED
- Updated multiplayer features compatibility -> 7.3.4
- Half fix, half a change, not sure where to put it. AI planes production. When it came to purchasing planes, the AI would take into account all of the visible enemy planes, but only its own planes, this created a disbalance in its understanding of the situation, as it should have taken all of the allied planes instead of just its own into account.
- Europe 39 USSR territory.
- Minors, but also early war majors, will now have a higher purchase rate of vehicles from other nations PAST 1941. Such as: Belgium, Norway, France, Luxembourg, Poland, etc. This change was made because if somehow, those countries were still alive in 1941+, they would still fight with early war shitty equipment, but now, they will way more often purchase equipment from bigger allies.
- The AI will now purchase and deploy supply depots.
FIXED
- Research field in the Heroes Editor was not working.
- Heroes images loaded from mods would be all grey.
- AI ships not working properly in some very specific and rare cases (being in a sea near a lake where there were enemies but it could not really move to the lake because land was preventing its path).
- Fast AI (Allies Only) option would not properly work, the AI allies would not play as fast as they should have.
ADDED
- New units for Sweden: Cavalry, AT infantry, AT infantry 43, Heinkel 115, 57 mm Pvkan m43, Haubits m40, Landsverk L-62 Anti, m40 automatic cannon, Pansarbil m39, Pansarbil m40, Pansarvarnskanonvagn m43, Stormartillerivagn m43 75mm, Stridsvagn m37, Stridsvagn m38, Stridsvagn m40K, Stridsvagn m40L, Terrangbil m42 KP.
CHANGED
- Multiplayer compatibility -> 7.3.3
- Swedish counters (new color scheme).
- Some Swedish units graphics.
- Artillery barrage policy effects (downsides): Artillery repair now costs 2 times more, and ammo costs 3 times more.
- All upgraded units will now be sent to the reserve for at least 1 turn.
- Some soviet planes graphics update.
FIXED
- Auto supplies at beginning of player's turn was not working (units would stay with no ammo or fuel).
- Cycle through keybind 'ground only' not working.
ADDED
- New policy category: Field Modifications.
CHANGED
- Updated multiplayer compatibility from 7.3.0 to 7.3.2.
- Reorganized the policies in different categories.
- Improved AI 'move after attack' both with bombers and fighters.
FIXED
- AI in landing crafts in harbour stuck in landing crafts and not staying as regular units.
- Units landing on the ground would have a LOT of movement points (254 to be exact).
- AI would place down pontoon bridges on frozen rivers.
ADDED:
- New setting: Amount of autosaves. You can now choose the amount of autosaves you want the game to keep (ranging from 0 to 10). If 10 as a max value does not make you happy, drop me a message and I will increase this max value.
- Balance on Europe 1939, we're almost perfect now...
- AI pathfinding issue with sea bridges (thought it could walk across sea by starting from a bridge).
- Error message when booting up the game because steam API key expired and game could not communicate with Steam servers to get the time played to unlock related achievements.
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.
ADDED:
- New drawing and erasing tools.
- New harbour icon to differentiate small harbours from big harbours.
CHANGED:
- Increased loading speed of mods (x50% faster).
- Graphics/Textures loading from mods, uses way less RAM now (-50%).
FIXED:
- Some Chinese translation issues.
- Next unit keybinds for Naval and Air units only didn't work.
- The income/manpower infos windows in the editor did not take into account occupied hexes.
ADDED:
- New input fields in the map editor to further improve fine tuning of scenarios. You can now control individually the income or manpower output of any tile on the map.
- New info button in the map editor to generate informations about a given player. This will give you informations about the manpower, and the income + upkeep. A bit like the in game summary, but shorter, to help you balance your scenarios.
CHANGED:
- Improved Europe 39 balance.
- Improved Pacific 1937 balance.
- Properly culling dynamic elements (XP, Damage, etc) if not visible by the camera.
- Improved general performances across the board (noticeable only when playing on scenarios such as Europe, like the very big ones).
FIXED:
- AI could sometimes (often) go bankrupt due to units upkeep cost, it would not really stop until it had upkeep = turn income, and then it would not have any money left to heal or resupply its units.
- Motorized/mechanized option on AI units, rate was wrong (almost inexistant).
- Sonars/RADARs icons overlapping on units (not being properly destroyed).
- AI not declaring wars in some cases.
- AI would perform landings with Marines in scenarios where landings were disabled for specific countries and time periods.
- Very big performance hit when playing big maps on extended period of time without reloading the game/the save.
ADDED
- Confirmation window when trying to play campaign scenarios with unsupported settings (Upkeep, Manpower). You can still play with those ON but it is not recommended because balance will not be good with those settings on those scenarios.
- Declaration of war from the Allies in the Pacific scenarios for invading protected countries. Example: Japan invading the Philippines, USA will join the war against Japan. Etc.
- In the Steam leaderboards, possibility to see your own score now if you are not part of the top 100 listed.
CHANGED
- Chat and multiplayer compatibility updated to version 7.2.6.
- Added a few tiles on the upper side of the Bougainville scenario to allow for flanking manoeuvres with ships for Japan/USA.
FIXED
- Balance on Guadalcanal campaign scenario.
- Balance on Midway campaign scenario.
- Balance on Sonnenblume campaign scenario.
- Achievements not unlocking properly when editing a base game scenario.
- Hong Kong not belonging to UK in Pacific 1937.
- Minor territorial issues with Thailand in Pacific scenarios.
- Russian localization issues.
- Real time multiplayer redeploying units was not synced.
ADDED
- New confirmation window when pressing the 'reset all' button in the settings menu.
- New confirmation window when pressing the 'end turn' button, if some HQ points accumulated and have not been spent, research points are available, units can be deployed but have not.
- New unit property: Progressive cost. Can be edited in the Units Editor. This new property works simply as a way to increase a unit's cost based on amount purchased. For example, factories have a progressive cost of 300. For every new factory purchased, the base cost of factories increases by the progressive cost set up. So, factory #1 costs 1050, factory #2 costs 1350, etc etc.
- (Mobile) Confirmation window to perform unit swapping and prevent any accidental swap.
CHANGED
- Updated multiplayer/chat version to 7.2.5.
- Tooltip for the ironman mode will now be forced shown (no delay for mouse hovering).
- Skipping a unit for a turn now automatically selects the next unit in line (saving clicks).
- Production time for refineries and factories.
- (Mobile) The game will no longer let the phone go into sleep mode if no action is made/screen is untouched.
- (Mobile) Single finger hold is now required to show the damage window.
- (Mobile) Damage window is now shown a little bit higher to prevent fingers hiding the values.
- (Mobile) Damage breakdown will now come up a little faster (0.75s vs 1s) when holding your finger on an enemy.
- Changed the color of the range of units (representation) for colorblind mode ON.
- Camera zoom in/out start level (automatic) on scenario opening. Should be better now!
FIXED
- Unlocking achievements on the Tutorial map did not work.
- Clicks went through UI when deselecting a unit and if you had left click set to deselect a unit it would deselect the unit all the time instead of performing UI interactions.
- Notification for research (available) will no longer be shown if all units have been researched.
- Issues with production time and factory/refinery.
- Tiles properties (toggles) from tiles editor were not passed on newly built tiles.
- Jumping to next unit did not dim the counter.
- Supplies rate UI item sometimes not disappearing properly.
- Potential damage UI item sometimes not disappearing properly (if mouse went over UI).
Merry Christmas to ya'll in advance! :)
ADDED
- In the map editor, you can now edit any units starting HP by setting a custom HP modifier (in percentage, from 1 to 100.
CHANGED
- Multiplayer/Chat compatibility version updated to 7.2.4.
- The demo version of the game will no longer connect to the same chat as the paid version. Too many trolls without account registration.
- The armour modifier is now applied in another way, in order to further increase balance and logic. Here is an example of the damage before the change, for an engagement between a Nashorn and an IS-2. Hard damage of the Nashorn is 115, armour of the IS-2 is 93. Base damage is 22. Now, if the Nashorn gets damaged, since the damage scale with the HP but the armour dont you literally get 0 damage for every single attack, which is kinda wrong. In order to fix this, the base raw damage is now calculated with the armour right away, and the HP modifier is applied based on the remaining damage. Meaning, if the Nashorn is at 50% HP, instead of dealing 0 damage, it would deal around 11 damage, because the HP modifier now applies after armour has been deduced from base raw hard damage. This makes things way more balanced and will solve many combat issues where if a unit was no longer 100% HP it would simply be useless because of the orders in which modifiers were applied. To sum this change up. Base damage is now equal to base damage minus armour, and the HP modifier is calculated based on left potential damage, instead of on the base raw damage.
FIXED
- Campaign end of scenario bonus of XP for < 5 units lost could be wrongly applied.
- Some XP/rank calculation issues in campaign scenarios.
- On the mobile version of the game, on tablet, the unit ready or units in production icons would never be shown.
- In the map editor, the victory and defeat text would always be overwritten by the intro text.
- Seems like not all commanders had the permanent death toggled ON.
ADDED
- 4 new key binds (empty by default) to jump to the each far side of the map (left/right/up/down).
CHANGED
- Multiplayer compatibility versionning: 7.2.3.
- Improved network stability when playing in real time multiplayer (reduced the amount of queries sent back and forth to prevent BufferFull error which was creating the desync issues) I therefore managed to reduce the amount of exchanged data/queries by 58%. Hopefully, this has a meaningful impact on stability in general.
- If a translation is missing, English will now be used as default instead of missing translation text.
FIXED
- In real time multiplayer, supportive fire from the FOW would not be synced (visually). Meaning if some artillery uncovered itself from the FOW on the host, the client would not see the newly uncovered artillery doing the supportive fire.
- AI paratroopers would go towards sea victory points and drop in the sea.
- Lot of typos or incorrect translation of soviet cities in the Soviet Union in the Europe scenarios.
- Incorrect Chinese cities names in Pacific scenarios.
- Heroes graphics having wrong dimensions prevented mods from being loaded entirely.
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
ADDED
- Added missing default keybind for opening/closing the Order of Battle (L is the new default keybind).
CHANGED
- Attempt to nerf the overpowered fighters: Rockets option and Bombs option no longer give an extra ammo to base ammo. This means, fighters dont get 6 ammo anymore, they stay at 4 as they start with.
- Bombs on fighters now reduce their air damage by 25%, this is to represent their loss in agility and effectiveness in air vs air combat.
- Rockets dont give any more bonus to air combat (they previously had a +5 air damage bonus).
- Bombs option now costs 50 instead of 60.
- Torpedo option now costs 50 instead of 60.
- Bombs and Torpedo options impact on plane action range now works as a percentage (25%) of their base action range instead of being a flat 15 tiles penalty.
- Keyboard camera layout has been changed for French (ZQSD vs WASD).
- Sd. Kfz. 232 graphics.
- Panzer III Ausf. A graphics.
- ML-20 152 mm graphics.
- ZiS-3 graphics.
- StuG III F graphics.
- Wurfrahmen 40 graphics.
- T-28 soviet tank graphics.
- BA-10 graphics.
- BT-2 graphics.
FIXED
- Soviet Union and any other Communist country had wrong hero icon on counters.
- Fixed issue in PBEM games where if AI was set to play first, upon first human playing the turn would end and game would be sent the server.
- Siracusa (city) typo.
- Torino (city) typo.
- Small scroll issue in multiplayer host menu.
REMOVED
- Strategic redeployment for the AI because it was not working as intended (not in all cases, really hard to get it working like a human player would, almost impossible to cover all cases and situations or map layouts to make an actual good use of it). It would endlessly send back its unit to the reserve then re sell them and in the end never deployed them, it just crippled its army.
ADDED
- New Continue button in solo games where you can continue playing even after the scenario ended.
CHANGED
- Scorched Earth Policy will now also cancel any income reward for capturing a VP.
- Auto Resupply of units will now be split into 2: Repair, and ammo/fuel. Repair will take place right when you end your turn, ammo and fuel will be both at the end of your turn, and beginning of new one. Should be way handier now! When your turn starts, you are sure all of your units got ammo and fuel!
- Units details will now be displayed even when the game is paused, same for the range of ranged units.
- Various improvements to Europe 1939 scenario (Added creation of Vichy France upon France capitulation). Proper war declarations, proper support from Canada and US, proper Winter War etc. Plenty of good stuff, updated events, increased historical accuracy if the option is turned ON in your settings.
- AI will not longer have more bombers than fighters (meaning the ratio of bombers to fighters will never be higher than 1:1).
- Reduced AI's engineers purchase rate.
- Reduced AI's flamethrower tanks purchase rate.
- M-30 122 mm graphics changes.
- Char B1 bis graphics changes.
- Panzer III Ausf. A graphics changes.
- Panzer 38(t) E graphics changes.
- Panzer I Ausf. A graphics changes.
FIXED
- Potential movement tiles graphics during winter on frozen bodies of water would still use the summer graphics.
- Zone of Control setting never synced in multiplayer.
- Upgrading unit creating an error during multiplayer sync (real time).
- Cross-Platform multiplayer issues with iOS in real time multiplayer.
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).
ADDITIONS:
- New awesome wallpaper made by my brother! Well done!
- New country: Communist China. With all its units.
- New scenarios: Pacific 1937. Pacific 1942. Pacific 1945.
- New Japanese units: Imperial Guards, Type 2 Ho-I, Type 98 20mm AA.
- M1 Gun 40 mm AA to New Zealand.
- Light infantry 43 to British Raj.
- More artillery to Republic of China.
- Heavy infantry and Engineers for Thailand.
- Marines to United Kingdom.
- Password visibility button when doing things in multiplayer menu (streaming friendly).
- Chat language channels/rooms. Default room is ENGLISH, please speak in english there. If you want to speak in your native language, please use its dedicated channel.
CHANGES:
- Changed back German engineers to their previous graphics.
- Completely upgraded Pacific 1941 scenario.
- Japanese Marines graphics.
- Thailand light infantry graphics.
- Type 1 Ho-Ni I, Type 94 37 mm, Type 4 Chi-To, Type 1 Chi-He, Type 97 Chi-Ha, Type 97 Chi-Ha Kai graphics.
- French Char FCM 2C graphics.
- US Rangers, heavy infantry, Marines graphics.
- Capped commandos to 3 units deployed at the same time max.
- Capped Panzergrenadier to 10 units deployed at the same time max.
- NKVD capped to 10 units deployed at the same time max.
- Soviet Shock infantry capped to 10 units deployed at the same time max.
- Capped Marines to 10 units deployed at the same time max.
- Capped paratroopers to 10 units deployed at the same time max.
- Max purchase limit UI is now dynamically refreshed as you add / remove units from your basket and shows the actual limit of units once reached (10/10).
- Marines now have a 15% damage bonus when landing.
- SU-122 was a regular tank when it should have been an SPG.
- Tactical bombers now take into account entrenchment penalty.
- Now showing what track is currently being played in the music tracks.
- Reduced battleships vs land units damage by 10%.
- German campaign scenario Leningrad 41 balance.
- German campaign scenario Minsk 41 balance.
FIXES:
- Soviet Union turning Neutral because of an event on Europe 1939 while a human player was at war with it.
- One Soviet Air Commander could be bought in lend lease.
- Portuguese translation issues.
- Adding new player in map editor issue sometimes.
- One AI freeze fix with air policies when playing in < 1900.
- Price issues when upgrading units.
- Coast generation issues.
- AI difficulty income modifier not changing if ironman mode was OFF.
- Accidentally added one extra month of winter/snow.
- No buildings appearing in store when the amount of days per turn was set to 0.
- Upgrading a unit from the reserve which had a production time would get overwritten by a new turn production which could be way shorter that its initial production time. Now, it will be added on top of the initial redeployment time.
- Strategic bombers could bomb naval reinforcement tiles.
- Minimized destruction policy not reflected on the UI.
- Economy policies not reflected on the Tile Info UI element.
- In the map editor, setting a unit entrenchment to be 0 on scenario start would not display the proper value.
- Various AI issues.
- Scorched earth would take place on sea tiles.
- Difficulty did not influence income modifier in campaign when going from one campaign scenario to another.
- Changing the season of a map in the map editor would make jungle tiles turn black.
- White border issue.
- Clicking on 'next' or 'prev' track in the tracks window would not properly play the next or prev track based on current track being played.
- Coastal batteries did not remove entrenchment when attacking land units.
- German naval hero had a name issue (incorrect characters).
- Empty tooltips in Random Scenario Generator menu.
- Units blinking event when set to be skipped.
REMOVED:
- Flat -5 damage penalty to tanks. Not needed anymore due to the changes with how the terrain modifier works now.
1 week has passed since the last major update, it is time again for some regular update... And welcome again to all new players :)
ADDITIONS
- Brand new upkeep mechanics (optional setting). Default OFF. This new setting aims at bringing more balance to the game. Each unit now have an upkeep cost that will be removed from the player's income at the beginning of every turn. Upkeep is reduced when a player is not at war with anybody (-70%).
- Brand new income tooltip, shows a short breakdown of the income of the player. Including the upkeep for each category of units. Upkeep part is hidden if upkeep is turned OFF.
CHANGES
- Engineers have their regular building destroyer buff back.
- Japanese Light infantry, Heavy infantry, Light infantry 43, Paratroopers, Engineers graphics.
- German engineers, Tiger I E, Panther A and G graphics.
- Mechanized and motorized units can no longer cross mountain tiles, even if marked as mountaineers.
- Base Ideology of: Ireland (Democracy), Spain (Fascism), Sweden (Democracy).
- Income modifier slider now accepts 0% as a value. Useful if you want a game where no side earns income every turn.
- Downgrading a damaged unit into a unit that had lost HP would refill all its HP (for example, damaged regular infantry downgrading into garrison would result in full HP garrison instead of keeping the ratio of the lost HP).
- Speed of tile season change scales with size of maps.
- Reduced the size of save files. Europe scenarios for example have lost an extra 0.3 MB.
- Updated Finland on all Europe scenarios.
FIXES
- France had the wrong flag (wrong shade of blue).
- Units with flamethrowers were missing their damage buff against units on a refinery tile.
- Typos in different localization files.
- Income modifier based on difficulty sometimes would not work.
- AI never bought veterans units.AI never bought mechanized or motorized infantry.
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
- New Naval Convoy Route tile. I Implemented this new tile on Europe 1939 and 1941 to represent the convoy routes between USA and Britain. They produce 50 income and nothing when captured. The purpose of those tiles is to recreate the battle of the atlantic where one side needs to defend its convoy routes (Allies) and the Axis must take control of it to deny any additional income for the British/Soviet Union.
- Dedicated background to counters for Marines units featuring a neat little anchor icon (Thank you @Mysh for the suggestion).
- Paid mods are now allowed to be posted on the Workshop.
- Pressing Next or Prev unit when the Order of Battle is open did not work.
- Upgrading mechanized regular artillery would not take into account the proper price of the unit.
- Settings not synced when hosting a PBEM game.
- Mechanized unit bonus not applied when loading a save.
- Upgrading a damaged unit healed it for free. Now, when upgrading a damaged unit, the HP will stay the same and wont heal magically.
- Store upgrade bug when trying to upgrade infantry from one country into another country.
- Several big issues with real time multiplayer.
- Unit upgrade issues.
- Planes that were deployed at sea were sent automatically to the reserve.
- Translation errors.
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...
ADDED:
- Localization system to the game, allowing me to translate it into any amount of languages.
- Zone of Control mechanics (optional, you can turn it ON in the settings). Many of you wanted this, so here it is (a little late, but hey, it's here now!). In its current form, and after debate with the discord members, we chose to apply ZoC only to land units (so, not applying to planes or ships). ZoC does not apply to several units: Commanders, Land mines, buildings (except bunkers), partisans, garrisons, militia/volkssturm, units having less than or 30% HP, units having no ammo.
- Possibility to access the upgrade menu with a unit from another country.
- Possibility to upgrade any unit from your reserve (very useful in campaign scenarios).
- New setting: Instant season change. If you turn this ON, there will no longer be any animation/smooth transition, but the map will instantly convert all the tiles graphics to match the proper season.
- Right clicking in the editors will now unselect the currently selected item (unit, tile...)
- In the Leaderboards menu, the game will now let you know if there are no entries for a specific leaderboard, instead of not displaying anything at all which could be confusing.
- Changing the country of a unit in the units editor will now instantly refresh its counter.
- Thanks to the UI upgrade, sharing links is now possible in the chat. Sending links has been disabled for those who do not have an account, this is to prevent potential spam. Guests will not be able to send links.
- New 'Water Freezes' mechanics. I have added two new properties to tiles: 'Can Freeze' and 'Frozen'. The 'Can Freeze' property will be directly set in the map editor, you will have the possibility to choose what water / river tiles can freeze during winter. The 'Frozen' property will be set at runtime whenever the season changes in the game. When a body of water freezes, it becomes walkable for regular ground units, and unwalkable for ships. I have added this to all Europe scenarios to all Northern Areas of the game, such as Finland, Norway, Sweden, and East/North Russia. This should change the battle dynamic during winter and make it pretty interesting to play ;)
- You can now easily purchase units from other countries in the map editor.
- New Soviet Unit: NKL-26 aerosan.
- New toggle in the units editor: Cannot be captured. Does what it say ;) Prevents a given unit to be captured.
- New toggle in the units editor: No Lend Lease. Does what it say as well, the unit will not appear in the store when trying to purchase units from other countries.
- Foldered saves support. You can now create folders in your Saves folder, the game will recreate the hierarchy in the UI. Meaning you can have a Europe playthrough, and place all your relevant saves in that folder, they will be grouped in the game/UI.
- Support for mods and Research. Since there is a finite amount of historical periods, I have added some supported time periods that the Research menu will support. 5 new time periods have been added: (Napoleonic Wars) 1790-1820, (American Civil War) 1861-1865, (World War 1) 1914-1918, 1947-1991 (Cold War), 2000-2030 (Modern Era). Regular base game time period now is 1936-1946.
