Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on July 29, 2020, 12:34:40 PM

Title: Operation Citadel : Turn-based WWII
Post by: Asid on July 29, 2020, 12:34:40 PM
(https://steamcdn-a.akamaihd.net/steam/apps/1240630/header.jpg?t=1595186552)

This game covers ALL fronts of the second world war, and the powerful editor can be used to recreate almost any conflict. The game is WWII based but can be reconverted by you. The workshop and all the editors are awaiting you ! (No multiplayer, PBEM only, or solo VS AI).



Steam  (https://store.steampowered.com/app/1240630/Operation_Citadel/)
Steam forum  (https://steamcommunity.com/app/1240630/discussions/)
YouTube  (https://www.youtube.com/channel/UChTtSDrveHDjwLgh2I-01OA)
Manual  (https://steamcdn-a.akamaihd.net/steam/apps/1240630/manuals/OFFICIAL_-_Game's_guide,_everything_there_is_to_know.pdf?t=1595186552)


Single-player, Shared/Split Screen PvP


Operation Citadel

https://steamcdn-a.akamaihd.net/steam/apps/256779496/movie480_vp9.webm



About

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 !


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 :))


Leaving EA on the 31 st of August. Get them game now before I change its price to 14.99usd !

Join us on Discord -> https://discord.gg/tavRA6W


About the developer

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.


(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_757e55148291c1923036b5b9a3e5e555cd39e478.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_97e7b95d91b53429f2b2bf5c8b128bd00dc6e6c0.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_993576e12fa5315b92201a855031ee4dd7de2040.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_c3c4d49fc912d15c875d0c9df330a845a455e31a.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_ff75a0bba35f5edf62acee2e1e4b88ce7b46f07b.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_3bd6fefbd1915af89c98a68d64cf4214447d7377.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_a7c374ab3d3dd8416437393ebb8185c01410cbf7.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_0b0d9aaa73cc5928a4557eda8619a734dced9012.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_06d4e62b2ecdc7b8ac6b325a263ca8004d2e9510.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_1b14745a880d781ea548826c4654f81be1a7509b.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_e863211d0cc155eeb3f8c77c67a545799787394d.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_b51fb1cdfea83dcd8f0b71172ab9934c5d6a97b7.1920x1080.jpg?t=1595186552)



Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 29, 2020, 12:37:12 PM
(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_c113edf6b6de969b7663452986822f09f3a02bd0.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_cc1006168fd14f6a6cb9cda56f8b127800a19b79.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_944c98ffd6b754bff6e149f12bd827164159a015.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_80f0e377a47e1a332b54e1122445b874d0cf3d1e.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_5001aa03fcf91835f0ce85c6a5f6f6f27bf74b2d.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_4e7a8d1a9d79fb87fea3c67043a46b078790ab19.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_f644789fcc7d049cab829be9ff0bb9e2f2317621.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_ab277c2620c3d002a61641b9cdd8925e1019d54b.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_dff397d78c90291b05a28e274e1d7182e6dd2727.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_9f165629ea63021b0496c707234d93a95d430f99.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_0da6a4a08421ed103517b1ee63606bea990dfe7d.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_c41bd4c5aab1cfd921372f5ccb9ee6a24fedb28e.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_0ec065e4ff6ee12e66ccc8a0c0bb9a653677da60.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_a3f97aafe706f9c00fd406b3c465858a318053d9.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_92cd0d7bd67b6e7b8e2e16dfaff31ef53d3758ad.1920x1080.jpg?t=1595186552)

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_9f0c531d35b2794ea8d7c43182c92f3cf4cfe9d2.1920x1080.jpg?t=1595186552)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 29, 2020, 12:38:39 PM
Operation Citadel - Scenario Editor - TUTORIAL

https://youtu.be/n5fPt8XJrcw


This is a little video tutorial on how to use the map/scenario editor

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 29, 2020, 12:39:55 PM
Operation Citadel - Unit Editor / sprite customization - TUTORIAL

https://youtu.be/5lNS-fVfduU


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 31, 2020, 01:09:58 AM
Update #73
Thu, July 30

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36879862/ffcda793185df84bddfc22f3f767b56e83f2e6c6.png)

WORKSHOP !

