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Tutorial Update

We are releasing the companion update to the Barbarossa DLC (Update 15) today, one day ahead of the DLC release itself. The main attraction here is the completely overhauled tutorial, but there are a few other features and bug fixes too.

First, a quick recap for the Barbarossa DLC: the release date is April 21, and the price is $9.99. You command Axis forces, from the initial invasion all the way to the Battle for Moscow in late 1941.

  • 23-scenario historical campaign, with battles from the lakes of Karelia in the north to the Black Sea beaches in the south
  • Limited, but still difficult to achieve, alternative historical outcomes, such as capturing Moscow in late 1941
  • Detailed, zoomed-in maps for the hard-fought sieges of Odessa and Sevastopol
  • 20+ new unit types including those from Italy, Romania, Hungary, Slovakia, Finland, and Spain
  • Beautiful new vehicle models including BT-7 and T-26 tanks, and the iconic ZIS-5 truck
  • New German cards: Blitzkrieg (reloads HQ command points) and Luftflotte
  • New terrain type: bog, used to model the impenetrable, swampy terrain facing Army Group North and the Finns
  • New original music: 4 brand new tracks by Bruno Babić, composed specifically for Barbarossa DLC

[h2]From Zero to Hero – the UoC II Tutorial[/h2]

The original UoC II tutorial was never a fan favorite, and rightly so. In its defense, it was cobbled together in a few hurried days leading up the game’s release and never given the attention it deserves. Everything about the game was new to us at the time. We didn’t know how the players will react to all the new mechanics. What is obvious, and what needs to be pointed out. What is intuitive, and what needs explaining… all of that was a bit of a mystery to us back then.

I am not saying the new tutorial is perfect, but I assure you there is a world of difference. We are starting off real easy in this one, taking the time to introduce the very basics of movement and combat, how to undo, what are hexes, the fog of war, etc. Don’t worry if this sounds a bit pedestrian: the second tutorial already shows you the finer details of setting up your supply network. By the time you’re done with all six, I assure you that even the grizzled veterans of the vanilla, tutorial-impaired UoC II will have learned a trick or two.



The six tutorial scenarios are followed by the Tutorial Campaign. It’s only lightly annotated, showing you how to buy stuff on the conference screen, and then you’re off to play the scenarios. You are tasked with leading the fictional “T Force” from the Louisiana Maneuvers, through Torch Landings to the final Run for Tunis scenario.

We invented T Force because we needed a persistent core of units and an HQ to take them through the campaign. As a bonus, it serves to make the campaign easier for the novice player. The historical units are still there, in the North African scenarios, but they are aided by the tutorial “T Force” units. It still makes for quite interesting, if relatively easy, play.

[h2]Don’t Go For All Bonus Objectives[/h2]

In the final scenario of the tutorial, we try to make a point that you are not meant to take all bonus objectives. We understand that a proficient player can, perhaps with some restarting, achieve this feat in most scenarios. It really isn’t the way this game was designed to be played, though. Let me quote AFHQ, straight from the final tutorial scenario briefing:

Bonus objectives are not required for victory, and often present you with a difficult choice. Focusing on one objective can cost you another. And that is OK, don’t feel bad about missing some bonus objectives. It is meant to be that way. Now, run for it!



Personally, dropping objectives is how I’ve always been playing the game. There is a mud patch in the way, or I don’t particularly need the bonus reward? Skip the objective. My force is depleted and I need to bring it up to strength for the campaign? Don’t waste steps taking objectives on time. Even if you’re late on a primary objective, you get at least 25 prestige: don’t massacre 100 prestige worth of steps just to take it “in time”.

You have this freedom with objectives, and it allows you to take an alternative approach to the entire scenario if you want. This is the way the game was designed to be played: set the difficulty level so that it’s challenging on a turn-by-turn basis, but be strategic about going for objectives.

[h2]One More Turn[/h2]

This is a new feature: we are letting you request an additional turn to complete the scenario. Such requests are always granted, but your prestige does suffer as a result. The prestige cost starts at 25 but doubles every time such appeals are needed in the campaign.