- New toggle in the Tiles Editor: is Capturable. By default, this toggle is ON for every tile, except the reinforcement tiles.
- New toggle in the Tiles Editor: is Reinforcement tile. You can now make any tile behave as a reinforcement tile.
- New toggle filter in the Order of Battle to display only core units. This is replacing the old top of the UI core units menu.
- Possibility to generate High Res. screenshots by pressing F12. They will be saved in the new Screenshots folder, alongside the other more usual Saves and Maps folders.
- War declarations from Italy to Greece and Yugoslavia on Europe 1939.
- You can now set a player target for the 'Show Message' event action to show messages only to certain players. If you leave the player target empty, it will be considered as 'Everyone'.
- Button in the mod menu that links directly the youtube tutorial about how to mod the game.
- AI will now finally use the 'strategic redeployment' for its units. It has been a little tough to find good use cases for it, but Europe 39 was as good test map for it, as for example Germany would have all its army on the eastern front when declaring war on Denmark, and moving it all from the east to the west was super long, now it simply sends everything back to the reserve (just like a human player would do through the Order of Battle) and redeploys them where it's needed.
- Strategic redeployment is now authorized/enabled in real time multiplayer matches too (previously was not possible).
CHANGED:
- Upgrade of the entire UI across the game. Lots of optimization were made, as well as QoL. Enjoy :)
- Pretty much all tooltips got their text updated and clarity was improved.
- Paratroopers while in airborne mode have a reduced autonomy. From 100 tiles (before) to 35 (now). This change was made to make paratrooper use closer to reality, and not use them as a ballistic missile which could fly across the entire map.
- Paratroopers now can be resupplied at and around friendly airfields while in airborne mode.
- The 'Random Damage Modifier' setting is now a percentage, no longer a flat damage. Goes from 0% to 100%. Works the same as before. Default value is 15%.
- Mentions (@) in chat will no longer stay forever and remind you that you got tagged in a message every time you load the game scene. They will be shown a single time per message where you were tagged per game session.
- In online chat, the real time at which messages were sent will now be displayed.
- Spain (Axis) in the Spanish Civil War scenario will now properly perform landings from Africa.
- Changed graphics of major Victory Points circles when opening the Objectives panel.
- Changed the look of flags on Victory Points on the map.
- The files auto refresh in the Saves / Maps folders is now properly working / more sensitive. The UI in the game will now properly refresh when a file is renamed or moved or deleted.
- Various UI improvements.
- Flamethrower bonus is no longer a flat 15 damage, but is now a 30% damage bonus.
- When setting 'Auto Supplies for all' in the Order of Battle, it will now be saved per player. No more need to enable this every time you load a save.
- Newly spawned in units will now properly have their 'auto supplies' set according to the toggle value in the Order of Battle.
- Your local game settings will now be saved before joining an online game (PBEM or real time) and be restored properly after going back to the main menu.
- When changing a player's country in the map editor, all units owned by the player that are on the map will see their counter refreshed (they used to keep the old counter).
- In the Tiles Editor, changing the biome of a tile will now refresh the tile's graphics.
- Events panel will no longer disable the currently active event when closing the scenario settings.
- Removing a player from the map in the map editor will now properly refresh the 'unit is target' for secondary victory conditions.
- Updated version of the multiplayer compatibility.
- Units slots generation in the Units Editor has been increased by 2.
- Pausing the game will now instantly pause the AI (previously the AI would keep playing for some time).
- Policies are now available in campaign scenarios, given you enabled it in the settings.
- Winter season Lake tile graphics now show the lake as frozen.
- IMAM Ro. 44 can now be launched from ships having a catapult.
- Re. 2000 can now be launched from ships having a catapult.
- Destroyers attacking submerged submarines have a 30% chance at every attack to force the sub to the surface.
- Several tiles' variable types (from integers to shorts), doesn't have any impact on gameplay but cut the weight of save files. On Europe 39 for example, save files now are 1MB lighter.
- AI planes purchase rate has been reworked. It will no longer 'spam' air units. It will stop buying planes when it is not needed.
- Adjusted research time for units, more granular now.
- Updated manual with Zone of Control.
FIXED:
- AI not 'fighting back' against submarines, it will now properly produce destroyers in priority to match enemy subs.
- Typo on Europe maps with the tile 'Fort Maddalena' in North Africa.
- For some reasons autosaves were made during PBEM games.
- Tooltips were always shown, even when option turned OFF in the settings.
- Newly imported overlays would not show in the game, their opacity would be at 0% by default.
- In the store, it would always be written 'Remove core unit' even if the selected unit was not a core unit.
- Lag spike issue in the Diplomacy menu when hovering with your mouse over a country when it displayed the relationships.
- Multiplayer online leaderboard is now responsive again and will no longer freeze the game when you click on the button. I have applied some filtering to only display relevant information. Players will need to complete at least a game (losing or winning) to appear in the leaderboard.
- Clicks going through the musics playlist background.
- Fallschirmjger name display. Properly showing the ''. This is a save breaking change, it will take effect only if you start a new playthrough or purchase a new unit. Existing Fallschirmjger will have the "?" graphics show.
- Upgraded units lost the Flamethrower bonus.
- Modded tiles did not carry their Manpower and Occupied Manpower values.
- Random Damage Modifier is now properly synced in multiplayer.
- No more lag spike when pressing TAB and using numbers on counters when having a huge amount of units on the map (Ex: Europe scenarios). Probably improved performances as a whole too.
- File Locked game settings would be saved after you went back to the main menu, and if you created a new map in the map editor right after that, you would lock your new map and you could never open it again.
- Partisans never spawning.
- Carrier/Naval planes could resupply at battleships using their catapult rendering carriers useless.
- Pressing 'escape' while in the map editor menu did not close it.
- Units disappearing (planes) when they were above a land/naval mine and the mine was from an enemy team (= unseen). Your plane would simply disappear when swapping air/ground view.
- Units getting a hero in battle did not refresh their counter to show the hero icon on it.
- Placing supply depots on cities/towns/villages would confuse the game and they would get ignored and it would use the tile instead of the unit (as a supplies source).
- Issue campaign scenarios and HQ points when playing with the Policies option ON.
- Issue with season change. When season was changing already and another season change request was made before the first completed.
- Tech Tree tooltip research time did not take into account some policies.
- Showing low ammo icon on units that have a max of 1 ammo (V1s, V2s...)
REMOVED:
- Core Units panel from the top of the UI. No longer needed since I added a toggle 'sort core units' in the Order of Battle.
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...
ADDED
- Nothing.
CHANGED
- Further improved balanced between sub damage and destroyers.
- Winter damage now is based on the MP (Movement Point) cost of the tile. So, road will deal -1 HP of attrition, while thick forest will deal -3 HP. The slider in the settings now acts as a modifier. Meaning 0 is x0, 1 is x1, 2 is x2 etc.
- Operation Market Garden further balance changes.
- AI will no longer buy units from allies having another ideology than theirs if historical focus is ON.
- Upgrading or downgrading a unit will now apply an experience loss of - 10 XP. [strike]
- Reverted back to the old steamworks library. Should fix the issues of not being able to play without steam and other steam related issues.[/strike] RIP. Even after reverting to the old version, it still doesn't work... Seems like this is it for running the game without steam. UPDATED: So, I made a version of the game that is stripped from the Steam Library altogether. You can find it on itch.io (not on steam for obvious reasons). Should work just fine now...
FIXED
- Nothing.
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!
ADDED
- Convoys spawn events on Europe 39 and Europe 41. Canada and the USA will be spawning convoys regularly in the Atlantic to help out the UK. This makes for some realistic war help and starts the atlantic war...
- Possibility to press 'escape' when starting/loading a scenario to pass the start screen.
- BMW R12 recon unit for Germany.
- Willys MB Jeep recon unit for the USA and GB (Desert variant).
CHANGED
- Any ground unit can now attack an enemy unit that is in a landing craft IF the enemy is on a harbour tile.
- Embarking/disembarking from a transport plane, a ship, or a train will reset the unit's entrenchment level to 0.
- Error text shown when trying to join a faction that already exists but you are not Neutral.
- If two units damaging each other are on the same tile (typically, plane + ground unit) the damage visuals will be split evenly on the sides instead of both in the middle resulting in some glitchy text.
- Stronger penalty for units proceeding to land to make a more significant different with marines which have no penalty at all.
- Pressing 'escape' when chat is open will no longer close all of the UI but simply close the chat panel.
- Text when a player sends you funds.
- Added a delay to retaliation fire sound effect (0.5s).
- Removed some Allied ships from the Sicily scenario as they didn't have that many historically.
- Made custom manpower cost inputfield in unit editor bigger (could only fit 3 numbers before...).
- Added an extra Istanbul city tile on the other side of the coast on Europe scenarios.
- Added Mount Olympus mountain in Greece that was missing on Europe scenarios.
- Stalingrad factory positioning.
FIXED
- Faction change event could lead to one unwanted behaviour where the country from the alliance being joined would stay at war with the country joining (Example: Romania switching sides in 1944, before the fix, USSR would be both allied with Romania and at war with Romania).
- When duplicating an event, the MaxExecution property would reset itself to 1.
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
ADDED
- Possibility to upgrade ships. Ships need to be next to a friendly harbour tile to be upgraded. The upgrade is possible only between ships of a same class (Submarine -> Submarine). When upgrading a ship, it will be sent to the reserve for a certain amount of turns. You will be able to deploy upgraded ships once they are finished upgrading.
- Possibility to change the camera's background's color. The option can be found in the settings in the main menu, it is the very last entry. It is an inputfield where you can write the color of your choice in hexadecimal (https://www.color-hex.com).
- Small widget about our new game in the main menu.
- Black faded bar to the left to have more visible buttons in the main menu.
CHANGED
- Stronger penalty for units proceeding to land to make a more significant different with marines which have no penalty at all.
- Text when a player sends you funds.
- Changed wallpaper to summer one.
- Updated Steamworks API.
FIXED
- Iraq had an ideology of 'Null'.
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 :)
ADDED:
- Engineers for Denmark.
- Brand new policies category: Economy! Coming with 5 brand new policies to pick from (Manpower and/or Tech Tree options must be ON).
CHANGED:
- RAM usage when loading mods. Has been reduced by 50%.
- AI carriers will now play before AI planes, so that the planes better follow and cover allied carriers, and provide better resupply possibilities.
- Mouse cursor from the old ugly one to something more in line with the game's UI.
- Unit's name (real one) is now shown in its history panel.
FIXED:
- Some campaign scenarios' balance.
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:
- onDateReached
- onTurnCount
- onVPcaptured
- Show message
- Add money
- Add HQ points
- Change faction
- Declare War
- Make peace
- Set VP ownership
- Capitulation
- Add unit to reserve
- Spawn unit
ADDED
- New event system. Clearer and more modular!
- New event actions (Add HQ points, set VP ownership...)
CHANGED
FIXED
- Corsica and Sardinia should not have been under Italian control in Europe 1944.
- AI buying garrisons that were not within the good timeframe.
- Missiles (V1s, V2s... or modded ones) would have an encirclement penalty apply to them, which makes no sense.
- One freeze instance in the store when trying to toggle ON then toggle OFF the veteran option.
Hello everyone :) I just came home, and I am already pushing out an update! Here's the changelog:
ADDED
- Europe 44 scenario.
- Light inf. 43 for Australia.
- Light inf. 43 for New Zealand.
- M3 Grant for Great Britain.
- Type 3 ka chi for Japan (Amphibious).
- Italian commander Giovanni Messe.
CHANGES
- You can now deploy units while all units are hidden. No need to keep toggling ON and OFF.
- Turkish light infantry graphics.
- Improved Overlord 44 balance / realism.
- Improved Europe 41 balance.
- Improved Europe 42 balance.
- Improved Europe 43 balance.
- Mods loading code improvements.
- [strike]Mods can now support any resolution for units / tiles. They will be upscaled automatically to the games standards. For example, base game units are 1024x1024, they roughly are 300kb, a 256x256 weighs about 70kb, which is more than 3 times less. This allows you to make lighter mods that should also increase loading speed. Visual difference is minimal. [/strike] CANCELLED. Converting graphics triggered an auto generation of mipmaps (What are mipmaps?) and as a result all units or tiles or flags from mods looked blurry. Sorry. I have no workaround, I cannot delete them or not generate them, its some low level shit from the engine API.
- Encirclement modifier now is a % instead of a fixed value. It used to be -5 to final damage from 2 units and above (per unit). It is now changed to -15% damage per unit from 2 units and above.
- Finnish winter damage bonus also gets changed from +5 to +15%.
- Hills do not add a fixed +5 to the damage, but a +15% damage.
- Recon attack bonus is no longer a fixed 5 damage but a +15% damage.
- Landing penalty is no longer a fixed -5 but a -15% damage.
- Generals/Commanders do not give fixed damage buff anymore but a percentage. So, the value of their stats is now a percentage instead of a hard value. If a commander has 15 in soft damage, this translates as all units within range of this commander will receive a +15% damage bonus to soft damage. Using percentages is better for balance and for modding. adding a flat +15 to soft damage would completely break the balance and overpower artillery for example.
- Many changes and improvements to the damage calculation system.
- Updated the manual.
FIXES
- Multiplayer not working when joining (PBEM or Real Time).
- Random scenarios generation black screen.
- Damage breakdown inconsistencies (total not adding up to final damage).
- AI not properly buying ships.
- AI not properly buying planes.
- AI was landing on mountain tiles.
- Flags mipmaps were too harsh and I decided to remove them entirely. Flags should now always be crispy even from a distance.
- Mod's thumbnails will keep their aspect ratio when seen in game.
- Doctrines/Policies panel not resizing automatically (could not pick lower ones).
- Air commanders/generals were not buffing air units.
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
ADDED
- New unit editor toggle: IsAmphibious. Units marked as IsAmphibious will be able to cross rivers.
- Cavalry to Mongolia.
CHANGED
- LVT-1 Alligator, T-37, Ka-mi were turned into amphibious tanks. These tanks are now able to move across river tiles.
- Reduced min amount of units to be on the battlefield to buy commanders for the AI. Used to be 50, it is now lowered to 20. AI should now purchase commanders on smaller maps.
FIXED
- AI commanders cost didn't cost HQ points when playing with Policies setting turned ON.
- You could build tiles (Factories, refineries, etc) in somebody else's territory, effectively stealing his territory.
Hello there :)
I have been hard at work today and finally got the motivation to cover the Spanish Civil War... So here it is :)
ADDED
- Spanish Civil War 1936 standalone scenario.
- Spanish Republic new country.
- 42 new units for Spanish Republic.
- 21 new units to Nationalist Spain.
- Madsen 20mm M33 to Denmark.
- New setting: Disable vanilla soundtracks. If this toggle is ON, no musics from the base game + DLC will be played. Should be used if you want to play with modded musics only.
- Carro Veloce 33cc to Italy.
- 2 new achievements (Winning Spanish Civil War as Axis / Allies).
CHANGED
- Multiplayer version: 6.6.11 -> 6.7.0.
- Several units graphics.
- CV-33 and CV-35 graphics.
- Several units start use year and month.
- Changed Nationalist Spain counters color (Yellow).
- Various stats rebalance.
- Battle of France 1940 standalone scenario balance.
FIXED
- One instance of game freeze when upgrading/downgrading a unit in the store.
- On my end, borders disappeared. Didn't seem to happen for you but just in case.. it's fixed.
- One instance of unit stacking.
ADDED
- Placeable Czech Hedgehogs. Static unit (type=building) that will prevent any armoured vehicle to move through the tile. Any other unit type can still move.
- Placeable dragon's teeth. Static unit (type=building) that will prevent any armoured vehicle to move through the tile. Any other unit type can still move. Has more armour than hedgehogs. AI will buy and placed those defensive buildings, with some limitations. They will place them only on roads / plains tiles. They will buy them only if they are losing. Engineers have a 100% damage bonus against these obstacles.
- Engineers and Partisans to Croatia.
- Panzer IV F2 for Germany. Very long debate. On Discord. ITS COMPLICATED.
CHANGED
- Bridges and buffs/debuffs associated to them. Bridge tiles now have a +15 defense modifier. Defending a bridge is actually not standing on the bridge but keeping an entire side of the river and shooting at anything that tries to cross it. So it makes sense to have a defensive bonus while being on the tile. Before, you had a debuff to be on the tile.
- AT guns and AT units (SPGs) as well as AA units will now have the possibility to make enemy units retreat when making a successful attack. It was an oversight from my end, it should have been there since the beginning, it's now 'fixed'.
- Brought Volkssturm HP on the same base as everyone else (from 50 HP to 100 HP). If conscripts have 100 HP, so should the Volkssturm. They still have very low stats, and lower stats than regular light infantry.
- Added back 1 visibility to pontoon bridges unit in order to fix a stacking issue.
FIXED
- Stacking occurence due to pontoon bridge and FOW visibility.
ADDED
- 3 new soviet commanders: Pavel Belov, Pavel Rotmistrov and Mikhail Katukov.
- Possibility to mod any unit's turn production. Base value is 0, which means the game automatically calculates it. If you want to edit that, just write your own value in the inputfield. Feel free to make mods that are simply overhaul of the current unit's production values (For ships, let's say, I know some people wanted longer production times ... so here you go).
- New quick game scenario: Berlin 1945.
CHANGED
- Soviet Partisans graphics.
- German Puma graphics.
- British Valentine Mk. XI graphics.
FIXED
- So far, nothing :)
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
- For iOS (iPad / iPhone): App Store
- For Android (Tablets / Phones): Google Play
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 :)
ADDED
- Possibility to duplicate items in the basket. YES. Finally :) Just click on the item and it will duplicate itself. No more need to purchase the same unit over and over again and clicking everywhere, single click is enough now.
- New key bind to clear/cancel attacks for a selected unit. This will prove useful mostly for anti air units. Why? Well let's say you want to move to a tile, but an enemy plane is on this tile. You will be forced to attack this unit before you can move in the tile. Now, when you press the key, the potential attacks will be cleared and you will be able to move freely without being forced to attack anything.
- New event: Peace Loss VP. Country losing a specific victory point will make peace with the country capturing this VP.
CHANGED
- AI planes quantity being purchased (reduced).
- Special AI new purchases weight for year priori to 1900 (will buy less artillery).
FIXED
- Ground troops armour was taken into account for airborne ones (Example: American light tank Locust M22).
- Waypoints key binding could not be set to something else/new.
ADDED:
- Manchukuo (Country + units).
- Manchukuo to Pacific 1941 map.
- Fade to season change transition. Looks better.
CHANGES:
- Small adjustment to OOB of Finnish-Soviet border on Europe 39 map.
- Changed buildings units icon type to building icon (instead of tank icon for bunkers for example).
- No more fuel loss due to bad weather for units being on a victory point. They will still lose their movement point.
- AI ships will no longer try to move across the Earth anymore. I have set a maximum of 100 tiles to reach their goal. If the number of tiles to reach their goal is higher than 100 tiles, then they will abandon their goal and stay where they are. This will prevent the soviet ships moving from murmansk to attack GB for example or stuff like that. Or the Soviet Navy moving from the black see to Europe
- Finnish Heavy infantry graphics.
- Japanese Type 96 15cm artillery graphics.
- Japanese Type 88 75mm AA graphics.
- Defensive unit shield graphics (map editor only).
- Added bunker NATO counter.
FIXES:
- Finnish coastal defence ship cost 0 manpower.
- Units in landing crafts could overrun ground units.
- Torpedo equipped planes made a torpedo sound against ground units when attacking.
- No more AI war declarations because of ships.
- Chuikov was a Soviet Union ground hero.
- Jungle villages could spawn all types of units (except planes).
- Ships could move across other ships in the FOW and overlap (if they were not at war).
- Visibility / FOW bug when right clicking over an enemy unit while deploying own units.
Alright, I got tired to update 6.6.7's change log day and night so I'm creating a new game version haha
ADDED:
- Added animation to XP earning (will from down to up and disappear in a fade).
- Added animation to ammo and fuel depletion (will disappear in a fade).
- Added animation to unit level up (scale from 0 to 1 and disappear in a fade).
- Added animation to surrendering flag (will now wave left and right).
- Added animation to Overrun Retreat and Surrender text (fading).
- Added animation to capturing a victory point (Fading and scaling).
- Added animation to units you can attack (bullseye).
- Added animation to deploying a unit (fading and scaling).
- UI feedback showing when a unit levels up + little animation.
- Engineers for the British Raj.
CHANGED:
- Replaced 'browse saves' button in the in game load menu by a folder button icon.
- New Zealand light inf. graphics.
- USSR heavy inf. graphics.
- Changed bullseye image (edited it a bit to give it some volume, looks way nicer now).
- AIs paratroopers might not just go and get to the closest VP anymore but also help on the ground.
- Graphics update for the following units: Sturmpanzer II, Panzerwerfer 42, Pak-40, Marder I, Marder II, SU-85, SU-100, SU-26, SU-14, BM-13 Katyusha, 45mm M1937, SU-122, 6-pdr.
- Special characters like '.' or '_' are now hidden in game from scenario's/maps names. This allow for having your map/scenario at the very top (because the file's name starts with a special character) but the players will see a normal name in game.
FIXED:
- One instance of AI freeze when its faction was being changed.
- AI targeting it's allies VPs when historical focus was turned OFF.
- Instance of AI leaving its victory point even when there are enemies around (paras, or tanks).
- Instance of AI artillery going to close contact.
- Research panel % research was too wide compared to the units slots.
- Camera follow AI will now work properly and the AI will wait until the camera is focused on its unit before it starts moving/attacking.
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.
CHANGES
- AI planes will not suicide anymore by attacking things they shouldnt (like bombing a tile that has 3 AAs around it and would destroy the AI plane).