- 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

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 01, 2020, 11:30:51 PM
Update #74
Fri, 31 July 2020

Workshop update, more content submittable

- 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 01, 2020, 11:40:13 PM
Update #75
Sat, 1 August 2020

More workshop content AND great tools for modders

- 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 !
Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 03, 2020, 01:45:09 AM
Update #76
Sun 02 Aug


- 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).
Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 04, 2020, 12:16:02 AM
Update #77
Mon, 3 August 2020

New units, new map, new generals

- 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

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 06, 2020, 01:08:24 AM
Update #78
Wed, 5 August 2020

- 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 06, 2020, 03:27:29 AM
Update #79
Thu, 6 August 2020


- 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.
GAME
Operation Citadel

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 07, 2020, 01:01:45 AM
Making a new Eastern front map :) Smaller, more interesting to play on

(https://steamuserimages-a.akamaihd.net/ugc/1486703883911944956/D5FDB745F1DF6B67535FBD159E84AF9C27C05FDA/)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 08, 2020, 02:21:38 AM
Update #80
Fri, 7 August 2020

New eastern front map : over 360 cities

- 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 10, 2020, 11:20:09 PM
Update #81
Mon, 10 August 2020

- 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 12, 2020, 12:10:33 AM
Update #82
Tue, 11 August 2020

- 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 : Mountaineers now deal 15 more damage to units that are on hills / mountains.

- 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 15, 2020, 01:40:11 AM
Update #83
Fri, 14 August 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/5ab367b12a5188f922bf8d1255281638e6a2360d.png)


- 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 16, 2020, 12:09:35 PM
Update #84
Sat, 15 August 2020

VIdeo in the main menu modding + soviet revamp started

- 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 !


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 16, 2020, 12:18:23 PM
Update #85
Sat, 15 August 2020

soviet revamp 2 + new europe map

- 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 !

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 17, 2020, 12:19:10 PM
Update #86
Mon, 17 August 2020

End of soviet revamp + new france 1940 map

- 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 !

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 18, 2020, 12:43:39 AM
Update #87
Mon, 17 August 2020

Various modifications + new 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.

- 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 !

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 19, 2020, 11:25:16 PM
Update #88
Wed, 19 August 2020

End of the revamp for US units

- 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 :)


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 27, 2020, 12:53:38 PM
Update #89
Thu, 27 August 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/dda3605334b136c5006959f19ddc8f95485064df.png)

NATO counters are BACK + LINUX SUPPORT + Winter War + tons of new features

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


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 28, 2020, 01:02:08 PM
Update #90
Fri, 28 August 2020

German revamp well started + bug fixes

- 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.



Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 30, 2020, 12:36:14 AM
Update #91
Sat, 29 August 2020

- Change : Finished the german units revamp.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 31, 2020, 12:39:37 AM
Update #92
Sun, 30 August 2020

Strategic map !

- 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on August 31, 2020, 12:41:54 AM
Update #93
Sun, 30 August 2020

- 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).

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 02, 2020, 02:38:18 AM
Leaving Early Access, version 1.0.0
Mon, 31 August 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36879862/ae4a001eb484b3256f0b73daaaf6b08fe0b707d8.png)

We did it !

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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 02, 2020, 02:58:28 AM
1.0.1
Tue, 1 September 2020

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_e3aa4e99ac520a803c57568ec0d17fbef99eaf78.1920x1080.jpg?t=1599003202)

Lot of fixes + DEMO RELEASE

- 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 03, 2020, 03:00:27 PM
1.0.2 - 1.0.3
Wed, 2 September 2020

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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 05, 2020, 02:51:04 AM
1.0.4
Fri, 4 September 2020

Polish revamp
- 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).


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 06, 2020, 11:41:46 PM
1.0.5
Sat, 5 September 2020

French revamp + new victory mode

- 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).

