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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #105 on: January 03, 2021, 02:48:25 AM »
2.0.3
Sat, January 2, 2021


- 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 wouldn’t 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.


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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #106 on: January 04, 2021, 03:26:51 AM »
2.0.4
Sun, January 3, 2021


- 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 didn’t plan after fixing the upgrading core units weren’t core anymore, coding is complicated sometimes ^^).

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Re: Operation Citadel : Turn-based WWII
« Reply #107 on: January 04, 2021, 11:05:42 PM »
2.0.5
Mon, January 4, 2021



- 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.

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #108 on: January 06, 2021, 01:32:34 AM »
2.0.6
Tue, January 5, 2021


- 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.

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #109 on: January 06, 2021, 11:31:12 PM »
2.0.7
Wed, 6 January 2021



- 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 won’t see any tile around them / be blind.

- Fix : Winter harbour and destroyed winter harbour tile didn’t have the same orientation.
- Fix : Paratroopers could still walk after being dropped even though they shouldn’t.
- 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.


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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #110 on: January 07, 2021, 11:49:03 PM »
2.0.8
Thu, 7 January 2021


- 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 let’s 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 fighter’s stats.


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Re: Operation Citadel : Turn-based WWII
« Reply #111 on: January 09, 2021, 03:26:46 AM »
2.0.9
Fri, 8 January 2021


- 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 didn’t declare any war.

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Re: Operation Citadel : Turn-based WWII
« Reply #112 on: January 10, 2021, 01:36:30 AM »
2.1.0
Sat, 9 January 2021



- 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 couldn’t 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 couldn’t get any supplies.

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #113 on: January 27, 2021, 02:31:47 PM »
2.1.3
Wed, 27 January 2021



- 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 : Unit’s stats shown when hovering with your mouse now won’t be the base stats, but the current unit’s stats. Meaning that if a unit is at 50% health, it won’t be showing it’s 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 couldn’t 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 wouldn’t 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 !

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Re: Operation Citadel : Turn-based WWII
« Reply #114 on: January 31, 2021, 04:17:16 AM »
2.1.4
Sat, 30 January 2021


- Fix : Sea tiles shouldn’t 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).

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Re: Operation Citadel : Turn-based WWII
« Reply #115 on: February 12, 2021, 01:17:21 AM »
2.1.5
Thu, 11 February 2021



- Added : 52K M1939 85 mm AA gun to the USSR.

- Change : You won’t see your enemy’s ammo number anymore. Felt a bit like too much intel, I don’t 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 didn’t have any graphics for infantry landing craft.
- Fix : On mobile in map editor you couldn’t 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 shouldn’t be able to resupply. Nothing happened when you pressed the buttons because my code is good (blowing my own trumpet, if I don’t, who will??) but it was weird to have it show anyway :)
- Fix : Volume from the wallpaper video wasn’t scaled to the music volume in the game’s settings.

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Re: Operation Citadel : Turn-based WWII
« Reply #116 on: February 13, 2021, 01:55:53 AM »
2.1.6
Fri, February 12, 2021


- 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 didn’t have a NATO symbol.
- Fix : Refresh button in multiplayer needed to be pressed many times before it did anything.

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Re: Operation Citadel : Turn-based WWII
« Reply #117 on: February 16, 2021, 02:48:01 AM »
2.1.7
Mon, 15 February


- 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 won’t 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 it’s 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 didn’t have graphics for coastal batteries.
- Fix : AI when buying mechanized or motorized or horsed artillery wasn’t updating the max autonomy variable, meaning they stayed with 5 fuel units.

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Re: Operation Citadel : Turn-based WWII
« Reply #118 on: February 17, 2021, 01:02:30 AM »
2.1.8
Tue, 16 February 2021


- 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. They’re 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 don’t do that, the keyboard shortcuts won’t be assigned and you will have to set up everything yourself.

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Re: Operation Citadel : Turn-based WWII
« Reply #119 on: February 21, 2021, 04:08:55 AM »
2.2.0
Sat, 20 February 2021



- 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 haven’t done much except putting the data in the game, and I didn’t even re do the graphics because I really wanted to release this update as soon as possible. New ship graphics won’t 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, it’s 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 can’t 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, let’s 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 game’s 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 can’t 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 weren’t based on a % but if the unit’s life was <10. It now is <= 15%.
- Fix : General’s effect radius wasn’t being shown. An earlier update (2.1.8 I suppose) broke it.

- Removed : Country editor on mobile since it doesn’t 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 there’s 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 isn’t what’s 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 unit’s with those nice looking counters !
Let me know what you think about it in the comments :) I personally love them !


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