- AI minors plane buying rate. They will buy more now.
- Trains can now go and embark/disembark in refinery tiles.
- Ambush during bad weather for planes have been disabled. No more ambush, planes will just blocking the way.
- AI if historical focus is turned ON in the settings will not use landing crafts anymore (Specific list of countries that should not be using them, example: Yugoslavia, Finland)
FIXES
- Mails not being sent when playing PBEM multiplayer (or when trying to set up a new password).
- Entrenchment wasnt taken into account anymore.
- AIs engineers not being engineers when newly bought. Behaved as regular infantry.
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!
ADDED
- New event type: Spawn unit at turn. Instead of spawning a unit at a given date, it will be based on the turn.
- New setting to hide the battle preview (was asked in order to play a more hardcore version of the game, why not). Turning this setting ON will hide completely the little UI part that tells you what damage are done to each side when you hover with your mouse over an enemy.
- Barrage balloons for the USSR.
CHANGED
- HP modifier is now being calculated and applied BEFORE the encirclement modifier.
- Made the AI purchase barrage balloons more often in losing air war situations.
- Barrage balloons turn to produce reduced to 1 (instead of 2).
FIXED
- Supply units that were upgraded passed this on to the newly upgraded unit. Ex: Upgrading/Downgrading a supply plane into any other plane would make this plane a super supply bomber!
- Units that had no suffix even though the option was turned ON.
- Units' names not being updated after an upgrade (linked to the issue above).
- Upgrading a unit from one that had less max HP than the new one would result in the unit being upgraded not being full HP (keeping old HP).
- You could upgrade barrage balloons.
ADDED
- New toggle in the unit editor "IsEngineers". This replaces the now deleted "Pioneer" unit type. More versatile this way, and faster in code.
- Added separation for counting for ships types as well (same as I did for infantry types in the latest 6.6.4).
- Also added a separate counter for rail artillery guns and armoured trains.
CHANGED
- Updated Operation Grapheshot, factories were missing.
- Ships for Great Britain and the USA cost 50% less manpower, this change is made to enable them to have a better / bigger fleet in scenarios where they cannot field more due to manpower shortages resulting in weak fleets (Only for the WWII period, from 1939 included to 1945 included).
- Reset and regenerated all units numbers on all maps.
FIXED
- You could walk on mines from your allies and the mine would now go off, this would result in a unit overlap. You cannot walk on friendly mines anymore.
- Upgrading a plane without a drop tank to a plane with a drop tank would not grant you the extra fuel.
- Upgrade fuel issue (giving you more than you could have at your max).
ADDED
- AI income modifier in the settings (singleplayer only).
- Human income modifier in the settings (singleplayer only).
- Fast AI only for allies setting (mutually exclusive with Fast AI).
CHANGED
- To unlock achievements that are scenario linked, you will need to have FOW setting ON, infinite ammo and fuel OFF, have the AI income modifier set to at least 100% and the human player's income modifier at maximum of 100%.
- Made Fast AI and Slow AI setting mutually exclusive (cannot have both Slow and Fast AI turned ON at the same time, turning one or the other ON will turn the other OFF).
- Turned the random damage modifier setting from a toggle into a slider. You can adjust the value to your liking. From 0 to 50. 0 Acts as if the option was disabled (no random damage).
- Follow AI moves will no longer take effect when Fast AI is ON. Nobody will throw up anymore due to high movement speed :)
- Semyon Timoshenko was added to the Soviet Army in Europe 1939 start.
REMOVED
- Framerate setting (now automatically set to your screen's refresh rate).
- V-Sync setting (now automatically set to false, the framerate was capped at 60 when using this setting).
- Anti Aliasing setting (was useless and I was unaware of it).
FIXED
- Opponent's mines were visible (should have been hidden).
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 :)
ADDED
- New unit: Pontoon Bridge.
- New tanks for France: SARL 42, Renault R40, AMX 40, ARL 44.
CHANGED
- Europe 1941 USSR/Finnish border was wrongly placed.
- Store UI for GB WWII: Artillery + AT category.
- Morser Karl graphics.
- Renault R35 graphics.
- AI will play its engineers before the other ground units.
FIXED
Hello guys! This isn't the biggest update I've made but a welcome one nonetheless!
ADDED:
- Heroes editor.
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!
Added:
- Possibility to modify base units' stats (official) and save those changes into a mod.
Changed:
- Submarines can now detect ships 3 tiles away.
- Mods' weight is now very accurately displayed in the mod manager (down to the kb).
- You can now play the same country in real time multiplayer. Not same player, but same country. So you can have a map with 3 players and have 2 Germany.
- Reinitialized all leaderboard for scenarios. I am sorry, but since I added the leaderboard many things have changed and I found ways to prevent players from "cheating" and have impossible scores (like 2 turns on the Europe map). So, this way, everyone has a chance again!
- Changes to partisans spawning and policies.
Fixed:
- When changing a base unit's max HP down to 50 let's say, if you started a new scenario, the unit would show 100/50 HP.
- Buildings didn't appear in the map editor.
- Infinite money bug while upgrading units in some cases (with truck or mech option).
- Selling a unit from the reserve would not apply the 'use modifier', for example if you sent a unit back to the reserve from the order of battle and sold the unit afterwards, you would get back 100% of the cash.
- Unit's icon not showing for buildings after changes I made to the categories of units.
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.
Additions:
- Possibility to build airfields on the spot as well as trenches, factories or even refineries to boost your country's income.
- New category in the store / research (buildings). I moved all buildings to this category for organisations sake.
- Button to remove units only in victory points in the map editor (Useful if you don't want to touch the OOB but still want to re do all garrison or simply remove it).
- Button to place garrison in VPs only in the map editor. Once again, very useful if you want in just 2 clicks to replace all units in the VPs by garrisons.
- HQ points are now shown in the store if you are playing with the policy option turned ON.
- AT infantry 43 for italy.
- 3 new achievements for building: an airfield, a factory and a refinery.
- New category in the store: Buildings. I moved all the buildings there (Bunkers, coastal batteries, mines and the new buildable tiles).
- Laid the groundwork for statistics (charts). Next update (6.7.0) will be charts and you will be able at the end of a scenario to look at a chart basically showing how you've done and you will be able to compare with other countries, I think that will be cool/interesting. So raw numbers as it was but also a chart synthesising all this :) So from now on, everything you do is recorded to be later displayed in the charts.
Changes:
- Internally created a "Shared" folder for all common graphics for units such as: Bunkers, all coastal batteries, mines (both types), supply depots, RADARs, newly added factory and airfield. Since they all look the same, it didn't make sense to have 257 sprites when you could have 1 of each). So yes, I deleted 257 images which should make some free space for your computers :) No difference in gameplay, or for mods, just more free space for you :)
- Changed the way units are counted in the unit editor, duplicates are not counted anymore. It is now based on unique units only. New total of units: 1213 unique units.
- Stalingrad as the soviets scenario overhaul.
Fixes:
- AI would go for reinforcement tiles (cannot be captured).
- Op. Husky could not be finished as the Axis.
- Units could capture VPs from other countries if they were not in the same faction but also not at war with them.
- You couldn't buy units from neutral countries if yourself weren't neutral.
- Bunkers, coastal batteries, radars and supply depots didn't cost any manpower.
- Categories icons in research menu didn't lit up properly on mouse hover.
- Sometimes for some reasons units with auto supplies ON would not be resupplied.
CAUTION: This update is NOT multiplayer compatible with prior versions of the game. Do not attempt to cross version multiplayer. Either stay in 6.4.2 OR move to 6.5.0.
Hello again :) I have been at work for the past 3 days on something I talked about during my streams on Youtube, for those of you who watched me, you already know what this is :) The last major feature the game was lacking was a better diplomacy system. So, I got to work and updated it Actually, it was a bit more than an update since I changed around 800 lines of code throughout the game (that were linked to diplomacy in general) That was a LOT of work (but this was due to my code not supporting changes like those without redoing the entire thing from scratch) This is one of the reasons why there are things that are simply not gonna change simply because my code sucks and doesn't really support upgrades but actually requires to be demolished and rebuilt, making it a huge pain in the butt Anyway, I finished the work on diplomacy, and now you have a proper system where you can be at war with Poland, not at war with the USSR but still have the USSR at war with Poland This system was needed for the quick games (custom scenarios) where for example both Germany and the USSR would be at war with Poland but Germany and the USSR wouldn't be allies That wasn't possible with the old system because it was very binary. You were either at war, either at peace. Now you can have common enemies without being allies. Anyway, this fixes the Winter War as well, where Finland and the USSR will both be at war with each other without impacting anything else, and same thing for the Baltic States and the USSR in June 1940 USSR will mind its own business and there will be no intel sharing or any red units running around Germany Not anymore Unfortunately, the changes required for this to work made the whole thing slower (more expensive checks, since instead of checking if you are in the same faction or not you need to check in your list of allies or list or enemies or both even in some places) and so this slowed down the AI a little At first, it was pretty bad, then I profiled the issues and saw there were things that could be optimised I optimised some things and made them faster, so we got back at the previous level of speed/lag Basically almost nothing changed in term of AI speed, but the code is more efficient now! (All my tests are conducted on Europe 1939 with all countries in Free For All mode in hardcore with all options ON in the settings. With the previous version the first turn took 1 minute 12 seconds to complete, now it takes 1 minute 7 seconds. Small optimisations things a bit)
Additions:
- New diplomacy system. New diplomacy tooltip showing wars and alliances per player.
- New pre war anti tank gun for Hungary.
Changes:
- Many, many, many lines of code changed. Everywhere throughout the game. This means instability has increased, I did play test quite a bit and squashed all bugs I found. Since this update once again has really changed the code base of the game, it is likely there are going to be new bugs. If you witness something weird, please let me know so I can fix it in the best delays!
- AI's behaviour with planes. If the option "one more tile with planes" is one, AI will take advantage of that now and have its plane move aside one tile when it attacked a unit, to allow for maximum destruction/damage.
- When a VP is captured, if it used to belong to someone else, and if this someone else is your ally, the VP will go back to its original owner, no longer to you. Basically, when Germany invades France, if the USA or any ally of France take back France's stuff, it goes back to France. This is not only good because of this, but also because this means the AI will no longer steal stuff from you if it used to belong to you!
Fixes:
- AI buying algorithm. Many fixes. Including ratio of tanks planes artillery etc both for majors and minors.
- General fixes I found while re writing the code throughout the game.
- All Weather policy not working properly, enemy that didn't have it would retaliate at 100% damage.
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)
Additions:
- Waypoint system. Use LEFT CTRL to enable the feature, and left click to add/remove any waypoint for the selected unit. When you will start pressing LEFT CTRL down all waypoints of all the other units (yours) will be shown, this is to help organise big troops movement and keep track of who goes where. I also added a new keybinding to use the key you want instead of holding down LEFT CTRL.
- New planes to Yugoslavia (Bf 109E, Hurricane Mk. I, Blenheim Mk I, Hawker Fury, Do-17K, SM-79)
Changes:
- Marsh tiles can't be entered by tanks or anything else except infantry anymore.
- Minors will purchase less tanks (Found that Yugoslavia was getting way too many tanks).
Fixes:
- AI was half blind and half cheating. It could see your territory but didn't see half of his. This bug seems to have been here forever so ... Just noticed it 2 days ago while doing a stream... But now it's fixed!!
Multiplayer lobby
Amount of weapons currently in the game
German fighter sight
British fighter sight [previewyoutube=i9tXi1MexLg;full][/previewyoutube] MG-42 firing + walking in the woods
StuG III G in ambush position
View from the driver's port in StuG III G
Ju-88 A4 looking for a target Currently supports up to 128 infantry bots in singleplayer, should be plenty to have some fun!
ADDED:
- List of online players in the chat. Now you can see who is online and know if your friend(s) is playing the game or just to know if you're not chatting alone :)
- History to the chat. I set the history to be the last 10 messages that were sent before you joined the chat, this way you can know what people were talking about before you joined.
CHANGES:
- Updated the manual (hence the 40MB update).
FIXES:
- Mines were invisible to your allies.
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 :)
NUMBER 1: Uncut German flag.
Replaces the base censored German flag by the historically accurate one. You can subscribe to this mod here Credits: Valentin56610
NUMBER 2: Tinted counters.
Replaces all white on the counters by the counter's base color but tinted. You can subscribe to this mod here Credits: Der Kuenstler
NUMBER 3: The Great War (WWI conversion)
Brings WWI to Hex of Steel! No more, no less :) I heard eastern front is under development, so only the western front is available at the moment. You can subscribe to this mod here Credits: Chrys131
NUMBER 4: Modern Warfare
Brings modern conflicts to the game, featuring the Russo-Ukrainian war. You can subscribe to this mod here Credits: Chrys131
NUMBER 5: Napoleonic Wars
Brings the 1800s to the game, with a Europe map with most countries of the time. You can subscribe to this mod here Credits: Chrys131
NUMBER 6: National bunkers
This mod changes the graphics of most bunkers giving them a more personalized style. You can subscribe to this mod here Credits: Der Kuenstler
NUMBER 7: More Visible Airfields
This mod changes the graphics of the airfield tiles to make them more visible even when units are above them. You can subscribe to this mod here Credits: Der Kuenstler
NUMBER 8: Huge Pacific scenario
This mod adds a new scenario to the game, it is taking place in the Pacific and is a huge one! Perfect for players that are looking for huge scenarios :) You can subscribe to this mod here Credits: evolution.400
NUMBER 9: German Generals Portraits
This mod replaces the base generals' graphics by custom ones showing their faces. You can subscribe to this mod here Credits: Chrys131
NUMBER 10: More Visible Trenches
This mod changes the graphics of the trenches tiles to make them more visible even when units are above them. You can subscribe to this mod here Credits: Der Kuenstler Thank you for reading and thank you to all modders that already have contributed to the workshop and that will contribute in the future!
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!
ADDITIONS:
- British light infantry 43.
- US M2 light tank.
- You can now change the individual units level right from the map editor. Done so when right clicking on a unit, two more buttons have been added: +1 level to unit and -1 level to unit.
CHANGES
- Changed the way mods are being handled. No more file handling or whatever, just create your mod through the game's UI, then add/remove/modify units of your mod directly from the editor without having to move / copy files over the place. Those dark times are over and now modding became incredibly easier! Currently looking for a solution to modify official units (base units) stats and make a mod for that. One note though, only one file will be allowed per category now, you will not have the possibility to have 2 custom units file in the custom units folder.
- Re did the modding README file, clearer now :)
- Bunkers and costal batteries will spawn asleep.
- Crimea 1944 and Europe 1939 balance adjustments.
- Optimization to deployment panel (faster to open and close, performance wise).
- Units for the spawn unit event in the map editor are now ordered by their names. Easier to look for a particular unit.
- Made units store slots bigger on mobile version, 4 columns instead of 5 makes more space for having bigger slots.
- Pershing and Super Pershing graphics.
- Slightly improved opening times of maps in the map editor.
FIXES
- Paratroopers kept their 8 MP when dropping if they were placed in the map editor.
- AI generals not moving out victory points.
- AI generals were not always winterized.
- Human controlled partisans couldnt blow up bridges
- 3.7 cm sd kHz (German) had no armour.
- Clicks going through the tiles container in map editor.
- Paratroopers would become garrisons.
- You could resupply submarine under water with supply ships.
- No sounds were played when resupplying using supply ships or planes.
- Spawning several units using the event would not spawn all of the units if there was more than 1 unit to be spawned.
- All scroll areas that would not scroll if you did not have your mouse perfectly on the item. YAY.
- Forgot to add the graphics for the Chinese transport plane for paras.
- Finally fixed the annoying bug of black tiles and tiles disappearing when placing roads rivers etc. All good now!
Update is not backward compatible for real time multiplayer since I made changes/fixes to the network code.
ADDITIONS:
- None!
CHANGES:
- Not showing the state of the enemys ammo and fuel anymore, will add that later back if you pick a certain policy (spying).
- QoL : When you delete the units name in game it will now set itself back to the normal name.
- Stalingrad and Sea Lion south difficulty changes (too hard).
- Carrier compatible planes cost 50 more.
- Recon planes cost less to make a bigger difference with offensive planes (fighters and others).
- Mechanized option for guns no longer apply a +5 soft damage to them. Only infantry.
- Submarines were pretty much cannon fodder for ships due to their inability to disengage after an attack (limited by the 2 action points rule). Attacking now with submarines will not cost an action point anymore, so they can move, attack, then move again. Their number of movement points remains unchanged so they still cant get very far away). I recommend using recon planes alongside with your fleets now so you can easily spot the subs.
- Made deployment of new units at newly captured cities longer (2 turns to deploy new infantry at something captured behind the frontline was too short, minimum of 3 for towns, and 5 for factories and cities and 2 for airfields).
- Inviting allies of same ideology was too cheap, made it twice more expensive.
- Belgian heavy infantry and engineers got a graphics swap.
- Artillery barrage policy now doubles the cost of ammo supplies.
- Blitzkrieg policy now doubles the cost in ammo and fuel of your tanks, mechanised/motorized units and CAS planes.
- Commanders are now more expensive and their range is taken into account in the way the price is calculated (useful for modding).
- Small changes / adjustments to Europe map.
- Adjusted the ammo of German artillery.
FIXES:
- You could resupply fuel / ammo infinitely if you just spammed the hotkeys. There were no checks for using the hotkeys to resupply a unit.
- Sync issues in real time multiplayer with mobile / PC (when units got deleted/died).
- Your units could be renamed to 'waswsawsass' when moving the camera around after you clicked on the units name and thought you had clicked away.
- AI freeze instance. Finally found it! Even fixed it live during my stream on Youtube :) Here
- New random IDs for units less prone to duplicates. Regenerated the IDs of all units on all maps. This is to make sure each unit is unique and so that when a unit dies the proper one is removed and not another one with the same ID.
- Change faction event would happen even if the player already has the faction the event wants to change it to (Allies and Allies) for example.
ADDITIONS:
- Country specific (not for everyone) icons in the tech tree panel.
- Polish icons for the store and tech tree panel.
- Units to Switzerland.
- Modified maps where Switzerland was present and added units there for them.
CHANGES:
- AI will no longer send money to ally that are not from the same ideology. This will prevent some weird exchange between the USSR sending Germany money
- Reduced cost in manpower of barrage balloons from 2k to 0.5k.
- Clicking on the notification of a new tech researched will now open the research panel.
- Country with a neutral ideology (Switzerland, Sweden etc) are now cheaper to invite to your faction (50%).
FIXES:
- Upgrading/downgrading a unit would not refresh the manpower.
- Downgrading a unit that has less max HP would not update the current HP of the unit (frequent when downgrading to a garrison).
- AI sending money to other players when it didnt need to.
- Supply depots were not updated on mobile.
- He-115 had 3 max ammo instead of 2.
- AI didnt check if it had ammo or fuel left before doing an overrun and potentially losing its unit for nothing.
- HP breakdown was being shown if the HP of the unit were equal or superior to its max HP.
- Last turn summary could show negative numbers if you downgraded a unit (basically earning money).
ADDITIONS
- New policy category: Occupation. Bringing 4 new policies: Balanced approach, aggressive approach, Secret police and Forced labor.
- New achievement: Tyrant (enabling the Forced labor policy).
- New input field to set the original owner of a tile. Since a lot of scenarios have Germany occupy some bits of countries and since now production and manpower values are based on occupation, starting Europe 1941 would give you crazy manpower due to the fact that the game thinks all VPs in France and other countries actually belong to Germany. With this new input field, you will be able to say this VP does belong to Germany now but its original owner is France. This way this VP will be considered occupied and not a German one, creating rebellions with partisans as well.
- Garrison unit (for 33 countries). Costs not much but doesnt do much either, just used to fight partisans and make sure nobody with paratroopers will take your cities from behind :) Free up a lot of manpower for making actual offensive troops.
CHANGES
- Occupied tiles will no longer give as much income as they did before. They used to give 100% of production, I think it makes sense that this value should be capped at 25%.
- Ideologies are now shown in the diplomacy panel.
- Added starting HQ points to most if not all quick games scenarios.
- Graphics for supply depots (Thank you Kelvin).
- Yugoslavia counters from red to purple.
- Made paratroopers a bit less OP.
ADDITIONS
- New manpower mechanics. Entirely optional and subject to changes very soon as it might not be perfectly balanced, expect incoming updates :p This new mechanics has been implemented because some players wanted a soft unit cap. This new mechanics is OFF by default and cannot be turned ON in campaign for balance purposes. Quick game only feature. Every VPs on the map will provide the player with a certain amount of manpower and units will now have an extra cost (in manpower) as well as their base cost. Every unit has a different manpower cost, so making planes will not be as expensive as recruiting an infantry division. This new mechanics comes with a new policy category: Conscription. I currently made 3 levels of conscription. Every level of conscription grants more available manpower but reduces the damage of new units. This feature is save and multiplayer compatible. No need to start a new game to enable it. I cannot guarantee however that you will not be exceeding the manpower limit you should be having. Nothing serious though, you just wont be able to buy new units! Your max manpower is cut by 50% when you are neutral (because you are not at war). When capturing enemy VPs, the manpower pool will not be increased as usual but instead a fraction of what it should be (because occupation people are against you and not willing to enlist in your army).
- New achievements in link to the new manpower mechanics: Have 0 manpower (Krieg ist verloren), and enact the very last conscription policy (scraping the barrel).
- "Ideologies" for diplomacy and only if Historical Focus setting is turned ON. This will influence how countries interact with each other in the diplomacy in general.
CHANGES
- I made land and naval mines instantly available (no turn to produce) as they should be carried with destroyers / engineers at all times.
- Increased the production turns for building some ships (was too quick for battleships).
FIXES
- Paratroopers didnt make a plane sound when being deployed.