This option is disabled by default on classic and hard difficulties, but it can be enabled in Options/Gameplay.

We are also giving you a light boost if you’re forced to restart a scenario. On normal, you will receive a truck asset and one flying arty. On easy, there’s more: an air attack, infantry steps, engineers. This feature is never available on classic and hard difficulties.

https://store.steampowered.com/app/1493580/Unity_of_Command_II__Barbarossa/

Anyway, that’s it from me for today. The tutorial was a big undertaking for us, so there wasn’t much time to devote to improvements for non-novice players this time around. We hope that in the next update we can do more on that front. Feel free to comment, and we’ll take a look at what’s possible.

Cheers,

Tomislav

Barbarossa DLC Announced

The Barbarossa DLC will be released on the 21st of April on Steam and the price will be $9,99.

In this DLC, you command Axis forces during Operation Barbarossa, from their summer of roaring victories to the painful halt at the gates of Moscow in the winter of 1941/42.

[h3]Key Features[/h3]
  • 23-scenario historical campaign, with battles from the lakes of Karelia in the north to the Black Sea beaches in the south
  • Limited, but still difficult to achieve, alternative historical outcomes, such as capturing Moscow in late 1941
  • Detailed, zoomed-in maps for the hard-fought sieges of Odessa and Sevastopol
  • 20+ new unit types including those from Italy, Romania, Hungary, Slovakia, Finland, and Spain
  • Beautiful new vehicle models including BT-7 and T-26 tanks, and the iconic ZIS-5 truck


https://store.steampowered.com/app/1493580/Unity_of_Command_II__Barbarossa/

Unity of Command 2 gets Barbarossa expansion with new Axis campaign

Turn-based World War 2 wargame Unity of Command 2 is officially heading to Russia. Developer 2x2 has today announced the game's next expansion, Barbarossa, which will put you in control of Nazi Germany's invasion of the Soviet Union across a new 23-scenario campaign. Adding new units and vehicle models for several Axis nations, the DLC is expected to release on April 21 for $9.99 / £7.19. Its Steam page is live now.


Tracing the doomed Operation Barbarossa, the new campaign hands you command of the Axis forces' assault on Soviet Russia, from the early German victories in the summer of 1941, to their accelerating defeats in 1942. Spanning Russia's geographical breadth - from the northerly Republic of Karelia adjacent to Finland, to the beaches of the Black Sea - the campaign will feature the usual alternate-history objectives, such as successfully capturing Moscow in 1941, alongside focused sieges of Odessa and Sevastopol.


In a press release, 2x2 games teased a couple of the missions we can expect from Barbarossa's campaign. During the German advance to Leningrad, you'll take command of the German army, facing Russian resistance and counterattacks as they progress to the northern city. You'll have to spread your forces thin to capture multiple strategic objectives across an expanding frontline, while dealing with a lagging supply route that may halt your advance if left unchecked.


Read the rest of the story...


RELATED LINKS:

Unity of Command 2: Blitzkrieg review - lightning strikes twice

Unity of Command 2 review - the ultimate successor

Update 14 is now LIVE

Update 14 is now live!

The main purpose of this update was to add support for Mac OS X, but we ended up fixing a lot of issues and even added a couple of small features. The changelist is attached below. As usual, if you run into any issues, please report them in the Technical Support subforum on Steam Discussions.

Cheers!

