Update #45
- Added : Brand new campaign. All previous scenarios / campaigns have been deleted. Please DO NOT attempt to continue any of the save you have on those maps.
- Added : new units : Messerschmitt BF-110 D F G, Henschel 126, Messerschmitt 210, Heinkel 177 A, 3.7 cm Flak 38, Mobelwagen, mle 1897 75 mm, AB40, 4 new artillery guns for Italy (forgot the names), 21 cm Morser 18, QF 25 pdf, BL6
- Added : When pressing SPACEBAR, it’ll highlight in red the enemies (my dad asked me to add this because he was mad he could bot make the difference between french and german units).
- Added : By pressing LEFT ALT, it’ll highlight in green all your units that you can still move.
- Added : Disable the weather in the options of the map editor (for the desert for example, you don’t to have rain or snow).
- Added : new river tiles for the desert.
- Added : Little arrows are now showing on the tiles you can spawn units, just a little neat graphical improvement.
- Added : Recon icon in the store and the deploy panel will now be shown for units having more than 1 tile visibility (little eye icon in the top left of the slot).
- Added : Rank and XP as a commander for the player. Your core units number is now based on your rank as a a commander. Finishing a scenario will get you XP, capturing secondary objectives (symbolized by silver / grey around the victory points) will also get you XP points. Its 20 XP per rank. You start with a capacity of 5 core units. Every rank give you +1.
- Added : Horse towed artillery, as an option, just like for the motorized / mechanized option.
- Added : Fuel / gas refinery tile.
- Change : New bunker sprite.
- Change : New variants for forests, 3 for each, so it looks less repetitive and more natural. They’re randomly generated anytime you open a map / scenario, they’ll never look the same.
- Change : Game now runs in the background (thought it would be nice for long turns for example if you don’t care about seeing the AI playing and wanna do something else while its playing).
- Change : all infantry units will now have only 2 MPs when they dont have trucks or halftracks equipped. And they do not suffer from terrain MPs penalties. What I mean here is that they have a fixed 2 movement point value, they can go 2 tiles regardless of the MP cost to move to that tile. Thick Forests have a 3 MP cost, infantry will be able to move there even with 1 MP available. I decided to make those changes because it makes sense to me that on foot infantry will always go at the same speed, on road or on grass or in the forest. Terrain only really matters to vehicles.
- Change : New achievement generic icons. They look slicker, and I also want to be able to make like dozens of them without having to ask for a personal drawing for each achievement individually, which would take like a long time.
- Change : Unit that can attack are not included in the list of “prev” or “next” unit when pressing the buttons. Only the units that can still move will be included.
- Change : less armour protection from forests.
- Change : Improved paratroopers stats (both damage and MPs values).
- Change : soft attacks values have been improved on all tanks.
- Change : bunkers now deal a bit of air damage.
- Change : to switch between plane / ground units view the shortcut on the keyboard now is TAB. SPACEBAR is for spotting the enemy.
- Change : minor code changes to the pathfinding, saving up to 50ms of processing. Will try to reduce it even more, because for high MP units it might take like a second to calculate all potential paths. Sorry about that..
- Change : infantry will deal fixed amount of damage against heavily armoured vehicles, rather than dealing 0.
- Change : Miniature/overview of the map is now what’s shown when picking a campaign.
- Change : All desert roads and desert tiles have been moved to another folder in the game's hierarchy. and renamed This means that if you made a custom map that the used those tiles with their old names, the game will not be able to find them, thus to load them, and will replace them by water. Don't be surprised.
- Fix : Torpedo bug price in the store.
- Fix : Junkers 87 R had an armour value of 70 instead of its fuel.
- Fix : Motorized / Mechanized units were not visible.
- Fix : Stats for the SU-122 and SU-152 were not updated, super weird.
- Fix : Embark / disembark button was not greyed out when it should.
- Fix : The city of Gomel was not set right in the Eastern Front custom map.
- Fix : leFH18 10.5 cm was available in 1944 instead of 1938.
- Fix : Playing the game in offline or without steam launched could cause like serious bugs / issues due to achievement check. Now the game will check if steam is open / connected before checking the achievements. You can now play the game offline without any problems.
- Fix : Retaliation damage were off. Problem is the damage being dealt are based on the unit’s HP %, but when attacking, you would already get HP to your target out, and when the unit would retaliate, it would have less HP then dealing less damage, basically turning all attacks into surprise attacks lol. Now its fixed i just make a backup of the HP before they are being taken out then use this value to calculate the damage.
- Removed : Map of Europe. I'll re do it, with all the countries. Because it's an old version of the game, there were no major / secondary objectives which rendered it impossible to play with the new game logic.
I know there are way less campaign scenarios available now, but I am going to try to upload daily until I finish / get back to what I was at before I deleted all previous maps. I made the previous campaign maps without much care, and much accuracy at all, which I regret.
But now, I will make them great, and will try for the whole war (including greece and the balkans).
I also want to include some sort of choosing for the player, like for the eastern front : choosing north or south for barbarossa and then going on like this (north would be towards leningrad) and south towards sevastopol and the caucasus + leningrad.
Because you can carry units onto the next scenario, it historically did not make sense to have two units at two different places in the same timeframe. So by choosing which path, no more problems :) this also allows for more replayability !