- Modded attack sounds would not appear in the proper category in the unit editor, and no custom movement or attack sound would play when being selected in the unit editor.
Discord link to see the work on the world map: https://discord.gg/Tn63mrwJyH
ADDITIONS
- New edge-to-edge movement mechanic. This opens up the possibility for a ... WORLD MAP!!!! Which I started making already, the amount of tiles is a staggering 160.600 for a size of 550x292. This mechanic can be toggled ON or OFF based on the map directly from inside the map editor. OFF by default because there is no world map in the game YET.
- Possibility to edit the HQ points directly from the map editor, so if you want to give some HQ points to a certain country when starting a scenario, this is now possible.
REMOVED
- Amount of players dropdown in the map editor. Was useless and created issues when adding more players than the dropdown had possibilities. Was rendered useless a while ago since I added a "Add player" button.
FIXES
- Several minor fixes that I actually attributed to the 6.3.0 changelog.
ADDITIONS
- New policy mechanics! Totally optional, can be turned ON or OFF in the settings, multiplayer and campaign compatible (carried over from one scenario to the next). 33 policies split in 3 categories. I will add more, I just need ideas, so take a look at whats already there and suggest me some others! :D Same for categories, Im sure we can come up with more than 3 to make it more interesting or balanced. Now, with the introduction of policies I am also introducing High command points, using those high command points you will be able to choose policies. You can have one active policy per category MAXIMUM. You can change as many times as you wish as long as you have the high command points necessary. High command points are earned every turn based on how many city tiles you own (biggest city tiles = capitals basically). The maximum amount of high command points you can store is 100. Each city tile will produce 5 a turn. All policies have a different cost based on what they do. AI will also pick policies. Unfortunately, none of this is moddable. I am sorry! (It requires deep changes in several places in the code, and you do not have access to the sourcecode so that's why I can't be edited from the outside). But I am really open to ideas so go crazy!
CHANGES
- Updated Europe 1941.
FIXES
- Sometimes the core unit amount would not be properly reset when starting a new campaign.
- Retreating units with option quick movement ON were playing the movement animation.
- Sonars would show naval mines.
- Following achievements were broken (couldn't be unlocked): Creator, Cheater, Loser, Winner, Retreat, Shore bombardment, Follower, Host.
- Submarines could attack from underwater (being submerged).
- On the Europe maps, the railways would not reach the followings cities: Lulea, Pecs, Hammerfest, Bergen, Oslo,
Added
- Redeploy button in the OOB. When pressing this button, the unit will be sent back to the reserve. This operation will cost 50. You cannot use this button in real time multiplayer.
Changes
- Made Thailand start Axis in Pacific 1941.
- Changed starting income in the battle of Khalkin Gol.
- Compressed a lot of textures and reduced the games weight by about 600 MB, I personally cant tell the difference between that and before in a 4K retina screen. So no quality loss but you just got yourself 600 MB of free space :)
- Updated unity version from 2021.1.19f1 to Unity 2021.3.0f1.
Fixes
- Performance issue when playing for a long time on a map and having a lot of units. Buying new units would make the game freeze for a long time before becoming playable again.
- Optimization when spawning new units, it will not re generate the entire pool anymore simply delete the unit you just spawned from it.
- After unfielding a unit, if on the tile the unit was there were 2 units the two unit indicator would not go away.
CHANGES
- Entrenchment is not taken into account anymore when the unit attacked is retaliating. So only the defenders entrenchment level is taken into account.
- Made terrain effect on supply route have twice the impact in cost.
- Increased torpedo damage by 5.
- Moved the workshop panel in the MODS menu.
- You can now enable / disable mods directly from the mod menu, including workshop mods. I will most likely add a workshop browser where you can subscribe and unsubscribe from mods there too at a later time, I finally found how to do it. They will not be loaded automatically anymore, you need to go at least once in the mod menu and activate them there now. Otherwise they wont be loaded.
- Unity update. 2021.1.28 -> 2021.2.17
FIXES
- Overlay in map editor not working on MacOS.
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:
- When being neutral you could get supplies from any neutral country not just your own.
- When being neutral you could see where other neutral country's submerged subs were.
- When deleting a player from the list in the map editor the borders would not get re drawn.
- The AI would not declare war on anyone anymore.
- Fixes for Europe 39.
- Neutral units in sight would wake up units that were put to sleep.
- The range of artillery would be shown when in landing crafts.
Added
- Overrun. This happens when armoured units make an enemy retreat or kill a unit. They will get automatically move in the tile that belonged to the defenders. Hopefully this will make the game more alive and not so much static :) Overrun will obviously not happen in any sea or river tiles as well as mountain tiles.
- Europe 1942 configuration. Takes place in November (11th) 1942. Starts with operation Uranus and operation torch, tough year for the germans.
Changes
- You can now deploy your core units almost anywhere on the map on turn 1 in campaign scenarios. The rules for determining where each unit can be spawned does not apply, so you can deploy your tigers at a village if you wish. Only at turn 1.
- Artillery removes morale now. Lots of morale if it is very heavy artillery or rockets.
- Changed the morale bonus / penalty for losing / capturing an enemy VP from being applied to ALL units on the map to something more local. It is now applied to all units in a 10 hex radius.
Fixes
- Winter tile Road4Intersection not marked as railroad, therefore you couldnt use trains over it.
- When all countries on a map were neutral, the game would end.
- Improved performances when having a big OOB.
- When declaring war on another country while being neutral yourself your diplomacy state didnt change. You will now turn Axis / Allies depending on the side the country you just declared war on joined.
- Options in the store were not refunded when upgrading.
- When using the button Remove all units in the map editor, it would not reset to 0 the count of owned unit of each type for the player. So for example if after removing all units from the map using the button you were to place an infantry, it would not say 1st infantry but continue from where it left off the last time you bought an infantry unit.
- In game load panel deleting a save would not make the delete button or rename button go away, you could still press them.
- When making a save manually from the in game load panel the input field for entering a save name would go missing.
Bf 109 K-4 Attacking a formation of Il-4s helped by a Bf 109 F-2 I added so much new stuff, I really am crossing my fingers for a release of the beta this month! I keep pushing the date back, I know, but it isn't because I'm not working, but because I am working too much! I keep adding new stuff, fixing things, I'm doing my best! My brother has got the season change done, so we can turn summer maps into winter ones, I already got a bunch of winter camos for ground vehicles so they'll blend in :)
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)
Changes
- The AI will not stay on human owned VPs anymore. They will vacate them so that the human player can use his own VPs for upgrade purposes for example. The AI will still get inside those VPs if there is any threat, but will leave ASAP.
Fixes
- AI ships could resupply at sea, sorry about this bug this is a major one.
- Capitulations events marked as Historical Focus ONLY would get executed even when Historical focus was OFF in the settings Oops :x
- Okinawa as the Japanese was doomed to end after turn 1.
- Couldnt open the escape menu on mobile if OOB was open.
- Units with 0 MPs were only blinking half way.
- Units with custom names couldn't not be redeployed once sent back to the reserve.
ADDITIONS
- Added new keybinding to deselect a unit. By default it is right click. Had to add this one otherwise you couldnt use right click to like move or attack cause it would deselect the unit constantly.
FIXES
- There were no winter versions of the sea bridges tiles resulting in them turning completely black when season was changing.
- Small issues with generals that had air damage bonuses AND ground damage bonuses, their bonuses would never apply.
- Cannot move any landing craft in an occupied sea tile that was inside the FOW.
- Couldnt use right click to move or attack a unit since it was also triggering the unselect unit at the same time!
- Barrage balloons couldnt be unfielded.
Added
- Part of what campaign the scenario is in multiplayer in single player campaigns scenarios. What I mean is you probably noticed that you could play campaign scenarios just like that, but there often were like a bunch of the same scenario like 2 or 3 sometime. This is because they were all part of different campaigns (Battle of Berlin for the US, battle of Berlin for the Germans etc) and even though they are the same scenario the balance is different for each country. Anyway, you couldnt know that because .. it wasnt indicated! Well now it is! Next to the scenario name the scenarios country will be written in order for you to have a better idea of what youre gonna be playing and how it should be played. If you see Kiev41 - Germany then it means this scenario is meant to be played as Germany.
Changes
- Reduced rain probability during summer by 2.
- Supply planes and supply ships will only resupply other units at a 50% rate per turn. This is to prevent themselves to run out of fuel and be stuck on the map.
- Updated the Battle of Kiev 41 scenario for both German and Soviet campaign.
- Updated Sea Lion South for the German campaign.
- Update Invasion of Yugoslavia for the German campaign.
- Adding * to the name of an airfield will make it impossible to deploy planes. Useful if youre creating maps and you want planes to be able to be refuel there but not allow the player to deploy anything.
Fixes
- Couldnt place trains or armoured trains either in the map editor or the game after the changes I made to the way railroads work.
- Engineers could attack units in landing crafts.
- You could still see how much damage a ground unit that couldnt attack units in landing crafts could do (when hovering with the mouse above the unit).
- Graphical bug where if your paratroopers were being moved from a train into an airfield and you embarked them in transport planes they would still look like a train, but a flying train!
My brother worked on the environment and got some good looking grass! He started experimenting with trees as well :)
Additions
- Sea bridges tiles. 3 roads variants and 3 railroads variants. They are of type sea so ships can cross them, I also added a new boolean of type Bridge that all bridge tiles have. This is used to make exception for ground units to allow them to move to some tiles that have that bridge boolean set to true.
- Added mouse zoom support on the mobile version (this is because I found out you could install the iOS app on a mac and play it on there, but without zooming capabilities it kinds sucks). I also added a new railroad boolean because I really needed tiles to have more than one type eh (Sea, bridge, railroad).
Changes
- Disabled the 15 turns neutral rule for solo games.
Fixes
- Custom unit names not being displayed properly in the map editor (not at all).
- Custom unit name not being shown in the reserve panel.
- Core Units werent assign suffixes.
This is all the AI only flying and fighting. I added some new planes recently, such as the La-5, the Yak-3, the Bf 109 K-4, Me 410, Hurricane Mk. I :)
Changes
- Updated Unity version to 2021.1.28f1 and Steamworks version to 1.52. Sorry I had to remove this some time ago because Steamworks wouldnt work but now its fine, so the Mac version now has native support for M1 ! :D
- Removed morale indicator for all units that had 0 movement points (Bunkers, radars, mines and others).
- When you send a message, the inputfield will now stay selected so you can send several messages quicker and you dont need to re select the input field every single time by clicking on it.
Fix
- One instance of AI freeze when trying to spawn partisans, rarely happened but still.
- El Alamein 2 instant loss after 1 turn.
- Random damage modifier (-5/+5) not fully working.
- Engineers in landing crafts could disable naval mines.
- When a country turned neutral, if another country that wasnt neutral had units there they would be stuck. Any unit being in a neutral country will now be sent back to the reserve. And same for neutral units in someone elses country. In order to prevent cheating, you cannot change your faction to neutral more than once in 10 turns. You can join other faction if you wish, but neutral is once max in every 15 turns. This is to prevent cheating and sending your enemies troops back to its territory any time you get attacked :)
Added
- Engineers and Light infantry 43 for Turkey.
- Light infantry and heavy infantry for Luxembourg. I didnt touch any of the maps though, but now they have the possibility to make those 2 units.
- New setting, OFF by default, plane can move one tile after they attacked. This will allow for more than 1 attack per plane per tile.
- New setting, units that can still move will now blink when the camera is far enough from the map.
- You can now order units by their health status in the OOB. Units with the lowest health will be on top.
- Tiles production value is now shown in the tiles info panel in the top left.
- Mountaineer option damage is now shown in the damage breakdown.
Changes
- All campaigns scenarios now are available to play in quick games.
- You can now deploy planes all around carriers, not just the tile above it.
- Sending money directly to a player using the diplomacy panel will now see a penalty of 15%. Meaning : Sending 1000 to a player, this player will receive only 850. Why ? To make it more interesting to use convoys :)
- Infantry and other non ranged units cannot attack landing crafts anymore. Only artillery, ships or planes can damage troops in landing crafts.
- When setting up a quick game you will now see a flag instead of the countrys text, more user friendly.
- Gunboats now get double damage from sub (just like landing crafts).
- Removed camera max height limit in the map editor for mobile.
- During winter, if you have some winter damage ON in the settings and > 0, they will now be multiplied by 2 when there is bad weather.
- Removed some placeholders units for Turkey.
- Units in trenches now start asleep.
- Optimized the camera script.
Fixes
- Qattara depression was shown as mountain.
- Some campaigns scenarios in the Pacific were missing naval reinforcement tiles for the Japs.
- Autosaves were made too early (before the income was added), so if you loaded your autosave you would not get the income for your turn.
- Droppable tanks (paratroopers, such as the Locust) didnt have the right amount of fuel when in a plane.
Added
- New desert tile : Qattara depression. Impassable desert tile.
Changes
- Operation Commpass changes to the map.
- Modified all desert maps to make sure they had the proper terrain features.
Fixes
- Morale for spawning units event
- Many ships/subs stats were a bit off.
- Some ground units stats were off.
- Capitulation vps for Greece and Romania on europe 39 were not assigned the right tile (coordinates were a bit off).
- Luxembourg was missing its name in europe 39.
Added
- New event ! Spawning unit when losing a VP.
- More events (mostly capitulation) in quick games. I tagged the event as Historical focus only, so if you want to have those events fired in your game, you need to turn ON the option Historical focus in the settings :)
- Karel Doorman as a dutch naval hero.
- Conrad Helfrich as a dutch naval hero.
- Amet-khan Sultan as a soviet air hero.
- Lev Shestakov as a soviet air hero.
- Alexander Pokryshkin as a soviet air hero.
- Kirill Yevstigneyev as a soviet air hero.
- Izidor Kovrik as a Slovak air hero.
- Franco Bordoni as an Italian air hero.
- Mario Visintini as an Italian air hero.
- Lauri Pekuri as a Finnish air hero.
- Pierre Le Gloan as a French air hero.
- Edmond Marin la Mesle as a French air hero.
Changes
- Mobelwagen had an armour of 65 which was too high.
- Increased the quality of naval counters on mobile.
- Gave a bit more sense to the stats of new heroes (Fighters having more chance to get air damage and MP bonus than bombers for example, more chance for visibility bonus for AT units etc. Just so that the stats of the heroes are more appropriate to the units type and not entirely random and end up useless).
Fixes
- Using events, spawning a unit later than turn 1 would give the spawned unit 0 HP.
- You could deploy any unit right after the country you won the war against capitulated. Like all the infrastructure were instant ready.
- On mobile, highlight ring would not show up on the map when you clicked on an important notification.
- 2 broken air heroes for the soviets.
- Seems you couldnt buy any more units in the store in the map editor.
WARNING : This update is NOT compatible with earlier versions for real time multiplayer.
Added
- Events !! Yoohoo ! Finally xD You know how it is with me now, I work on stuff when I want to, and recently I had ideas about events and how to create them etc, so I just sat behind my computer and coded. I have made a few different events (categories lets say). Receiving money, spawning a unit on a given tile, changing a countrys relationship (faction), and losing all your VPs (capitulation) when losing control of a certain VP. I hope those events will be enough for now, I couldnt think of anything else while making it. You can add as many event as youd like, it is very easy to use, events can be added / removed directly from the map editor and added to current scenarios. I also added another setting that I thought could be useful : Historical focus events only. When this is ON, the event will take place ONLY if the option Historical focus is turned ON in the settings (game settings). So, yeah, I hope youll like it ! I already implemented one event in one of the campaigns, the German one, first scenario in the eastern front. The USSR joined the war only on the 18th, so I created an event for the USSR to join the war on the 18th of September. Thats it ! Ah, I also added notifications to let you know when an event happens (like if the enemy got reinforcements, or if you got reinforcement, those will show up as a notification :)). Ah, actually I also edited Europe 1939 and added events there too, but they are all for Historical Focus = ON. Have a look at the events I added if you want :)
- When selecting a tile in the map editor, it will now display its coordinates (that will help when creating events for spawning units since this event requires you to enter the tiles coordinates !).
- Pressing escape in the map editor will bring the scenario settings panel.
- Oh, did you think that was it ? Well, I have not one, but TWO gifts for you this year because you have been so kind :p I made a whole new map of the Afrika Corps, it doesnt cover the entirety of it, feel free to edit it and add bits to the right and left if you really want to, its just the map I based it on didnt include more than that. It is still at a scale of roughly 10km/hex, and is 166 x 65, it includes Germany, Italy, Great Britain, Australia and New Zealand ! I hope you will have fun with it ! And merry Christmas ! ( Map is named North Africa 1942 and happens right after El Alamein, november 1st)
Changes
- Bombs and rockets were too powerful, nerfed those a bit (-5 hard for rockets and -5 hard for bombs).
Fixes
- You could place units even if hide units mode was ON and this lead to some unwanted results (inactive units etc).
- Operation Crusader fixes, Qattara Depression was mostly missing, and Tobruk was not British held which was .. shamingly for me the purpose of this scenario !
- Moving more than one tile with a gun and undoing the move would not give back the ability to attack to the gun.
- Soviet Union had major victory points on its side in the polish campaign that were needed in order to achieve victory. One issue though, since I changed the USSR from axis to neutral, they couldnt be called to the war because diplomacy isnt available in campaigns. This has been fixed by the new event feature I added as part of this update. USSR will now join the Axis mid game
Some German tanks, from the very small Pz I B to the Sturmtiger (Not showing all tanks here I really don't have the room, there are way more):
Some Soviet ones :
American ones :
And British ones !
I will most likely add Japan as well, but I haven't started working on that yet. The game is currently playable, there aren't any goals but all the basics are there. I tested it with 3 people, I'll try to test it with more people at the same time see how it behaves. So far, so good ! I will try to launch an open alpha soon, early 2022, probably before March, so if you guys are interested, you will be able to play test soon-ish ;) I would like to wish you a MERRY CHRISTMAS and a happy new year in advance since this is likely to be my last post of the year, Thank you to all the new players that got the game during the sales, you have no idea what it means to me (the world, it means the world to me) Hope youre all gonna have fun and see you on the battlefield !
Added
- Possibility to rename ANY unit to whatever youd like. This feature was not entirely complete before and limited to core units.
Changes
- Changes to the Campaign of Poland scenario, USSR will not start Axis on the first of September 39 but will remain neutral until the German player invites it to the war.
Fixes
- USSR polish campaign. You do not start on the 1st of September anymore but on the 17th. Map has been modified to fit those changes.
- Syracuse has been renamed into Siracca on all maps where it appeared.
- Huge save files size (25MB for Europe for example).
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. ------------------------------------------------------------------------------------------------------
The process
Where to start from? I needed an idea. I knew I wanted to draw some snow for this one. Snow has always been a long time love for me, and where I currently live (West of France) there isnt any during winter, so snow it was gonna be! Next step is finding the right setting, obviously it had to be WWII related. At the time I was looking at the part that Finland played in the war, and how they have defended themselves successfully against the Soviets. I ended up reading more about the Winter War and felt really inspired so I decided to go with that. So did I grab my pencil and tablet and started sketching some ideas? No, not yet at least. The first and crucial thing to do when tackling such project is gathering a whole bunch of references for nothing and everything. Ive put them all on a board using a tool called PureRef. Ill be keeping it close by at every stage of the painting process.
^ Probably the one that inspired me the most for the light color and mood of the final painting.
^ Some trees and rocks from the Finnish lands.
^ Few old photographs for trucks, tanks and poses/uniforms for historical accuracy. I then started the process of doing small sketches called thumbnails. It has the goal of keeping me from drawing blindly for a few hours the first idea that comes out of my head, before finding out that the composition doesnt work and I have to start again. That way I throw down multiple ideas and focus on the ones I like the most and eliminate those that dont work or arent as aesthetically pleasing. These are the ones I did:
Yes they might be rough and not necessarily pretty but thats not what they are here for. Its kinda more for me to steer the illustration in a certain direction. I ended up liking bottom right one and went for it.
I then worked detailing a bit more and placing some elements that I wanted present *Spoiler* they did not all make it in the final illustration. Keeping it all in black and white for simplicity and better decision making concerning the values. Little did I know that I would be changing a lot when passing to color, which is our next step!
^ I started with pretty low saturated tones, cleared the trees I had on the right making more place for your eyes to rest when looking at it. Also got rid of the rocks and the Finnish soldier on the bottom left because I felt like it didnt really match the perspective I went for.
^ I blocked in the T-26, added a few abandoned trucks (GAZ AA). Some pines in the foreground
^ Here I brought back the trees on the right, the illustration felt too optimistic, like a visual representation of the saying beingout of the woods. I wanted it to feel epic, more like a moment of peace and warmth before reentering in the cold shade of the pines, uncertain if there were gonna see the sun again on the other side.
^ And here goes the final details, an epic sky, light passing through the thick layer of clouds in the background. Detailing our most likely freezing cold soldiers. Some sharpening here and there, a little post processing and the illustration is done! The whole process starting from researches to the final illustration took me about 2 weeks. One focused on finding what I wanted to, finding the references I needed and coming up with the composition. The other one was mostly painting, painting, painting and the last details. I also have a time-lapse of the painting process starting at the color stage, heres a link : [previewyoutube=Kv7nnFLQ_VQ;full][/previewyoutube] ------------------------------------------------------------------------------------------------------ Well friends, that will be all for this little journey through my process to a completely new wallpaper. I really hope you like it! I had an extra fun time doing it. Thank you for reading and on Valentins behalf I wish you all an amazing end of year, have a great time!
Changes
- You can now go in negative numbers and be in debt using the fixed income setting.
- AI finally takes into account the presence of enemy ships for landing crafts, and will try to find path around hot areas whenever possible. Meaning if you got a sub sinking a bunch of AI at one point on the map, the AI will be avoiding the area for a while, going around it if it can, if it cannot well it cannot.