Features
  • Mac OS X support
  • odds shown on combat sheet (optional, via options/gameplay)
  • combat sheet: tooltips on attacker totals for sup fire, pindown
  • victory dialog tooltips
  • CTRL-1 hotkey to select scenarios in campaign screen (if occluded by sidebar)
  • enroute HQ can be set to arrive at later turns (in scenario editor)
  • command line option to run without steam mods (--no-steam-mods)
  • open manual and scenario charts from main screen


Bugfixes
  • fixed rail hexes on europe map
  • fix: crash on remove billboard
  • fix: unit rot animation crash
  • fix: hq deploy/store crash (hardening)
  • fix: armor shift calculation error when unsing amphibious armor
  • fix: combat sheet "Armor Shift" message should show the shift value before rounding, not after
  • corrected tooltip for "90% Success" milestone
  • fix: axis truck card tooltip
  • hardening: Interpolation1D.length() sometimes unexplainably returns NaN (numpy.linalg.norm() issue, possibly Mac only)
  • armor_shift_f not rounded correctly (ROUND_HALF_UP)
  • fix: axis truck card tooltip
  • fix: banner now says "Feint Attack" instead of "Pindown"
  • fix: crash on naval landing when para animation is still going (hardening)
  • fix: para planes fly sideways in history mode
  • fix: when you load a campaign ending in loss, victory sound is played
  • HQ store view, disable "armor" items if there is no infantry in the fp, or if there isn't enough prestige for armor + infantry
  • hardening: runtime check and logging for HeightMap.point_average_height()
  • fix: if supply bonus objective is re-taken by AI, theater supply is wrong
  • fix: deploy enroute unit, undo, then deploy again (wrong unit state)
  • fix: when using the sabotage card, message reports wrong turn value for recovered trucks
  •  fix: wrong casualty score when para unit is killed on drop. Check the same thing for naval assault.
  •  fix: AI crash while removing out of supply hub
  • fix: front line crash close to a mix of minor/major rivers
  • combat: do not negate armor shift in counterattacks that are across the river
  • fix: "destroy unit" bonus objective not listed taken after save/load
  • fix: FXAA on the mac now works

Update 14 Test

We have set Update 14 live on the testing branch. The main purpose of this update is to add support for Mac OS X, but we ended up fixing a lot of issues and even added some small features.

Please report any issues in the "Testing Branch" subforum of our Steam community discussions.

What is Testing Branch and how do I join?

Features
  • Mac OS X support
  • odds shown on combat sheet (optional, via options/gameplay)
  • combat sheet: tooltips on attacker totals for sup fire, pindown
  • victory dialog tooltips
  • CTRL-1 hotkey to select scenarios in campaign screen (if occluded by sidebar)
  • enroute HQ can be set to arrive at later turns (in scenario editor)
  • command line option to run without steam mods (--no-steam-mods)
  • open manual and scenario charts from main screen


Bugfixes
  • fixed rail hexes on europe map
  • fix: crash on remove billboard
  • fix: unit rot animation crash
  • fix: hq deploy/store crash (hardening)
  • fix: armor shift calculation error when unsing amphibious armor
  • fix: combat sheet "Armor Shift" message should show the shift value before rounding, not after
  • corrected tooltip for "90% Success" milestone
  • fix: axis truck card tooltip
  • hardening: Interpolation1D.length() sometimes unexplainably returns NaN (numpy.linalg.norm() issue, possibly Mac only)
  • armor_shift_f not rounded correctly (ROUND_HALF_UP)
  • fix: axis truck card tooltip
  • fix: banner now says "Feint Attack" instead of "Pindown"
  • fix: crash on naval landing when para animation is still going (hardening)
  • fix: para planes fly sideways in history mode
  • fix: when you load a campaign ending in loss, victory sound is played
  • HQ store view, disable "armor" items if there is no infantry in the fp, or if there isn't enough prestige for armor + infantry
  • hardening: runtime check and logging for HeightMap.point_average_height()
  • fix: if supply bonus objective is re-taken by AI, theater supply is wrong
  • fix: deploy enroute unit, undo, then deploy again (wrong unit state)
  • fix: when using the sabotage card, message reports wrong turn value for recovered trucks
  •  fix: wrong casualty score when para unit is killed on drop. Check the same thing for naval assault.
  •  fix: AI crash while removing out of supply hub
  • fix: front line crash close to a mix of minor/major rivers
  • combat: do not negate armor shift in counterattacks that are across the river
  • fix: "destroy unit" bonus objective not listed taken after save/load
  • fix: FXAA on the mac now works