Will be glad to read any feedback
- Added : new units : Messerschmitt BF-110 D F G, Henschel 126, Messerschmitt 210, Heinkel 177 A, 3.7 cm Flak 38, Mobelwagen, mle 1897 75 mm, AB40, 4 new artillery guns for Italy (forgot the names), 21 cm Morser 18, QF 25 pdf, BL6
- Added : When pressing SPACEBAR, it’ll highlight in red the enemies (my dad asked me to add this because he was mad he could bot make the difference between french and german units).
- Added : By pressing LEFT ALT, it’ll highlight in green all your units that you can still move.
- Added : Disable the weather in the options of the map editor (for the desert for example, you don’t to have rain or snow).
- Added : new river tiles for the desert.
- Added : Little arrows are now showing on the tiles you can spawn units, just a little neat graphical improvement.
- Added : Recon icon in the store and the deploy panel will now be shown for units having more than 1 tile visibility (little eye icon in the top left of the slot).
- Added : Rank and XP as a commander for the player. Your core units number is now based on your rank as a a commander. Finishing a scenario will get you XP, capturing secondary objectives (symbolized by silver / grey around the victory points) will also get you XP points. Its 20 XP per rank. You start with a capacity of 5 core units. Every rank give you +1.
- Added : Horse towed artillery, as an option, just like for the motorized / mechanized option.
- Added : Fuel / gas refinery tile.
- Change : New bunker sprite.
- Change : New variants for forests, 3 for each, so it looks less repetitive and more natural. They’re randomly generated anytime you open a map / scenario, they’ll never look the same.
- Change : Game now runs in the background (thought it would be nice for long turns for example if you don’t care about seeing the AI playing and wanna do something else while its playing).
- Change : all infantry units will now have only 2 MPs when they dont have trucks or halftracks equipped. And they do not suffer from terrain MPs penalties. What I mean here is that they have a fixed 2 movement point value, they can go 2 tiles regardless of the MP cost to move to that tile. Thick Forests have a 3 MP cost, infantry will be able to move there even with 1 MP available. I decided to make those changes because it makes sense to me that on foot infantry will always go at the same speed, on road or on grass or in the forest. Terrain only really matters to vehicles.
- Change : New achievement generic icons. They look slicker, and I also want to be able to make like dozens of them without having to ask for a personal drawing for each achievement individually, which would take like a long time.
- Change : Unit that can attack are not included in the list of “prev” or “next” unit when pressing the buttons. Only the units that can still move will be included.
- Change : less armour protection from forests.
- Change : Improved paratroopers stats (both damage and MPs values).
- Change : soft attacks values have been improved on all tanks.
- Change : bunkers now deal a bit of air damage.
- Change : to switch between plane / ground units view the shortcut on the keyboard now is TAB. SPACEBAR is for spotting the enemy.
- Change : minor code changes to the pathfinding, saving up to 50ms of processing. Will try to reduce it even more, because for high MP units it might take like a second to calculate all potential paths. Sorry about that..
- Change : infantry will deal fixed amount of damage against heavily armoured vehicles, rather than dealing 0.
- Change : Miniature/overview of the map is now what’s shown when picking a campaign.
- Change : All desert roads and desert tiles have been moved to another folder in the game's hierarchy. and renamed This means that if you made a custom map that the used those tiles with their old names, the game will not be able to find them, thus to load them, and will replace them by water. Don't be surprised.
- Fix : Torpedo bug price in the store.
- Fix : Junkers 87 R had an armour value of 70 instead of its fuel.
- Fix : Motorized / Mechanized units were not visible.
- Fix : Stats for the SU-122 and SU-152 were not updated, super weird.
- Fix : Embark / disembark button was not greyed out when it should.
- Fix : The city of Gomel was not set right in the Eastern Front custom map.
- Fix : leFH18 10.5 cm was available in 1944 instead of 1938.
- Fix : Playing the game in offline or without steam launched could cause like serious bugs / issues due to achievement check. Now the game will check if steam is open / connected before checking the achievements. You can now play the game offline without any problems.
- Fix : Retaliation damage were off. Problem is the damage being dealt are based on the unit’s HP %, but when attacking, you would already get HP to your target out, and when the unit would retaliate, it would have less HP then dealing less damage, basically turning all attacks into surprise attacks lol. Now its fixed i just make a backup of the HP before they are being taken out then use this value to calculate the damage.
- Removed : Map of Europe. I'll re do it, with all the countries. Because it's an old version of the game, there were no major / secondary objectives which rendered it impossible to play with the new game logic.
I know there are way less campaign scenarios available now, but I am going to try to upload daily until I finish / get back to what I was at before I deleted all previous maps. I made the previous campaign maps without much care, and much accuracy at all, which I regret.
But now, I will make them great, and will try for the whole war (including greece and the balkans).
I also want to include some sort of choosing for the player, like for the eastern front : choosing north or south for barbarossa and then going on like this (north would be towards leningrad) and south towards sevastopol and the caucasus + leningrad.
Because you can carry units onto the next scenario, it historically did not make sense to have two units at two different places in the same timeframe. So by choosing which path, no more problems :) this also allows for more replayability !
Will be glad to read any feedback