- Small RAM usage optimization.
Fixes
- AA seemed to retreat to planes in some cases.
- Sounds too loud, it will be quieter when you will play again so you might want to adjust your sound settings.
- When right clicking the supply line would not disappear.
- AI fighters going over subs it could not damage.
- In the damage breakdown if you had a fighter selected and would place your mouse over a destroyer or any ship it would say Submerged instead of showing Armour.
- Various city names fixes in the Op. Weserburung and Europe maps (Norwegian city names).
Additions
- 5 new soundtracks ! "Operation Mars", "Cerberus", "Coral Sea", "Operation Oak", and "Arnheim" Ive always felt like 5 tracks was too few for a game, unfortunately it wasnt high in my priority list. Total of base tracks is now of 10, and you can get an extra 5 by getting the support pack DLC in exchange of 5$, thats 1$ the track ! Thats a bargain :D
- 1 new achievement : (Supporter) for buying the support pack DLC.
- Mannerheim as a general for Finland.
- Multilingual support for online chat, not English only anymore ! :D
- New wallpaper ! Thanks to my brother Jules, a whole dedicated post will be coming soon where he will explain how he proceeds from the start to the end :)
Changes
- Made sure you could use negative fixed income in the map editor.
- Small changes on the Operation Weserburung scenario.
Fixes
- Disabled purchase of paratroopers for the AI when he doesnt have the air superiority.
- Pe-3 could carry bombs.
- AI would spawn air units even at bombed airfields. Probably humans could too.
- Research bug where it would take generals into account and the game would tell you you need to research all previous tech before you can move to another one but generals were not researchable so you were stuck. Same for the AI.
- One instance of AI freeze on custom maps.
- If you were resizing a map that had VPs that were supposed to be held in order to achieve victory and those VPs were deleted by the resize of the map the map would be literally unplayable.
- You could not send messages in solo without being in an online room to chat with other players.
- Chat messages parent / holder not going down when receiving now messages, you had to scroll in order to see new messages.
- Messages UI in the main menu.
- Cross platform chat functionality was not properly (at all) working :(
- On mobile attacking a plane unit with an AA on mobile would move the AA to the planes tile.
- On mobile the end of scenario text could not be scrolled and often a lot of it was hidden.
- When hosting a big map (Europe) there would often be connexion time out.
Removals
- Karl Donitz as a naval hero. He is already a general in the game. You could basically have 2 Karl Donitz !!
Development of the second game is going well, I worked on a few more mechanics and it's starting to get in good shape. Here are the last 2 dev blogs I posted on youtube : https://youtu.be/fTTwKI00HiY https://youtu.be/MdTftei0bNw I am honestly starting to think to add to this a whole new dimension, like a hex map of europe for example where you would have your armies and the fights would be solved in first person against other players So each player has its own career with its own progress and so you can either play career for yourself or have a list of ongoing games which are going to be other people's campaigns and join those If some of you heard about Heroes and Generals WWII this might sound similar, but since the dev ruined the game I thought I could make something great in that spot and I love the concept on its own
Changes
- Nukes are not available until August 45.
- Dropping a nuke now uses all of the units ammo, meaning you can attack only once.
- Swapping with any allied unit is now possible.
- Battleships are more expensive.
- Carriers are slightly less expensive.
Fixes
- It was possible that clicking on a notification would not take you anywhere and would not highlight anything.
- AI sending 0 money.
- AI capturing normal victory point at sea made it freeze.
- On mobile you couldnt delete units from the deploy panel.
- Small bug with AI that would not go resupply if a carrier was on a reinforcement tile.
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 !
Added
- Native support for M1 Macs.
Changes
- Updated Steamworks library (SDK). This way it now supports M1 Macs and wont cause any crash. Performances on M1 Macs should be way better due to the native support :)
- AI deploy carrier planes on carriers in priority now.
- Showing major victory points / secondary from afar on the map when clicking on objectives in the top menu UI.
- You can now see what your plane is about to attack underneath itself (showing the proper units name instead of its own due to the mouse being on itself).
- Europe 1939 and 1941 improvements.
- Italy 1943 improvements.
Fixes
- Planes supporting not having fighters sound effect (using torpedo sound for example).
- AI planes not resupplying at reinforcement tiles.
- Some heros names were not shown completely. I reduced the size of the font so they would fit.
- Artillery ignored any tiles terrain modifier.
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 ! :)
Changes
- You can now resupply supply ships using a supply ship.
- Made the yellow circle of supply ships bigger so it would be more visible (was hidden beneath the counter before).
- I have nerfed a bit the transfer unit feature, you cannot transfer units that have performed actions during their turn anymore. Someone found an exploit where you could play the units turn, transfer it to another country, then this unit could go on from there, then re transfer unit, re play it, etc. Not possible anymore.
- You can now deploy ground units at naval reinforcement tiles. So will the AI. Beware :)
Fixes
- Added the Modlin Fortress to Poland in Europe 39 and Campaign of Poland campaign scenario.
- Modifications to Operation Weserburung campaign scenario.
- Bruges isnt a harbour type of tile.
- Modifications to Belgium, Luxembourg, France and the Netherlands on all Europe maps.
- You could not resupply planes at reinforcement tiles.
- Supply ships would target themselves.
- Almost never raining on maps that had more than 1 day per turn.
- Recon ground units in landing crafts seeing 2 tiles away just like if they were on the ground. Should have been 1.
- AIs ships kind of bugged when they needed to go back to a harbour for repair. They would stay around but not really close enough to be able to resupply.
- Another bug with ships and the AI in general, not moving or moving 1 tile left and right or being completely useless.
- AI generals in landing craft never really moving anywhere.
- AI trains / armoured trains not moving in some cases.
Changes
- Improvements on Europe 1939.
- Churchill Crocodile graphics.
- Too many partisans were spawning.
Fixes
- You couldnt control your allies in Norway playing as the Allies.
- AI not building anything when it only had naval reinforcement tiles (Ex: Canada and US in Europe 1939).
- Nashorns texture on mobile was missing.
- AIs engineers never leaving the river.
- Automatic supplies bug causing an impossible end of turn.
Additions
MiG 1 to USSR. Argonaut, Cachalot, Dolphin, Narwhal submarines to the USA. All filter in the order of battle. Useful if you want to have a look at all your units or simply turn the auto supplies for all units in a single click instead of having to go through each category every time.
Changes
LaGG 3 graphics. Pravda class submarine graphics. Veterans recruiting time is now twice as long as before (if you have the recruiting units takes time option ON). Sea planes can now refuel at any ship that can launch sea planes. AT units will now support friendlies like AA, meaning any tile around even if they are technically not in range (Just like AA). Destroyers and carriers speed values (-1 for destroyers and +1 for carriers). Rebalance of the rocket launcher units, made them more powerful.
Fixes
Getting off a train in an empty enemy city would not capture it.
Added
- T-Class II and III, Amphion class, Odin class submarines to Great Britain.
- Calvi class, Marconi class, Archimede class, Argonauta class submarines to Italy.
Changes
- OT-26 graphics.
- Bandiera class and Acciaio class submarines graphics.
Fixes
- Stalingrad for the Soviet Union scenario balance and different fixes.
Additions
- Somua SAu 40 French pre WWII SPG prototype.
Changes
- Real time multiplayer no more has a limit to the map/scenario you can play ! If a map is above the limit, the game will just cut it in bits and send each bit separately so that each bit of the map is smaller than the max size limit for files :) That means, that playing in real time on the map of Europe IS possible now !
- Hornisse was renamed to Nashorn.
- Units stats updates.
Added
- Speedy AI option in the settings. So, this doesnt really add anything new, but when this will be toggled ON all AI will be playing at maximum speed, and you will be able to still have your own move with the animations etc. But all AI players will be like if quick movement option was ON and slow AI was ON too.
Changes
- Updated Pacific 1941 quick game scenario. It was time.
- ISU-152, T-34 85, T-34 76 1941, T-34 1942, T-34 76 1943 IS-2, IS-3 and SU-152 graphics change.
- Units stats changes.
Fixes
- Units could go above rank 5.
- Armour on planes was not showing (showing 0).
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.
Changes
- Being able to resupply ammo and fuel at any point felt a bit too much, so now if youre out of action points you cannot resupply ammo or fuel anymore.
- Showing countrys borders is now an option in the settings.
- Ships can now retreat, but not surrender.
- Text in the objectives panel was not so clear / ordered.
- The in game show/hide borders button has been moved in the main menu settings. This button has been replaced by the show / hide tile type button (used to show where airfields are etc).
Fixes
- Units in some circumstances would not retreat even though they could.
- Money amount for the AI was shown in solo.
- Units waking up automatically even though you skipped them (usually recon units).
Changes
- Fortification tiles MP cost is now 2.
- Rockets and bombs damage for the option have been adjusted.
- Fighters with bombs or rockets will now ignore 50% of the armour of ground targets (instead of 100%).
- IL-2 stats adjustments.
- Various units stats adjustments.
Fixes
- Tooltip issue ! (Those who experienced it know what I'm talking about).
- Desantniki (soviet paras) had only 3 MPs instead of 4.
- You could continue an online game with the continue button in the main menu.
- Belgian gladiator has 2 visibility but renard R 31 has 1.
Added
- I added an extra step to the sleep button. When pressing once, it will toggle the unit to be skipped during the current turn, and if one more time, the unit will enter sleep mode.
Changes
- BTs and T-34s tanks have all got an extra MP.
- Engineers or any other unit having a flamethrower will reduce the enemys entrenchment by 1 when attacking it.
- Entrenchment now provides 4 defense point per level (instead of 3).
- Units having a flamethrower (bonus against entrenched units and bunkers) now have a little icon in the store and deploy panel.
- Operation Weserubung has been added to the British campaign before Op. Compass in 1940. Operation Compass will be after that one.
Fixes
- Fw 200 could carry torpedoes but in reality it couldnt.
Changes
- Horse towed now adds 3 MPs (instead of 2) and costs 50.
- Half track towed now adds 4 MPs (instead of 3) and costs 150.
- Trucks option now adds 5 MPs (instead of 4) and costs 100.
Fixes
- Infantry took tanks tiles terrain modifier into account. Often leading to 0 damage.
- Stalingrad campaign scenario as the soviet would never end (If you had this problem on your save, I am sorry but you need to start the scenario over again..).
- Captured units in real time multiplayer werent synced.
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 !
Added
- Action point system. Until now, how units could repair, attack and move was a bit chaotic, right ? So now, all units will have 2 action point. This means you will be able with each unit to perform 2 actions, in any order youd like. Attack then move, move then attack, repair then attack, attack then repair, but always a maximum of 2 actions per turn. One action cannot be performed twice (2 moves or 2 attacks). Repairing uses all 2 action points.
Change
- Subs can now see 1 hex around them while submerged.
- Bombing a tile using strategic bombers that had a ground unit in it will only use 1 ammo instead of 2 (thus emptying the bomber in 1 bombing raid).
- Updated manual.
- The damage bonus from a new rank for the unit has been increased from 3 to 4 percent per rank.
- Increased the time for clicking on the minimap so its not considered a drag (from 0.1s to 0.25s).
Fixes
- Entrenchment would not reach 0 when the target unit was attacked, it would stay at 1.
- Placing tiles in the map editor on mobile was not possible.
- Auto coast was not working anymore in the map editor.
Added
- Reset player settings / game settings to default button in the settings.
- Smoothly moving the unit from its position to the one the player told it to move in RMP. Not teleporting anymore unless you have the quick movement option ON in the settings.
Changes
- Light infantry now has 4 MPs.
- Units rank has been capped back at 5.
- Changes and balance made in the infantry category. All prices and stats have been re done so that there is a real difference between each type of infantry.
- Prices in general will now all be rounded and pretty.
Fixes
- When the AI was capturing units in campaign would see those units turn into core units. Which didnt make any sense for the AI.
- Couldnt move an AA unit that had an enemy plane above it, you could only attack.
- Minor UI issues.
Added
- New unit type : Convoys. Convoys are used to send money to other player. When the convoy will reach a friendly harbour (as long as it is different than the owner of the convoy) the convoy will disappear and the player who received the convoys cost as an income. For now I added only a single type of convoy which costs 250. The amount of money added to the other player obviously scales with the amount of HP of the convoy. If the convoy has 50% HP the player will only get 50% of the 250 money. AI can use convoys and will protect them the same they protect carriers (sail in formation around them).
- 152 mm howitzer M1910, 122 mm howitzer M1910, Canon de 105 mle 1913 Schneider and 25 mm APX modle 1937, Landsverk L-62 Anti II to Finland.
- Kawasaki Ki-45, Kawasaki Ki-48 to Japan.
- 2 new achievements : Convoy killer (sink your first convoy). And War effort (supply your first ally using a convoy).
Changes
- Terrain tiles damage penalty modifier.
- Veteran option from the store now give you a rank / tier 3 unit, not 4 anymore.
- XP for units next rank is now scaled with the rank and not 20 XP per rank anymore. Here are the new values : Rank 1: 0 XP, Rank 2: 15 XP, Rank 3: 40 XP, Rank 4: 75 XP, Rank 5: 120 XP (Hero).
- No limit to units rank. You can have a unit with a rank of 100, its in theory possible, now how much XP thats going to require .. probably a lot !
- Capturing a VP will grant 3 XP for the unit capturing the VP.
- Updated the map editor on mobile.
Added
- Notifications in the multiplayer menu. If there is an incoming message, or if a game is hosted (and how many), all of this will be displayed in the menu.
- Tooltips will now auto show even if you turn them off if you keep your mouse long enough above the UI element (0.75 seconds).
- - Hex highlight when you go through unit list and the unit is selected.
- Fixed income per turn per player in the map editor. Sometimes, the map you will make will not have a ton of victory points / cities or anything that produces a lot of income, so I am introducing this new feature in order to make playing on those maps possible (without building cities out of nowhere).
Changes
- Updated Stalingrad campaign scenario. Should be cooler now.
Added
- Possibility to move the map around with left clic instead of middle mouse button. Turn this option ON or OFF in the settings.
Changes
- Added more synchronisation of events in RMP.
- Change in relationships popup windows do not close automatically anymore, i added a small close button for you to manually close them.
- All units in a VP will now be set as asleep when you start a new scenario so you dont spend 3h setting all units asleep on turn 1 :)
Fixes
- AI would not go at war with more than 2 countries. Oops. That is an issue I created with yesterday changes to the AI.
- AI not moving any unit he was buying and deploying in RMP.
- Spawning unit issues in RMP.
- Transferring units not working in RMP.
- Tanks were not dealing damage vs anti tanks.
Added
- M6 for the US.
- Churchill 3-inch gun carrier for GB.
Changes
- Camera tracking for RMP will now be set accordingly to the players settings for the AI camera tracking, at the exception that human moves will always be tracked even if the option is OFF in the settings.
- Several UI changes in the map editor.
- AI wont be declaring war to more countries that there is in their current alliance. If in the axis there is 4 countries, they will be at war with as many as 4 other countries.
Fixes
- A lot of issues with real time multiplayer.
- Order of Battle wasnt closing when pressing escape.
Added
- Real time multiplayer mobile compatibility across platforms. Real time multiplayer is now fully released on all platforms (Windows, Linux, MacOS, Android, iOS) and fully compatible across all of those. I know who will be playing HoS in his bed from his iPad :)
Fixes
- Transferring a unit to another player was not being synchronized in RMP (Im gonna write RMP instead of Real Time Multiplayer).
- Could not connect to multiplayer if you were a new player (the game wasnt installed on your PC before the update).
- Some more non-synchronized stuff in RMP.
- Many small UI refinements.
Added
- Visibility value of the unit to the research tooltip.
- Additional info for the units history for strategic bombers when bombing a tile, example : Has bombed Paris.
- Camera tracking to the real time multiplayer.
Changes
- Weather probability. All months probability have been changed and are now weighted by the number of days that go by per turn. It is logical to add this extra factor because if you play one turn and this turn equals 7 IRL days, then those 7 days must equally share the rain probability. Lets say in January you have 10 days of rain, this is roughly 30% rain per day, well the game will roll 7 dice and make an average of the weather for those 7 days, if the weather was mostly clear the turn will be clear, if not then weather will be bad.
- The messages you send in the chat will now be green.
Fixes
- TONS of synchronisation issues in real time multiplayer. We should be good now. AI also seems to be working so you can go with the AI, let me know if you encounter issues please ! :) One thing I havent synced yet is the end of turn summary, otherwise its all good for everything else (unless I forgot something !).
- Online chat was getting deleted in solo games.
- When a unit retreats, it would remove the selection icon from the selected unit.
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 :)
Added
- Real time multiplayer. When hosting a game, you can now choose if you want to host PBEM game or real time multiplayer game. Real time multiplayer doesnt really have a limit in terms of players, you can play up to anything youd like until it crashes (You can SAFELY play with up to 16 human players and probably even more). For now I am using the free version of Photon (plugin providing multiplayer) which allows 20 players simultaneously playing. I will be monitoring very closely how many people are playing at the same time and if I see more than 20 people wants to play I will upgrade to the paid version to support more players. Reason why I am not doing this now is because : 1 its pretty expensive. 2 : We roughly have a maximum of 20 players connected at the same time on the game, and I am sure those 20 people arent playing in multiplayer. Anyway, if there are slots issues Ill be buying more slots so do not worry ! For now AI is not supported, not all the data will be exchanged between all the PCs. AI currently runs only on the hosts PC, and that will probably stay that way. Please ensure that the host has the best internet connexion (The game shouldnt use much data but its better this way).
- Multiplayer autosave. Those autosaves will be on top of the usual autosaves, they wont overwrite your single player autosaves, they will be an extra file.
- M19 MGMC for the US (SPG AA).
- UI volume setting in the settings. It will probably be 0 when you will open the game, make sure you adjust that value to whatever you feel comfortable with.
- Online chat in the game, not just in the main menu anymore. Real time multiplayer means the need for real time chat inside the game, when you are playing. No bad words filter so go crazy, but please be respectful. Sucking at the game doesnt give you the right to insult your opponent :)
Changes
- Online chat is now saved across the multiplayer menu and never deleted. As long as you do not leave the multiplayer menu, the chat will be active and updating received messages. Once you leave the multiplayer menu for X reason, chat will disconnect.
- You can now save your multiplayer games. This is used to re host it later (I had real time in mind). But also to continue a game for example. Lets say you started a PBEM game but you want to take it to real time, well now you can. Just host from your save and take pick your countries back, you will be able to continue from there.
- The number of players in the multiplayer menu is now the number of players really connected to the games servers. It includes you. So if you see 1, it means only you are connected to the multiplayer. If you see 2. it means you and someone else are connected, and you should go to the chat to set up a game maybe ? :)Stalingrad42 changes, couple of things were off/wrong.
- The online chat is now available throughout your single player games as well ! Chat with other players while playing your solo campaign !
- Lot, lot of various code optimization and changes but you will probably not notice it. Still writing it cause it took a huge amount of my time haha.
Fix
- Small UI issues.
- Couldnt right click on a unit to show its history on a unit that was in the fog of war for the AI when the AI was playing.
- German Heavy Infantry wasnt available until October 1939 (instead of January), not sure how this data change happened o_o
- Clicking on the minimap to move somewhere was totally glitched and it never went where you clicked. It was basically useless.
- Rank calculation issues.
- Pressing escape when the previous turn summary panel was shown would close it but also bring up the menu.
Removed
- Many countries from south america and africa which werent used in the game (Bolivia, Venezuela, Colombia, Chile, Argentina, Yemen, Oman, etc).
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
Added
- Many units for Turkey.
- M-22 Locust.
- Vickers Mk. VI B.
Changes
- Neutral while not at war gain 1/10th of their income (peaceful economy).
- Pressing escape will now close all tooltips.
- You can now zoom in the minimap using the scrolling wheel and drag the content around (parent).
Fixes
- Attacking an enemy unit while being neutral was possible. Now you will have to join or create a faction to attack an enemy unit when being neutral.
- Pressing escape didnt close the stats panel in research.
- Pressing escape didnt close the reserve / deploy panel.
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 !
Added
- Continue previous save button in the main menu.
- More info in the core units panel/list.
- Disband unit keyboard shortcut delete. Can be changed to whatever in the settings.
Changes
- XP needed to reach next rank of commander goes up a little bit with every next rank. Currently it is a fixed 20 XP per rank, now first to second rank will be 20, second to third might be like 23 and so on.
- Core units panel will now stop scaling right before it reaches the bottom of the screen.
- Core units in the core units panel will be ordered by experience and price.
- Changed the organization of the units in the order of battle, they will now be organized by price then by name. So the best units will be on top, and they will be ordered by name if the option in the settings is turned ON, otherwise by experience.
- Matilda IV, Me Bf 109 D, Centurion Mk. I graphics.
Fixes
- Core units number wasnt refreshed when you were deleting core units through the OOB.
Added
- Live chat in the multiplayer menu to talk to other players. For now I'm using a free version of the plugin so there's only 20 slots available, so like 20 people connected at the same time. You will be disconnected automatically from the chat as soon as you leave the multiplayer menu.
- Recon icon on units on the board.
- How many units you can deploy directly on the UI next to the deploy button.
- Showing core units in the basket.
- You will now be able to click on the core units number as it is now a button, it will show a drop down menu with a list of your core units and you will be able to click on them to select them.
Changes
- Changed all the BFs-110 back to fighter category.
- Changed the Me 210 and 410 as well as all the mosquitoes back to the fighter category.
- Messerschmitt BF-110 D and F graphics.
- Panzer II and I Ausf. A graphics.
- Updated stats of several planes and tanks.
- Updated manual.
- Reduced manuals weight by 10MB.
Fixes
- Pressing 'escape' closed the deploy panel but also brought the menu panel.
- Bug in the store where when buying core units and you were getting over the limit they would get added but not counted as core units.
- Submarines under water lost their half opacity and you couldnt tell if they were underwater or not.
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
Changes
- Obice da 210 22 graphics.
- Cannone da 149 modello 35 graphics.
Fixes
- M5 3-inches had 9 MPs.
- Japanese railway gun had no graphics.
- Croatias territory wasnt accurately placed in the following scenarios : Europe 1941, Europe 1943, Eastern front 1941, Eastern front 1943, Eastern front 1944.
- Reinforcement tiles were missing / need in the following scenarios : Operation Grapeshot, Battle of Montecassino as well as I added a factory near Palermo for Operation Husky / Defense of Sicily.
Additions
- 5 new railway guns for the following countries : France, USSR, USA, GB and Japan.
- Rich Presence on Steam. What is Rich Presence ? Well, if some of you play Stellaris or Hearts of Iron (those are the only 2 games I know that have Rich Presence implemented), you probably know what it is. Basically when you are playing the game, it will show your friends what you are doing. If you are in the main menu it will say : At the main menu. If you are creating a scenario it will say : Creating a scenario, and if you are playing, it will say what turn youre at, what scenario youre playing and as who. This info is displayed in the friends list, you know where its written that you are playing Hex of Steel, well now just under that you will have your current state in the game displayed. I thought it was pretty cool ! If you have friends playing the game, you will see what they are doing in the game :)
Changes
- Improved speed in the unit editor to open and leave it.
Fixes
- If you had forgotten to set a month value for your custom created unit, when playing with research ON the scenario would not load and you couldnt play. Now you will be able to play, the month will be set by default to 1 and you will get a pop up telling you you forgot to do that.
Added
- Borders in the map editor, for easier visualization when making a map. They will be dynamically changed and generated. Friendly reminder : You cannot control the borders generation. It is automatic. You can influence it by how you place victory points :)
Changes
- Replaced the heros bonuses text by icons.
- In the top bar UI I changed the income notation from 500/t to +500. I think it looks better and its more clear.
Fixes
- You could not buy units from other countries when playing with research ON.
- Ships could resupply at destroyed harbours.
- Smoke disappearing when the tile was changing season.
- One more and last time units were unlocked without you researched them (happened when loading a save when you just unlocked a unit and your research queue was empty). Now it's all good !
Added
- Greyed out unit one it is out of actions option in the settings. Useful to see if a unit can still perform actions or not.
- Range and movement points in the research tree tooltip. Sorry that was missing !
- Heinkel 115 to Finland.
- Light infantry to Ireland.
- Engineers for Hungary.
Changes
- What notifications say when a unit has been destroyed. For ships it will now be written : Has been sunk. And for planes : Have been shot down. That will be instead of : Has been killed.
- Made the text for the save input field smaller so you can see what youre typing when youre saving.
- Resupply both ammo and fuel button will not show up anymore if you had only used your fuel and not your ammo.
Fixes
- In the research panel, and in the store panel refreshing graphical issues (all).
- All glitches with the heros stats panel.
- Big graphical issues with units that had a hero, the stats that would be shown were totally F up. Almost like if the heros bonuses were added twice.
- AI declaring war on countries it shouldnt be declaring war on.
- Human players units from another faction were visible with the greyed out option for units with exhausted actions ON.
Added
- Tooltip to show unit's stats in the research panel (finally).
- Aspect ratio fitter component to the wallpaper. Just discovered this on Unity, it will prevent tearing the wallpaper ! INSANE. So sad I just discovered it now hahaha.
Changes
- Factories will now provide with a 10 terrain modifier instead of 5.
- If a plane has both bombs and rockets equipped, both sounds will be played when it attacks.
- Added back auto change view for when you select an AA unit.
Added
- In the map editor, there will now be an indicator indicating (that wasn't on purpose) which tile is currently selected. It was pretty feedback-less until now :/
Changes
- Showing the harbour size in the tile info in the top right of the UI.
Fixes
- AIs submarines could dive with HP inferior to 15%.
- Main menu background was not looking good enough on the left side. Too blurry. Disturbing.
- Estonia, Lithuania, Latvia didnt have any landing crafts graphics.
- Going in the research panel THEN going in the store modified the price of all units that had a fixed price (Not automatically calculated). So, the price of the mines, supply depots etc.
- Units getting automatically researched when you opened the store and the date was okay even with the research mode ON when you didn't research the unit. Don't know how clear my explanation was, but it is pretty problematic ! Because researching was useless somehow.
Added
- More ways to earn bonus XP as a commander in campaign. Now, you will have 4 more ways to earn extra XP during your campaign. First one : Not losing a single unit. Second : Finishing in under 30 turns. Third : Playing in hard or hardcore. Fourth : Losing less than 5 units.
- Barrage balloon for Germany.
Fixes
- Not resetting the generals when hitting Remove all units in the map editor.
- Couldnt switch between air and ground view if you had a AA unit and 2 enemy units (air and ground) on a neighbouring tile. You were forced to attack the air unit.
- When upgrading a unit, in the units history the date would not be added.
- When holding shift down to display the damage breakdown with a plane over a ground unit the breakdown damage would not be actualized / refreshed. It would simply not work.
Added
- Barrage ballons for : Great Britain, USA, Canada, Australia, France, Japan. Barrage balloons cannot move, they can be deployed anywhere around the airfields. What's their use ? Having a cheap way to block the enemy from bombing your stuff. They will first need to take the balloon out first, which is gonna cause some damage to them. This way, you do not need to keep valuable assets (fighters) flying above your cities / factories. AI will buy barrage balloons and place them above its factories and cities.
Changes
- Many AIs behaviours have been fine tuned.
Fixes
- Making peace with a country turned YOU neutral instead of THEM.
- AI never placed ships with the option "production takes time" ON. Placed almost no units actually.
- On mobile if you held your finger for too long on your unit it would swap position with itself, ending up wasting its move because it didn't move.
- White stripe on some clouds.
Additions
- Optional (can turn ON or OFF in the settings, ON by default), all units will now have a production time. For all units it will take a minimum of 1 turn before being placed on the board, then 2 turns for heavy tanks, 2 turns for bombers, 3 turns for low end ships (submarines, destroyers), and 4 turns for bunkers, coastal batteries, battleships, carriers and prototypes (Maus etc). Units will be ordered by their production time in the deploy panel now. So the units that can be deployed right away will be shown first, and the more turns it takes to get the unit ready will be the further away in the list so that you dont bother with them until theyre ready.
Changes
- You can now walk over your own mines and not take any casualties. You cannot stop on them though, because the game doesn't support more than 1 unit at a time on a tile.
- You can now delete mines from the OOB.
Fixes
- When in pause (after you opened the menu in game) the sound panel would not slide off right away. Youd need to click twice and no animation would be played.
- Camera glitches when selecting a unit from the order of battle panel.
- Korsun Pocket was being proposed AFTER operation bagration (even though it happened before historically).
Additions
- In the minimap you will now see where the camera is in real time, and its size / field of view. Disclaimer : This is performance intensive.
- Ring of light to highlight where stuff happened when you select a notification.
Changes
- Huge performance update with weather particles. They have dropped from 50 000 particles to only 1000 max. People that had performance issues with weather particles on PC or mobile will now be able to have them back ON again. Their impact is not null, but has been reduced by 50 :)
- The minimap camera will now be rendering at all time to allow for the tracking.
- The tooltip and notification messages will now be pretty and not distort anymore.
- Improved the quality and the display of notifications.
Fixes
- Fixes camera little glitches when clicking on the minimal to go from one place to another and when using the previous next unit button.
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).
- I am not done with the pacific campaigns. I will finish the Burma campaign for the Brits and Japs. Wanted to add 1 or 2 more US scenarios I believe too.
- Zone of Control for units. Probably as an option that you can toggle ON or OFF.
- Pre path representation, showing you what path the unit will take to move to a certain tile by simply hovering the mouse over a tile. Also as an option.
- Multi turn moves. So from one end of the map to another and the unit will move by itself every turn, QoL feature for moving units from one end to the map to the front line without manually moving the unit every turn.
- Implementing rivers in the random scenario generator. Not sure if I will be able to due to the difficulty it represents, but as always, Ill give it a good try !
- A fully translated game. I have worked on my skills to translate a game and I am now capable to do so, so this next game will be translated in other languages and will not be exclusively in English.
- Ever faster map generation. I am now using the tile maps system from unity and not using a single game object per tile. This helps to generate bigger maps instantly. In HoS you would need to wait for around 10 seconds to generate a 300 x 300 or so, now it is instant ! (Final map will definitely not be that big).
- I will TRY to make it possible to have online multiplayer and not just PBEM. This is some new skills I would like to develop.
- A beautiful hand-drawn Europe map (and maybe others for different campaigns ?). Not single hex with single types and graphics. The hex grid will be laid down on top of it.
- Stacking ! I am thinking having a commander at the head of the thing and then under his command are placed different units you will be able to purchase individually.
- Experience system for the units and the commanders.
- Better looking UI.
- Naval and ground combat.
- Sieges.
- Historically accurate numbers : since its not an RTS, we dont care about rendering 500 000 soldiers, here its just a number.
- Supplies.
- PBEM at least for multiplayer, supporting more than 1 v 1.
- High quality soundtracks.
- Better looking borders.
- Research.
- More than 1 resource : it will probably have manpower, money, and food.
- Who knows, maybe I will make an American Civil War DLC ? Anyone interested ? :D
- Aaahhh and more :) I will be working as hard as I did on Hex of Steel, until I am satisfied or die trying :p
Fixes
- One of the sea hurricane (Mk. I B) had a cost of 800 because it was considered a carrier. Yep, a plane being an aircraft carrier :)
- Upgrading a core unit would not rename the unit.
- Custom made sea / coast tiles would get overwritten somehow
Additions
- Added small flags on the bottom unit's UI windows to show to whom the units belong.
- Hide stats on counters option on mobile. If you are having performance issues you can turn it ON.
Changes
- Since now the AI's behaviour has been improved and he can better handle relations with other countries (when / how to declare war etc), I am setting back the way the peace mechanics worked before, which is when you make peace with a country, they turn neutral.
- "+XX money" text when capturing something into "+XX prod.", money was a bit gamey when I prefer to call it production.
- You cannot invite players that have no victory points to join your faction anymore.
Fixes
- You could deploy units (not engineers) on destroyed bridges.
- In the OOB, when changing category (infantry, tanks, etc) the "set auto supplies for all" would not be reset and would stay ON leading to misleading people into believing it was ON even though it was not.
- Hide stats on counter option didnt work.
- AI ships trying to go for ground units that it couldnt damage (including subs being stuck around the coast near your infantry trying to attack them instead of doing something useful).
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
Added
- Light infantry for the Philippines.
Modifications
- All Europe maps, changed the major VPs and added some factories to GB.
- Philippines campaign scenarios to add the philippine infantry.
- Reverted to the old German flag.
- Some units stats.
- Reduced partisans spawn.
- Guadalcanal scenario balance.
Fixes
- When your mouse was over a unit that was a veteran the damage shown in the UI did not correspond to the damage shown on the counter.
Additions
- In the tile info UI in the top right, it will also now show the country owning the tile.
Changes
- All flags' style. They have been applied a flag texture to them.
- Around the flags style, gave it a 3D effect, looks nice.
Additions
- In the tile info UI in the top right, it will also now show the country owning the tile.
Changes
- All flags' style. They have been applied a flag texture to them.
- Around the flags style, gave it a 3D effect, looks nice.
Changes
- When you will capture a VP, the borders and FOW will not be recalculated on the fly anymore, but on the next turn.
- Truncated the supplies percentage to only show full numbers (not like 64.58 percent).
- You can now open the stats window for all units on mobile by just doing a long touch on the unit.
- The IA will now buy units from other countries, just like the human player. If the units are better than its own.
- When you buy a unit from another country, its not the entirety of the funds that will be credited to that country. It makes sense because the country producing the unit is spending resources building that unit. So, lets say Romania wants to buy a Panzer III from Germany. If that Panzer III costs 300 to make to Germany, in the previous versions of the game Romania would pay like 360 to Germany, but Germany was never charged for anything. So, now, Germany will be paid 60, basically that extra 20 percent. Got it ? Before, Germany was paid 360 and not charged at all, now it gets paid only 60, because well Germany makes the tank and it already costs them 300 to make, so 360 - 300 = 60.
Fixes
- Little UI issues on mobile.
- When you captured a VP, all of the FOW of the area would be instantly removed but all enemy units in this FOW area would remain hidden.
Changes
- Recon units only have 1 visibility when there is bad weather.
- You can now swap units on mobile (long touch on the unit you want to swap with).
- You can now close notifications on mobile (long touch).
- You can now swap 2 units that are both on a river tile.
- All ships except the bigger ones like carriers heavy cruisers and battleship will take 3 turns to fully
Fixes
- Little issue with the damage system with tanks and infantry.
Additions
- Light infantry and light infantry 43 for Lithuania, Estonia and Latvia.
Changes
- Denmark light infantry graphics.
- Europe 39, 41 and 43 small modifications.
- Battle of Berlin small modifications.
Fix
- Failure to open save issue.
- Partisans were not spawning randomly.
- The damage dealt by the atomic bomb didnt work as intended.
- Armoured train retaliation sound when being attacked by planes was wrong.
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 :)
Additions
- 6 new Italian admirals (naval heroes).
- Light infantry 43, Ju 87B for Hungary.
- Surcouf submarine to France.
- Japanese I-400 submarine.
Changes
- Small change to the partisans system, they will spawn even less often once you kill them. So you stay more than 1 turn without partisans. They will also now spawn in priority in empty VPs. So, I advise everyone to make sure they have troops in every VP cause they will be taking right back from you as soon as the partisans spawn.
- Hungarian Light infantry graphics.
- Ju 87 R graphics.
- Updated Winter War soviet campaign scenario.
- I-15 submarine graphics were wrong.
Fixes
- Upgrading a unit cost issue, costing the full units price.
- Some units on turn 1 had not full stats (movement points) in campaign scenarios. Very weird.
- Planes avoiding destroyed bridges in the pathfinding.
- Trains not dealing any retaliation damage.
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 !)
Additions
- Continuation war : 1941 quick game (70 x 100 hexes).
- Continuation war : 1944 quick game (70 x 100 hexes).
- 4 new achievements. Winning both continuation war scenarios as the axis / allies.
- Light infantry 43 and AT infantry 43, PaK 38, PaK 97-38 for Finland.
- Graphical coloured representation for borders. They will show up right in 95 percent of the cases. I did my best and I dont think I can solve the 5 missing percent of the cases. Why ? Because of the method I am using (line renderers in unity). Each tile is assigned a single line renderer that is going to be given coordinates to draw the borders, but those can be only lines, and so the 5 missing percents for the borders are borders that are not following all sides. I dont know how to explain, but you will notice in game. Its pretty rare though, its when your territory is very thin. Otherwise, works just fine :) I added a button in the UI to turn them ON / OFF at will. You are not forced to use them :) Also, for modders, the colour of the borders is based on the Counter full square.PNG graphics. So, if you are making a mod that adds a new country and you want the borders not to be all white, make sure you have the Counter full square.PNG file :)
Changes
- Polikarpov I-16 and Sukhoi 2 graphics.
- Added Canada to the quick game Italy 43 scenario.
- Winter War is the new default scenario for USSRs western campaign in 1939.
Fixes
- Fokker C.X could carry bombs.
- A destroyer in the Op. Weserburung had a missing graphics.
- Battle of Khalkhin Gol should have been in the eastern front of the USSRs campaign.
- SMKs hard damage were off by 10.
Additions
- 5 air aces to Romania.
- 5 air aces to Hungary.
- 5 air aces to Poland.
- 1 air ace to Belgium.
- 1 air ace to Bulgaria.
- When you will upgrade a unit, it will be added to the units history.
- Douglas 8A-3N, Buffalo Brewster Mk. I, Curtiss-Wright 21 Demon, 15 cm sFH 13 for the Netherlands.
- Engineers, 20mm and 88mm AA for Greece.
- Engineers for Sweden.
- LVT-4 Alligator, M1A1 75mm arty to the US.
Changes
- Trains can now move on fortification tiles.
- Awareness for checking if there are any enemy units around the AIs vps has been increased to 3 (previously only the vps neighbours were being checked). Basically the AI prioritize where to spawn units based on where and how many enemy units are. Before, it was checking on all adjacent tiles of its vps. Now its checking all tiles with a 3 tiles radius. It will thus be able to spawn them BEFORE you get there. Should make human sneaky attacks impossible now. At least thats what im trying to do.
- Morale value lost for allies have been lessen when an ally lose VPs.
- Updated campaign of Greece.
- Added 10 air damage to all armoured trains.
- Made some modifications to a few German and Soviet campaign scenarios.
- Fokker T.V graphics.
- Updated dutch bombers stats.
Fixes
- AI artillery and commanders werent fleeing in the right direction.
- Engineers didnt have any deployment sound.
Additions
- 5 air aces to Italy.
- 5 air aces to France.
- Bloch MB.131, Arsenal VG.33, Farman F.222, Bloch MB.151, Farman F.223 to France.
Changes
- Updated French bombers stats.
- AI chance to buy the best unit available will now be changed with all difficulty. In easy, 1/5, in normal, 1/4, in hard 1/3 and hardcore 1/2.
Fixes
- Upgrading a unit to a unit from another county didnt transfer the money to the other player.
- AI from enemy faction could send money to an enemy, including the human player.
Additions
- BL 6 inch to the Netherlands.
- 5 air aces to Finland.
- Ilyushin DB-3 to the USSR.
- PvP map 1 (Op. Barbarossa style).
- PvP map 2 (Winter war style).
- PvP map 3 (Normandy style).
- Is patrol boat toggle in the unit editor. Patrol boats are able to move on river tiles.
Changes
- Patrol boats / gunboats can now move on river tiles.
- Patrol boats / gunboats can now be deployed on river tiles.
- Patrol boats can resupply around cities, towns etc. But not normal ships. This is because since they can be used in land now, they also need to get their supplies from somewhere and not only around harbours, and since they are small ships they can.
- BT-7A graphics.
- Made the AI buy a bit more planes.
- Updated / fixed soviet strategic bombers stats.
Fixes
- Units starting in landings crafts (mostly in the pacific) did not have any MP or fuel when landing. They were stuck on the ground.
- AI was not attacking in certain scenarios until you captured a VP (often in the pacific because you only start with reinforcement VPs and those arent counted by the AI since you cannot capture them).
- When you ambushed partisans the notification would be empty.
Additions
- IMAM Ro. 57.
Changes
- Italian ground attack planes stats.
- Vichy France counters have a darker blue now.
- HP font size.
- AI way of declaring war. It will now check for the total amount of production of the countries it is currently at war with, if more than one, and never declare war on another one if the sum of all enemy countries are equal or above its own. This will solve Germany declaring war on a bunch of people when it cannot handle them all at once. They will finish the first war, then start a new one.
- Rangers and Marines price.
- AI will less often have its units almost out of fuel / ammo. Meaning it will be harder to force them into surrender.
Fixes
- No AA deploy sound.
- When the mouse was over the heros stats it could flicker.
Additions
- Railroads for the desert. Around 30 or so tiles.
- USA 1945 quick game scenario. Invasion of the US by the Axis (Japan and Germany). Map made by Fred, a French player, I decided to add it to the base game because it totally fits the game.
Changes
- AI will now cover its factories and other important tiles with fighters if it estimates the site is about to get bombed.
- AI will not stay in human VPs anymore. (If you emptied one of your VP hex and the allied AI got in, it would stay there and garrison indefinitely meaning you could never get in).
- AIs engineers will not stay indefinitely anymore on the rivers if they act as a bridge there. If there are no friendlies nearby waiting to cross on them, they will just move out.
Fixes
- Artillery / AT / AA units that had the horse / truck / half track option and were in a landing craft could not resupply at harbour if they moved more than 1 tile. Basically same rule as when being on ground.
- When starting a new scenario, if you had units in the water (in landing crafts) and if some of those units happened to have either one of the 3 extra movement options (horse, trucks, half tracks) they would have wrong movement values in their landing craft AND once they landed.
Added
- NKVD infantry and NKVD infantry 43 for the USSR. Having a NKVD unit on an adjacent hex of your units will make your unit never surrender OR retreat.
- US light infantry 43.
- Japanese light infantry 43.
- Type 94 TK to Japan.
- Light infantry 43 to Italy.
- Mitsubishi Ki-15 and Mitsubishi Ki-30
- Battle of Khalkhin Gol for the Soviet and Japanese campaigns.
Changes
- More contrast selected unit is now MORE visible than ever !!! :D You will NOT be able to miss it ! Even if youre blind ! :p
- AI will bring its planes and ships back for repair if their HP is now under 50% instead of 30%.
- Italys engineers graphics.
Fixes
- AI would leave its VP to protect another one (so basically leave its own to move into another one) that was worse than its current one. Example : Getting out of a factory to protect a village. Meaning the factory would be empty, which is bad !
Additions
- 40mm Bofors, Vickers 6 t mk E, Type 95 Ha Go, 75 mm mountain gun, 105 mm kanon m34, Bofors 75 mm Model 1929, Bofors 37 mm for Thailand.
Changes
- Saves are now organized by date when they were created. So latest save is now on top.
- Canadas counters colour to light red.
- You can resupply your engineers if they are on a river tile.
Fix
- AIs planes often staying around a single ground target that only one of them could hit at a time.
- AI damage system had issues.
- AI not spawning as many units as it should have.
- 1 instance of AI freeze (very rare, when playing a neutral country as a human).
- Italy had no train graphics.
- When loading a save and if you had a unit in a train that had the horse, truck or Half track option, its fuel would get messed up.
- AI sending money to people that didnt need it.
- On mobile neutrals would share their units FOW.
Additions
- Notification that will let you know if you ambushed someone during your turn.
- Previous turn summary of lost, killed, bought units and spent and earned money per player at the beginning of every turn for humans player.
Changes
- Art on the store page.
- Orientation of the unit is now saved. When you will load your save the orientation of the unit will be restored.
- Cannot tow artillery or AT guns that are too heavy with horses anymore.
- Added some colours to the end of scenario stats.
Fixes
- Ammo being set to max for planes with equipment when loading a save.
- Weird stuff happening when a planed crashed on another unit due to no fuel with the option Realistic planes ON. The unit underneath it would be hidden.
- AIs generals moving and getting closer to the fight when they could stay when they were.
- You couldn't swap units once one of then had attacked, even though it didn't move.
Changes
- You can now upgrade units on reinforcement tiles.
- Z is now the new default key to toggle the selected unit to sleep/wake up.
Fixes
- Western front 1944 German campaign scenario didnt open.
- When typing text it would fire up some shortcuts (hide units, switch to NATO etc).
- Small UI issues on mobile.
- HP modifier and morale modifier in the damage breakdown were the one of the selected units and thus were wrong for the unit you wanted to attack.
- Upgrading a plane to a naval one would break the naval capability of the newly upgraded plane.
- When moving left with a unit its box of info would be empty while the unit was moving.
- Dropdowns not showing their value after they have been changed.
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 ;)
Additions
- By holding SHIFT or CTRL when showing the potential damage, you will now have a complete break down of the damage calculation showing up.
- Notification to let you know when one of your unit could potentially surrender (ammo and fuel depleted).
- Rain / weather prediction for next turn at the top of the UI.
Changes
- Artillery cannot attack from landing craft anymore.
- Ju 188 was in the wrong category.
- Engineers / units with flame-throwers will now get a bonus vs units in urban tiles.
- On mobile extra stats for the selected unit will be permanently shown now so that you can on all screens access the units info and history button.
- Killing partisans will make them less likely to spawn.
Fixes
- Hs 129 introduction date was incorrect.
- AI could be moving on your units when he tried to reach a tile that had a unit spotted by a radar.
- Damage system.
- Retreat on destroyed bridges.
- M7 Priest had 11 movement points.
- With realistic planes ON plane would crash when reaching 0 fuel and was on a tile adjacent to an allied airfield.
- Attacking a unit and killing it didnt make your unit rotate.
- No fuel / no ammo icons not showing.
I love taking breaks !
Additions
- Light infantry for Brazil.
Changes
- You cannot deploy infantry at factories anymore.
- You can deploy planes all around carriers now, no only on the carrier anymore.
- Tutorial scenario changes.
- Recon Strat bomber do not remove a level of entrenchment anymore when attacking a ground unit.
- Archer, Matilda I and II graphics.
Fixes
- AI engineers repairing bridges causing the tile to turn back.
- Units in trench getting entrenchment every turn.
- Units starting in trench tiles had entrenchment.
- Dornier 335A use date was wrong.
- After you deployed paratroopers, if you deployed them on an airfield, if you were using the embark/disembark button they could after that move.
- Bunker was doing MG sound when attacking planes.
- When you dropped your paratroopers, the view would not change (air/ground) and so if next to your para there was an enemy unit that had a plane above it, the ground wouldn't be shown automatically you would have to manually change the air/ground view to show the ground unit. Nothing big really, just more convenient now, less clicks to perform.
- On mobile UI not showing all vps that were needed to be captured.
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
Additions
- 2 new achievements, Bob the destroyer and Bob the builder.
- Bearn class carrier, Potez 453, Latecoere 298, Latecoere 299, Curtiss SBC Helldiver.
Changes
- Updated the Europe 1943 map.
- Some German self propelled artillery vehicles have been moved to the tank category.
- Renamed Jagdpanzer VI in Jagdtiger and the Puma (sd kfz 234 2 was wrongly named sd kfz 234 1)
Fixes
- Motorized and mechanized or horsed units when loading a save would start with their tank full.
- Couldnt proceed to next turn in some rare cases when you had auto supplies ON.
- There was a whole list of users pre created in the leaderboard for no apparent reason. I dont even know how it got there. (In the multiplayer panel).
- Paratroopers could destroy bridges from their transport plane.
- Mobile new UI changes didn't take place for some reason.
- After you blew up a bridge, if there were targets around your units they would still appear as attackable.
- Paratroopers could repair bridges.
Changes
- RAM usage has been reduced by a lot, as well as the games weight. RAM by TWO, weight by 2.
- Units will now rotate from right to left or left to right depending on where it is going on the map. You can now turn ON the Left right only rotation setting. This will make the game look better as units will not all look in the same direction :)
- Dicker Max is now an AT tank and considered as a prototype.
- The Sd. Kfz. Stummel is now in the tank category with tank stats.
- Trucks will provide with 1 less MP. So will half tracks.
- AA cannot attack ground units at a range of 2 anymore. That was too OP and used as arty or sniping antitank weapons.
Fixes
- Units could retreat on mines.
- Cavalry didnt surrender.
- Country editor UI.
- Reset tile in the map editor on a tile that had text on it would create an error in the code
- On mobile the units didnt surrender.
- When clicking on the unit you could deploy several times and not deploying it, the countdown near cities would not be destroyed.
Additions
- 4 new achievements. Play 10, 50 and 100 turns in multiplayer, and swapping two units positions.
- Swap unit positions. Select your unit, move your mouse over the unit you wanna swap position with, hold left SHIFT down and click. Swapping counts as a move, so both units need to be able to move, need to have enough MP, and need to be able to walk on each other's tile. So an engineer that is on a river won't be able to swap with a tank nearby. Also, swapping works only around the unit, not 5 tiles away. You cannot swap with the AI or any unit that doesn't belong to you.
- Show countdown time for cities / tiles you just captured (how many turns before you can deploy anything there) once you click on a unit in your reserve to deploy it.
Changes
- Optimized clouds algorithm.
- Made the weather impact morale more in depth. Experienced / veteran units will not suffer as much as recruits from bad morale.
- Neutrals do not share their FOW anymore with other neutrals.
- City names style. They now have a black thin outline.
- Damage, ammo and fuel loss, XP gain or loss and Surrender and Retreat font and style has been changed.
- Updated manual. Added all keybindings. Corrected many things.
Fixes
- El Alamein Mosquitos graphics had the "?".
- KV-1S graphics were wrong, such as the Panther Ausf. D.
- When toggling left right only rotation OR disabling NO rotation the units graphics would disappear.
Additions
- Cavalry boolean to the unit editor for modders and myself.
Changes
- Cavalry now having the same debuff as tanks (fighting in rough terrain).
- Little UI changes to the XP gain / loss and fuel / ammo loss from artillery.
- AI generals are not allowed to rush forward and capture enemy VPs anymore. Most of the time it resulted in the loss of the general.
- Ammo and fuel loss will be displayed 2 seconds instead of 1.
Fixes
- Captured units that were in your reserve after you made a save and loaded that save would retrieve their old background colour (origin country would be reset).
Additions
- Curtiss Hawk H75A, FCM 36, Hotchkiss H39 to France.
- Engineers for Yugoslavia and Australia.
- New AI behaviour. If the AI has units near one of its victory points and if this victory point is empty (no unit garrisoned) and there are enemies around his VP he will send a unit there to defend it / garrison it.
Changes
- When selecting an Anti Air unit and when showing the potential targets, if on a tile there were 2 units and only one you could attack, this latter will be shown. QoL feature asked by a player :)
- Japan has been added to the list of countries allowed to declare war when being played by the AI when historical focus is ON (now the second country allowed to do so with Germany).
- When you have a unit selected, on the UI element at the bottom center where it shows the units stats, you will be able to click on the unit's type (the 2 icons on each side of the panel) and this will bring you / focus the camera on the selected unit (if you moved the camera around and lost it or just by accident).
- Submarines will not be able to attack ground units anymore.
- AI improvements.
- Reduced Militias HP by 2 (down to 50).
- Militia and volkssturm will not be used to spawn units as garrison anymore in the map editors.
- German AT infantry 43 graphics.
- 10 more hard damage to Volkssturm.
Fixes
- Dead planes could not be deleted from the map and re appear later on after loading a save for example (only with realistic planes option ON).
- Range for supportive fire indication was missing from the manual.
- Chalons-en-Champagne was actually named Chalons-en-Marne.
- El Asnam was named Orleansville.
- Hungary 1944 was missing on mobile.
Thank you @Vince for the donation ! You rock ! :)
Changes
- Mouse pointer, for something more original :)
- When a unit reaches a new rank, it will deal +3% of damage. Max rank / level is 5. So, having a unit level/rank 5 will give it a +15% damage modifier.
- No more fuel sound when resupplying a unit on foot.
- Undo button graphics. More obvious :)
- In the tile info, the city name will be shown instead of its type.
- Tweaked a very little the Low Countries campaign scenario.
- Added a button in the modding panel taking you directly to my video explaining how to mod the game.
- Improved randomisation algorithm of the random generator scenario.
- With historical focus ON, only Germany will declare war on neutral countries. Other axis will not.
Fixes
- Unit spawn unit random scenario generator.
- Road generation in random scenario generator.
- Starting position being shared by more than 1 country (ex : Germany has 1 airfield and the Soviet Union has a factory and a city next to it) in the random scenario generator.
- Reinforcement tiles without player set generating AI freeze when playing the scenario.
- Roads sometimes not properly generating / overlapping in the random scenario generator.
Changes
- Now on hard and hardcore difficulty, the AI will try to buy only the best unit of each category. Currently, in normal and easy, there's only a small chance he will be getting the very last tech. So, in hard, you will see a LOT of heavy inf, and only the most expensive / basically the best stuff.
- Jagdpanzer E100 renamed in Jagdpanther II.
- The player settings will now be saved when closing the game while playing.
Fixes
- Extra HP for rank superior to 1 was not granted. You stayed at 100.
- AI going for reinforcement tiles.
Added
- AI will now send money to its allies if it can afford it, and if its allies need it.
Changes
- Europe 1939 updated.
- Play attack sound when unit attacked is NOT in the FOW.
Fixes
- Strategic bomber couldnt bomb railroad bridges.
- AI was winterizing its buildings.
- AI subs were not really offensive at all. Often going away from the fight.
- Units HP not going up with level.
- AIs planes not going for the kill. They were going where they could deal the most damage but they would not go in priority where they can destroy a unit.
Added
- Option to hide the stats on the units counters.
- Delete map button in the mobile version.
Changes
- Bunker now have more armour, I also added a +10 soft damage.
- Mines will now do random damage. From 10 to 35.
- Better looking messages that tells you about the change in relationships between countries (declaring war, inviting to join an alliance etc)
Fixes
- AI generals charging instead of fleeing. (Yes, yes)
- In multiplayer, when you host I will make the button disappear so you can't hit it multiple times believing its not working while the map is actually uploading. Now you will get a message saying Staring the upload and you will not be able to hit the host button and duplicate the map again.
Changes
- Updated Europe 1939 and 1941.
- AI will now buy and use armoured trains. Good luck.
Fixes
- When attacking an air unit with a ground AA, if your ground AA had a plane over it, after it attacked the plane would appear and the two units graphics would merge.
- Units didnt surrender when they had no fuel.
- Broken supply line / showing up when unit was moving.
- Land mines / naval mines had a 1 hex visibility on hills.
- Panzer 38(t) A and E had too low hard damage value (by 5).
Additions
- Baltic states as countries and in maps where they appeared (Europe 1939 and Poland campaign).
Change
- Europe 1939. Added and tweaked many things.
- Retreat wasnt taking all units around the unit retreating but only the one that attacked it. Meaning the unit fleeing was trying to go as far away from the unit attacking it, but without taking into account any of the surroundings.
- Reduced all paras soft damage by 5.
- Units bought from another country will see a +15% price tag aded on top of the units price. Pretty sure the germans or others werent selling their equipment for the exact same cost it cost them to make the tank / plane etc.
Fixes
- Couldnt switch between embark modes (train/ship). Once you did one, couldnt do the other.
- Subs that were under the surface and < 15 HP were stuck forever.
- Didn't refresh core units number after you deleted a unit / transferred a unit.
Additions
- Sound when you transfer a unit.
- Buy me a beer button in the main menu.
Changes
- AI will no winterize bad units anymore. Cause winterizing costs money, and those front line light infantry are dying anyway, and a lot, no need to spend more money on them.
- Europe 39 changes. Improved Balkan area.
- AI will send its planes back for rearmament when its raining or snowing.
Fixes
- Modding issues. Stuff that was supposed to work and wasnt.
- Sounds would be duplicated when opening the unit editor panel. Infinitely.
- Units in the unit editor (slots) would be duplicated when opening the unit editor panel.
- Attacking a general wouldnt make then retreat.
- AI would retreat its troops from the frontline and make them die because of winter damage (instead of healing them on the spot).
- The 45mm M1942 (soviet AT) was available in 1937.
- Soviet and Finnish AI werent winterizing ALL their units during winter as they should have.
- Units that retreated cannot move the next turn.
Additions :
- You can now buy units from any countries of your alliance. Money will be transferred to them.
- New achievement for buying stuff from someone else.
- When transferring a unit, a notification will be sent to the player receiving it.
- When buying a unit from another player, a notification will be sent to him.
Changes :
- Repairing a building now costs double.
- Engineers cannot attack AND build anymore.
- Made more room for the basket so the whole name of the unit can be displayed. Replaced the remove button by a bin button. Takes less space.
Fixes :
- 1 instance of AI freeze mostly during turn 1 when there were neutral countries.
- On mobile you couldnt edit and save my scenarios.
Additions
- Transfer button to the reserve units. There previously was the transfer button in the OOB, to give control of fielded units, now you will also be able to give them like shipping them to the other player, they will appear in its reserve and he will be able to deploy them. So now, both can be done :)
Changes
- Updated the Europe 1939 map.
- AIs commanders will now pull back if there are enemies near them.
- AIs ground units will now too pull back if they are low on health instead of staying on the front line and getting slaughtered for nothing.
- AIs artillery will now too pull back if they are in contact of enemy units (only artillery that has 3 range and that has enemy ground units at 1 tile distance).
- Neutrals won't earn any more money, this will prevent the snowball effect of one inviting the other and then everyone gets in a single team vs Germany.
- Increased AI speed by . Uh . speed (that means a lot).
- Reduced the size of the pause panel/UI.
Fixes
- Played time not being properly added. The stopwatch was starting only when you were opening the save/load menu.
Additions :
- AAs to Romania, as well as a new 47mm AT gun.
Changes :
- You can now resupply units in landing crafts around allied harbours. No need to get out. Basically you can resupply them like ships.
- AI will now send back units in landing craft without ammo to an ally harbour for rearmament instead of staying without ammo and not doing nothing in front of the coast.
- AI will now deploy its generals far from the frontline.
- AI will not use a single harbour to perform its landing anymore, but will take into account how many units there are around this harbour to check if its worth getting there or not. Meaning, it is going to use another harbour to perform a landing if theres no room at the closest harbour. Which means, landings will now be performed from many places, not a single one.
Fixes :
- : AI never buying heavy artillery.
- AI could buy twice the same general.
- Tanks in landing craft ignored armour of defender on the ground.
- Yugoslavian navy being smaller compared to other graphics.
- Very, very, very, very big issue with AI having Allies as a faction when historical focus was ON.
Additions :
- Japanese militia.
- Croatia and all its units (30).
Changes :
- Rain / thunder SFX. Better sounds, more immersive.
- Improved AIs ships pathfinding to find aa path to harbour by 1400 times. Yep, it took up to 1400ms PER ship to calculate its path back home, now it takes MAX 1 ms. This was problematic for big maps (Europe etc). Not noticeable on smaller maps :)
- Panzerjager I hard damage increased to 60 (from 55, didnt notice it was a 4.7 cm gun).
- Added Croatia everywhere where it should have been in all maps.
- After players protested about the new cannot attack after unit moved rule, I have been asked to make it so you can walk one tile after you attack (to capture at least). I made it so your unit will have 1 MP left after its attack, so this way you will indeed be able to walk / capture anything you wanted.
Fixes :
- Bug that when you loaded your save on turn 1 you had rain every time (funny one).
- AI placing too many RADARs etc near each other. Or any building.
- Core units graphics not being displayed properly. Often no graphics at all.
- Auto supplies option was broken.
Additions :
- PT-34 to the soviet union. Mine flail version of the T-34.
Changes :
- Making peace with another country will no longer make him neutral, but you.
- Map building markers are now in colour for better / easier / quicker interpretation.
- Campaign of Poland changes.
- Fallschirmjger availability date to 1st January 1940.
- Tanks will do less damage to units in close terrain, and even less if themselves are in close terrain.
Fixes :
- Walking on a mine didn't remove the fog of war around the unit.
- Mines were kind of black holes swallowing anything walking on them and destroying it forever. Sounds dramatic but this is honestly what was happening.
- Armoured trains could be deployed on city tiles without railroads around them.
- Tried to fix the AI / your units overlapping.
Removals :
- Ugly clouds patterns.
Additions :
- Engineers to Romania.
Changes :
- You cannot move after you attack anymore. You can still move before you attack though (doesnt apply to recon units and planes).
- Recon heavy planes (in the strat bomber category) cannot be used to raze cities anymore.
- When a unit surrenders, it will now have 30 HP, not 15HP.
- V1s are cheaper.
- V1s have random damage from 0 to 35.
- V2s have random damage from 0 to 50.
- Trains have double the range and movement points.
- Added US and Great Britain to Eastern Front 1944 map.
- Added closing notification sound effect.
- Romania light infantry graphics.
Fixes :
- You could still earn money by upgrading.
- Eastern front 1944 description text had the date completely wrong.
- Belgian units stats issues.
Additions :
- You can now give away units if youd like. This can be done from the OOB, you will see a new button on each unit, click it, and a list of countries you are allied with will appear. Click the country you want to give the unit to, and thats done.
- 3 new achievements. Transfer one of your unit to another ally, transfer one of your general to another ally, transfer a prototype to another ally.
- Option to turn ON or OFF partisans. They are ON by default.
- British tank "Cruiser Mk.I.
- Hameenmaa class gunboat to Finland.
- City size / markers when you show all buildings on the map.
Changes :
- Engineers and destroyers will not need to attack mines to destroy them anymore. They will only have to walk on them, they are going to be immune to their damage, just like the mine flail tanks. Kinda stupid to have 2 different actions to do a single thing, 2 separate mechanics I mean. This way its all streamlined. To remove the mines, you walk on them.
- Kasserine pass campaign scenario missing buildings.
- Changes to Op. bagration campaign.
Fixes :
- ALL scenarios with missing graphics for units.
- Upgrading a unit to the same unit would give you money. Quite the exploit.
- AI defensive units set in the editor were moving and leaving their position.UI issues.
- On mobile when a unit retreated it would unselect your unit.
- Upgrading a unit didnt actualize its name with the suffixes option ON.
- Markers graphics will intelligently overlap each other so it makes sense, not like they did previously (buildings markers im talking about).
- When clicking on a unit in the OOB, and the unit was underneath another unit, it would be selected but the view wouldnt change to air or ground unit based on which unit was visible.
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
Additions :
- New NATO counters ! Yay ! They now are now in complete harmony with the rest of the game.
- Armoured train to Slovakia.
- Engineers to Netherlands.
- Canon de 12cm L mle 1931 and Canon de 155 L mle 1924 to Belgium.
- 120 mm Krupp howitzer M1905 and 10.5 cm Cannon Model 1927 to Netherlands.
- Notifications when getting money from another player (thought it would be useful in COOP multiplayer).
- Realistic planes mode. With this option ON, planes will crash when reaching 0 fuel. OFF by default.
Changes :
- AI will not spawn freshly captured units near the frontline anymore. This was too suicidal since they have very low HP when they are deployed.
- Both Japanese 75mm AA had the same stats.
- Made militia cheaper (didn't take that into account when I made the light inf cheaper).
- Made mines even cheaper (reflect their damage). So, new price is 25 for land and 35 for naval. Keep in mind, you cannot place mines if there are enemies around your engineers.
Fixes :
- Everyone was Neutral on Europe 1939. Meaning no war at all. And if you werent playing as Germany, well .I mean unless you want to declare war on Ireland as England, its fine by me !
- Dutch navy counter and ships were smaller than supposed to.
- Unit glitching when dying on a mine. Well, they actually didnt die.
- You couldn't coop on mobile.
- Fuel going in negative numbers after it reached 0 for planes not moving during their turn.
- 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
- New main menu soundtrack. It is an epic one, very powerful, quite sad, listen to it entirely and let me know what you think of it.
- 20 new SFX. War declaration, Signing peace treaty, deploy tank, deploy infantry, deploy plane, deploy ship, deploy artillery, deploy a building, Cavalry movement, resupply ammo, resupply fuel, Unfielding a unit, Start a research, Explosion1, ground attack plane (20mm + bombs), fighter movement sound for Great Britain, dropping paratroopers, diving and going to surface with submarines, new click in the UI !
- You can now add your own sounds to the game (movement and attack). Modded sounds will now appear in the list of sounds available for units.
- Armoured trains to Poland, USSR, Finland, Japan, Great Britain. Yes, real armoured train !
- M1942 45 mm, 76 mm 1941 divisional gun, 122 mm gun M1931-37 to USSR.
- He 162, Sd. Kfz. 251-17 3.7 cm, Flakpanzer IV Kugelblitz, to Germany.
- Savoia-Marchetti 84 to Italy.
- Type 94 37 mm, Type 92 105 mm, Mitsubishi Ki-46, Type 41 75 mm to Japan.
- 75 mm FRC M27 AA and engineers to Belgium.
- Grom class destroyer to Poland.
- Staghound Mk. I, Staghound Mk. III, Staghound Mk. III AA, Staghound Mk. III 75 mm to GB and USA.
- Bofors 40 mm, Oerlikon 20 mm and Bofors 37 mm to Denmark.
- Bofors 40 mm to Portugal.
- Battleship and Light cruiser to Turkey.
- New ships to Spain.
- Dornier 215, Fw 189, Fw 190, Fiat CR.32, 3.7 cm AA and 2 cm AA, Bofors 40 mm to Hungary.
- 75mm artillery, Vickers Mk E, Panzer 35(t), AT infantry, Panzer 38(t) E, Hotchkiss H39, Sd.Kfz.222 and Sd.Kfz.223, FlaK 36 88mm, Carro Veloce L3-33, 2cm Flak 30-38, PaK 36, PaK 38, PaK 97-38, PaK 40 to Bulgaria.
- Basarabia class gunboat to Romania.
- Skoda 75 mm Model 15 to Slovakia.
- Protefs class SS and Hydra class DD to Greece.
- Sherman M4, Sherman firefly, Bishop, Valentine Mk. III, M3 Stuart, Brewster F2A Buffalo, F4U Corsair, Hawker Typhoon, Hawker Tempest, BL 6-inch 26 cwt howitzer to New Zealand.
- Matilda frog (flamethrower version), and MANY tanks and other units to Australia.
- Paratroopers to Canada.
Changes
- Font in the main menu.
- Increased quality of units graphics (from 512 to 1024).
- Captured units' background will now be adapted to your country / change colour to be based on your colour.
- The following sounds have been revamped : Rain, Snow, Click, Artillery movement, Small boat movement, Infantry movement, Submarine movement, Light tank movement, Medium tank movement, Heavy tank movement, Bazooka, 20mm, Medium AA, Flamethrower, Atomic bomb, MG British.
- Canadas counter background / colour (I gave it the same as Australia). Since they rarely fought together (Canada with australia) you will have an easier time telling who is who in Europe.
- Ground recon cars dont give any more attack bonuses to planes.
- Submarines when under 15% HP will not be able to go underwater anymore.
- AI will not buy more than 1 general per 30 units.
- Some more changes to the low countries scenario.
- Operation Barbarossa North changes (Added planes and money for the Germans).
- Battle of France 1940 quick game scenario changes.
- Added +5 soft damage to all tanks.
- Operation Silver Fox is now available after the Invasion of Yugoslavia, you will have to choose between Greece and that one (Cant place it anywhere else).
- Operation Overlord quick game re done entirely.
- AI will now use and deploy captured equipment.
- Renamed F-22 76 mm the into 76 mm divisional gun M1936.
- Reduced infantrys (all) hard damage because tanks were almost useless.
- Europe 1939 changes.
- Entrenchment now applies a -3 modifier per level of entrenchment instead of -4.
- Made prototypes more expensive (times 3 the price of the unit once cost has been calculated).
- Dullio class battleship was changed into Caio Duilio battleship. My bad.
- Bombers and ground attack planes when defending themselves from fighters will not use ammo anymore.
- All units that will not have a graphics, instead of being transparent will have a texture missing graphics.
- While I am working on adding stats to the research panel, I made a simple change in the code that will order the units by price. This will help you make your choice when researching a unit tech while I haven't finished the implementation of the new stats there. Unit at the far left is the worst of the year, unit at the far right is the best.
- StuG IV, Dicker Max, Jagdpanzer IV L70, Sturmpanzer IV Brummbar, Sd. Kfz. 232, Puma, Tetrarch, Rolls Royce Armoured Car, M4A4 Firefly, Comet I, Crusader Mk. III AA Mk. I and II, T26E4 Super Pershing, M3 Stuart Satan, M3 Lee, T19, M8 Scott, M12, BA-6, StuG III Ausf. F, StuG III Ausf. G, Sturmpanzer 38(t) Grille, Panzer III Ausf. A, Savoia-Marchetti 81, Carro Armato M11-39, M1937 45 mm, ML-20 152 mm, 105mm M2A1, BL 7.2 inch, V2, ZIS-3, ZIS-2, Type 90 75 mm, AT infantry 43 for GB, Type 1 47mm, Flakpanzer IV Wirbelwind, Flakpanzer IV Ostwind, Mbelwagen, AMR-35, Char B1 and B1 bis, Somua S35, Char FCM 2C, battleship and heavy cruiser deutschland class, Canon de 75 mle 1897, M5 3-inch, Morris CS9, Crusader III, Panzer III Ausf. E, Panzer III Ausf. A, Panzer III Ausf. H, Panzer 38(t) Ausf. A, Panzer V Ausf. A Panther, Panzer V Ausf. D Panther, Panzer V Ausf. G Panther, Pz.IV Ausf F1, Flammpanzer III, KV-8S and KV-8, T-34 1940, Portuguese light infantry, 38M Toldi I, 38M Toldi IIa, 40M Turan I, 43M Zrinyi II, Yugoslavian light infantry, Yugoslavian 20mm Breda, Renault FT-17 37 mm, 75 mm Resita Model 1943, Panzer III Ausf. N, Maresal, 37mm KPUV vz. 34 and all trains, Ca-12 Boomerang Graphics.
Fixes
- When a unit was attacked by artillery and its fuel was reaching 0, the next turn if it still had movements points, it could still move and get into negative fuel number.
- Retaliation fire from ground attack planes and heavy bomber will not use any more ammo for them.
- Fuel going in negative numbers.
- Couldnt deploy marines on the ground (outside from harbours and reinforcement tiles).
- AI commanders would stay in cities and not move with the frontline.
- StuG III As were broken (now will be converted into stug III Bs)
- Sexton for the British didnt have the right type.
- Japanese didnt have train graphics.
- Japanese had 2 AT infantry.
- Fiat CR 20 was in reality the 42 for Hungary.
- Various units stats.
- Newly added German units had 2 range instead of 1.
Removals
- Savoia Marchetti 93 italian prototype.
- Temporarily removed all NATO counters. Am working on new, better ones.
- 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 ! ;)
Additions
- New main menu wallpaper (Thank you Jules for this new awesome piece of art !). He spent 26h this week working just on that one, bravo !
- Battle of the Coral Sea for the American campaign.
- Battle of Midway for the American campaign.
- Battle of Guadalcanal for the American campaign.
- Campaign of New Georgia for the American campaign.
- Bougainville campaign for the American campaign.
- New Britain campaign for the American campaign.
- Philippines campaign (1944) north and south campaign for the American campaign.
- Pacific 1942 configuration big scenario.
- Hiyo class carrier, Wasp class carrier, Mitsubishi A5M, Mitsubishi G3M, Kawanishi H6K
- Shortcuts (new key binding, go check them in the settings) for going through only a certain type of unit, ex: naval, air, ground (CTRL / ALT / SHIFT) + click on the 'next unit' or 'prev unit' button.
- Eyedropper for tiles in the map editor. Default key binding is middle mouse button. By pressing it the tile that is under your mouse will replace the currently selected tile that you were using to paint with. Just like in minecraft.
- Possibility to have the camera move to where your mouse is on the screen while zooming. You can turn it ON or OFF in the settings.
- Map size in the quick game panel in order to provide a bit more info about the map you are about (or not) to play.
- Tooltip on the save button in the map editor, to inform you you can press CTRL + S or CMD + S to save your map.
- Tile coordinates in the tile info UI element. X and Y coordinates are now shown there.
- Key binding for moving the unit. Some people complained they were selecting / moving units unintentionally because the click was the left one for both actions, so, now you can choose what you want to make the unit move :)
Changes
- Completely remade from ground up the way mods work. It is now way easier and more clear how to proceed. This includes a mod manager in the main menu for you to toggle ON or OFF your mods at will ! (And even have a preview + see their size !)
- New strategic map, way more beautiful and accurate compared to the old pixel sh*t :) A french player showed me a wargame he is working on using Unity, and I noticed the minimap, so I said HEY I LOVE YOUR MINIMAP how did you do it ? And he explained me :)
- Plane's attack behaviour ! Remember when planes attacked from any side of the unit ? This is OVER ! Planes now need to be on top of the unit you want to attack in order to attack it ! I decided to go this way because of balance issues, you could really wipe out entire units really quickly by just placing a few planes around a single unit. Planes are support god damnit !
- Fighters will now automatically attack enemy bombers when they are bombing friendly units in range. Just like AA would protect them.
- AI air system COMPLETE revamp ! AI fighters will now be hunting down bombers in priority, if there are none they'll move to destroying enemy fighters, if there are none they will look for enemy ground targets, if there are none they will be looking for friendly carriers to escort, if there are none , they will look for friendly bombers to escort, if there are none, it means the area really is empty and they'll move to some other part of the map where they are needed (recon planes are obviously not counted as fighters and left out of all of that). For bombers now, strategic bombers will look for infrastructures to destroy first, targeting what's producing the most first. Yes, this is gonna be painful. Next primary target for bombers is going to be CARRIERS. If there are none, then ground targets, if there are none, then there really isn't anything for them to do where they are and they will be flying just like fighters to another point on the map where they will be needed. AI planes won't be staying around empty VPs anymore, it will move to the next as soon as their duty is fulfilled in one place.
- AI naval system COMPLETE revamp All AI ships will now have as a primary task to escort aircraft carriers (if there is any). Then secondary tasks are based on the ship's class. Subs will focus transport ships and carriers. Destroyers will focus submarines. I have seen the AI move its ships in formation, this is no joke. They will look for ground targets to attack if there is no one to follow, and finally, ships won't be staying around any empty victory point ANYMORE. They will move as soon as their duty is fulfilled.
- Since I had a lot of fun improving the AI, and since someone suggested me, I just made it so that then a VP is crowded with enemy units, and the AI sees that, he wont try to send more units there if there are other VPs it could take. So it will send forces somewhere else if the closest cant be reached. Yes, this means flanking.
- Adapted AI behaviour to the new plane rule. Bombers and CAS planes will fly directly over the units in order to attack them (this might not sound like a change because the AI should follow the new rules, but it actually took me half a day so, I thought I'd let you know everything I work on).
- Quick games map will now be ordered by name !!!! (youhou).
- All campaign scenarios are now available to host / play in multiplayer ! :D Thats a lot of new possibilities. GO CRAZY. I wanna see many match being hosted in multiplayer !
- When unselecting your unit, you will not be able to do Undo anymore with this unit even if you select it again. I think it was too forgiving and you could exploit that, it would be fine in solo but in multiplayer it is cheating. Example: Exploiting the undo by encircling an enemy unit, to get its damage low, then just undo and move your forces somewhere else.
- Save button in the map editor has been placed in the main UI and removed from the settings panel.
- Moved the map settings button in the map editor to the main UI.
- Reduced the fuel for a bunch of fighters / CAS planes and even bombers. Some really had insane values.
- Reduced ships firing range. Max is now 3 for BBs and CAs and BCs. 2 for LCs, 1 for DDs SSs and CVs.
Fixes
- Instance of AI crash. AI planes that are carrier based didnt use friendly carriers to resupply.
- Bad / stupid / inexistent AI landings. It will now perform good landings.
- You couldnt resize maps it would crash.
- The retaliation damage could not be calculated properly in some rare cases.
- Bombers could make ground units retreat.
- With NATO counters ON, units in the FOW would be fully toggled, their background would be transparent.
- Issues with encirclement and damage calculation.
- AI would invite Neutral country, not faction, but the country neutral used in MP maps.
- When AI planes would go over ground units they would tend to simply disappear and the ground unit would be shown. Visually disturbing.
- Game would have FPS drops when AI was playing, it is still not perfect but I made it better.
- End of scenario would not be working properly in some cases.
- There was a weird glitch in the map editor that allowed you to spawn 2 units of the same type on one tile.
- I think the AI was cheating and saw through the FOW, sorry about that, it wasnt so important though since it didnt have accurate targets like it has now, so, now its all good :)
- Glitch with 2 units visible when the AI was playing its second turn.
- If there were 2 units on 1 tile and one of them died (lets say ground unit), then the air unit wouldnt be shown, it would stay invisible until the next turn or until you pressed the toggle air/ground view.
- Douglas SBD Dauntless couldnt carry bombs.
- Issue with the FOW.
- Ships staying around empty victory points and thus being useless.
- Explosions animations would take place even through the FOW.
- Kill count for paratroopers in their transport plane didnt work, it didnt count the kill.
- Main menu wallpaper being not sharp.
- On mobile you couldnt load your saves.
Removals
- All editors from mobile. Except the map editor.
- Infantry support, will be replaced in your saves by heavy infantry. I decided to remove it to keep the strategic scale, it was too tactical scale.
- 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 :
- Change the game's name
- Change the game's logo
- Change the game's price
- 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 !
Additions
- A new tile type ! COASTS. Those tiles have been added purely for graphical purposes (and oh BOY it looks good. Thank you for the suggestion @MaitreBongo). We added a whopping 189 tiles (all variants and biomes together) to the game ! They are of sea type, but make the map look better overall.
- Auto placement for coast tiles in the map editor. Just paint with a coast tile and they will be placed automatically :) You can easily create lakes and others with this, play with it !
- 5 new achievements : Watch your step: walk on a land mine. Safari (bronze, silver, gold): Destroy 1, 10, 100 of any Tiger or Panther or Elefant tanks). Statistics: Lose 100, 1000 units. Win Operation Bagration big scenario as the Axis and as the Allies.
- Legacy graphics option in the settings. Since all the counters have new graphics, and not everyone will like them, I still let you choose between the old ones, and the new ones !
- End of match statistics : Number of units bought per player, amount of money spent per player, and more (save compatible).
- 3840 x 2160 resolution setting (4K).
Changes
- A COMPLETE UNIT GRAPHICS REVAMP, made possible by a single man @MaitreBongo ! He has been working on this for a week, and did everything himself, I will hold no credits for it since it is his work. He proposed to implement it into the base game, which I accepted due to the good looking counters he was making as a separate mod. THANK YOU !
- When managing your diplomacy with other countries, thanks to the code improvements I made this week I am now able to offer an instant FOW recalculation. Meaning, when you declare war on someone, or make peace with someone, the FOW will be instantly recalculated so that you dont / or do see your opponent / ally territory. This is awesome :D
- LOT of code optimization, map generation has been improved by quite a lot. Slight freeze at the end of a turn should be gone too now. I really spent a lot of time (an entire day) just going through my code and optimizing anything I could.
- Updated campaign maps previews in the main menu, campaign section.
- Various UI changes / improvements.
- Small changes made to Battle of France 1940 and Italy 1943 quick game scenarios.
- Updated store trailer + screenshots.
Fixes
- HP of your core units werent set back to max when going to another scenario of a campaign.
- Broken V1 kill achievement (sorry for fixing it so late, but better late than never !).
- Ships ignored each others armor completely.
- Tooltip didnt go away after you bought a unit.
- Custom campaign were broken.
- AI plane bug.
- AI only variable not being reinitialized after an AI vs AI game. Meaning you had to restart the game if you wanted to play a normal (non AI vs AI) game.
- Tooltip going over the resupply cost (yay, finally haha).
- Font looking bad on windows.
- UI in the main menu not scaling to screen (not taking all space).
- AI only games could unlock you achievements if it finished the map (Example: the Europe map).
- Notifications could be created more than once (for the same one).
- On mobile : Diplomacy panel / slots UI issues (part of it was hidden).
- On mobile, the potential damage window was right on your finger making it hard to see anything.
Removals
- Lake tile graphics. It is not required anymore with the addition of coast tiles. You can just place a sea tile surrounded by land or any of the coast tile, they will be replaced by the correct tile upon map opening. No need for you to worry about anything ! :) (bonus: it looks better).
- 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
- A new wallpaper that is more than beautiful. Everyone says thank you to @Jules, my brother, responsible of the art ! The idea was taken from a photograph taken during the battle of Uman, during Operation Barbarossa.
- Operation Doppelkopf.
- Courland Pocket.
- Korsun Pocket.
- Supply planes for major countries. Supply planes are just like supply ships. They are used to resupply units that can't be resupplied otherwise (encircled, supply route cut off etc). Just bring the plane next to the unit in need, and a yellow circle will appear on your unit. Click it, and tadam, your unit has been resupplied.
- Bunkers, Coastal batteries and mines can now be bought in the store out of the editor.
- Mines ? Did I say mines ? I said mines ! They're back ! But this time, as units, not tiles. You can place land mines using engineers, removing land mines only works with engineers. A unit that will walk into a minefield will be stopped and won't be able to attack during its turn. What about naval mines I hear ? Fear not, they are back as well. Use destroyers to remove or place naval mines wherever you want ! Mines are always visible to all units.
- A SLEEP BUTTON. YES. I know some of you are playing on those huge Europe maps, I finally got you covered and this function will save you, and me as well lol. What is this sleep button I hear in the back ? When pressing this button with your unit selected, the unit will "sleep", and won't be included in the "prev" "next" unit list. If you played Civilization they got the same thing. What's the use I still hear ? Well, let's pretend you have > 100 units. And you got a bunch of them that are in garrison / AA. When you finish your turn, I hope you double check you played every unit. Well now imagine you have to go over the 20 same useless units that never moves every turn. This is a pain, and those who felt it know what I'm talking about, for the others, just try it :D
- More informations about your units. What do I mean by that ? Well, maybe you didn't use that panel (When right clicking on a unit), but now you certainly will more ! Every unit will keep its history from now one. It is save compatible, everything is by the way. What I mean by history is the date at which the unit was commissioned, when it captured equipment, when it captured what city, when it destroyed what unit, or even when it got what hero or even when it surrendered ! You will now be attached to some units I can tell you, since you will have a real history !
- DIPLOMACY . Yeah I know you were probably skimming through the lines looking for it. I placed last so I was sure you'd read all the previous new content hehehe. So what's up with diplomacy ? It's a new menu featuring all countries of the map, and you can now interact with them. It's currently a first version so don't expect too much from it haha, but you can at least do the basics ! (Declaring war on anyone, sending money to anyone). More functionalities will be added based on player ideas / my own.
Changes
- Damage of the Nebelwerfer 40cm. They were too low for what it is.
- You probably noticed the quite fat update today (550MB), this is due to the fact that I found a new way to export the game which make it more compressed, so instead of weighing 2.6GB, Operation Citadel now weighs only 800 or so MB !
- Cities' names won't dynamically change anymore. This created huge performance issues, and was not necessary. I can make them bigger if needed, or simply create a setting where you can set your own size. Let me know what you think is best, please :)
- I made the objectives window wider so they could be displayed in 1 line instead of being cut.
- AI currently and still will be able to leave its defensive position if there is an empty enemy victory point in range to capture it. The issue was artillery, they would do the same thing even though they can't capture anything. Maybe it's a fix idk.
- The camera won't follow useless units anymore (defensive units that simply dont move), it will only move towards a unit that will actually do something. This will, I hope, help with the camera moving in all directions too often haha, I know some would get sick.
- Talking about camera and AI, I made the Slow AI option in the settings even slower, I got some people asking, so I deliver :)
- Infantry now is sensible to terrain. It can't move in all directions at a cost of 1 MP per tile.
Fixes
Well actually not so many, I think I did a good job the previous days and I am finding few bugs :D
- On mobile and on android especially, I forgot to add some maps I previously added in older updates.
- Low ammo yellow icon or low fuel icon showing on units where it shouldn't be shown, ex : V1 or V2 etc.
- Supply ships didn't resupply properly, it is now working perfectly !
- 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 : Finished the german units revamp.
- 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.
Operation Citadel
Valentin Lievre
Valentin Lievre
2020-03-05
Strategy Singleplayer Multiplayer EA
Game News Posts 427
🎹🖱️Keyboard + Mouse
Very Positive
(473 reviews)
https://store.steampowered.com/app/1240630 
Operation Citadel Depot : Linux [1.65 G]
Join us on Discord -> https://discord.gg/tavRA6W
Hi I'm Valentin, young French developer of 21 years old. I started this game in December 2019 from scratch after playing my first wargame for a couple of hours.
Working alone on it with my brother who's responsible for the art.
This game features :
- Over 700 units
- Customizable units (Rockets, bombs, drop tank, torpedo, trucks, half tracks, horses etc)
- A rank and experience system for the units, and the player
- Any country you want to play
- A unit editor (Create or modify any unit you want)
- A tile editor (create or modify any tile you want)
- A country editor (Create any country you want)
- A map editor allowing you to recreate any battle of your choice (up to 300 x 300 hexes and above if your PC can handle it)
- A fully functional steam workshop to upload your work to, and download other's
- An entire Europe map
- An entire Pacific map
- An entire Eastern front map
- A campaign for major countries, with a core-unit system (Keeping units between scenarios)
- A supply line mechanics (Optional)
- Blowing up or repairing bridges mechanics
- Diving / going to surface, and spotting mechanics with submarines
- Retreat, surrender, capture mechanics
- A morale mechanics (Optional)
- A season mechanics + weather mechanics (Optional)
- No time limit to complete scenarios if you don't want to
- Daily, or almost updates
- A complete guide on Steam + official tutorials on youtube
- A cool developper :))
Operation Citadel isn't just about the eastern front, and even less just about one battle. To be honest, all good names were taken and I could not think of one.
If you have a better idea, I would be happy to hear it, send me an email or drop by our discord !
The game should run just fine on pretty much anything. If not, you'll get a refund, but let me know so I actualize the requirements !
If you have any suggestion, critic to make, send an email or leave a message on the discord, or open a topic in the forum. You will ALWAYS be answered to.
And last but not least, if you like the game and want to support me, leave a positive / constructive review here on Steam, share the game with your friends, knock yourself out !
- OS: Im not sure
- Processor: i3 or higherMemory: 1500 MB RAM
- Memory: 1500 MB RAM
- Graphics: 512Mb
- Storage: 1700 MB available space
- OS: Im not sure
- Processor: i3 or higher
- Graphics: 512Mb
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