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 06, 2020, 11:51:52 PM
1.0.6
Sun, 6 September 2020

LOTS of fixes + Falaise Pocket scenario (Allied campaign)

- 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 08, 2020, 01:56:47 PM
1.1.0
Mon, 7 September 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36879862/59e7bf063d3b21c172da09a9711b4e496d83b746.jpg)

Clouds + Operation Market Garden + Fixes

- 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 08, 2020, 01:58:19 PM
1.1.1
Tue, 8 September 2020

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_c05f4a202e6edaea35ac8f9654b4703288fa4997.1920x1080.jpg?t=1599510130)

Soviet campaign almost complete + german campaign fix

- 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 09, 2020, 11:16:44 PM
1.1.2
Wed, 9 September 2020

Land and naval mines + Iwo Jima

- 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 10, 2020, 03:49:52 PM
1.1.3
Wed, 9 September 2020

Clearing minefield + new scenarios + new trench tiles + fixes

- 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 13, 2020, 01:12:34 PM
1.1.4
Sat, 12 September 202

Trying versionning + fixes
- 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 !

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 13, 2020, 01:27:48 PM
1.1.5
Sat, 12 September 2020

battle of Okinawa + map resize

- 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).


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 13, 2020, 01:40:53 PM
1.1.6
Sun, 13 September 2020

Fixes
- 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 14, 2020, 01:02:54 AM
1.1.7
Sun, 13 September 2020

- 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


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 15, 2020, 12:00:53 AM
1.1.8
Mon, 14 September


- Added : Winter trained units as an option (Won’t 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 15, 2020, 12:42:58 PM
1.1.9
Tue, 15 September 2020

- 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 won’t be a hassle since you won’t need to redo your map, you brush it quickly :)
- Change : Boats can be resupplied just like any other ground unit, they don’t 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 : Couldn’t 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 17, 2020, 02:52:28 AM
1.1.10
Wed, 16 September 2020

- 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 notification’s 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 haven’t 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 19, 2020, 11:35:26 PM
1.1.11
Fri, 18 September 2020

- 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)


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 21, 2020, 11:51:56 PM
1.1.12
Mon, 21 September 2020

- Change : To unselect a unit, just left click on it back again.

- Fix : Paratroopers drop when no units under them wouldn’t drop correctly.
- Fix : Maps couldn’t 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 23, 2020, 02:04:40 AM
Operation Citadel is available on iPhone / iPad !
Tue, September 22, 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/a63da784f499bc1ec6a8df7f0036e2f57b1cba31.png)

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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 25, 2020, 02:04:46 PM
1.1.13
Fri, 25 September 2020

(https://cdn.cloudflare.steamstatic.com/steam/apps/1240630/ss_7d74aeb5f07ff576d062b621da077df8cc233b91.1920x1080.jpg?t=1601005669)

- 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 wouldn’t 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 :)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 27, 2020, 01:57:44 PM
1.1.14
Sun, 27 September 2020


- 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 didn’t spot mines properly.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 27, 2020, 01:58:26 PM
1.1.15
Sun, 27 September 2020


- 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 28, 2020, 11:49:26 PM
1.2.0
Mon, 28 September 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36879862/a8e67fbf3819ad24643672d22b57026a5523bc46.png)

The high MP unit's lag is now gone.

- 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 28, 2020, 11:51:06 PM
OC is available on Android !
Mon, 28 September 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36879862/a601e99ebfa5704d50307c602e5727dc1cf3a0c6.png)

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 !

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on September 30, 2020, 02:33:08 PM
1.3.0
Wed, 30 September 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36879862/412dd8ec56da71c3a17048e2dea9ce36dc546a0f.png)

UNDO BUTTON + AI improvements and MORE

- Added : Undo button (FINALLYYYYY).

- Change : You can’t 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 aren’t allowed to go over victory points cause they’re useless above them since they can’t 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 02, 2020, 03:11:06 AM
1.3.2
Thu, 1 October 2020


- Change : Being in a train doesn’t 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. It’s 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 didn’t resupply its units.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 03, 2020, 02:14:15 AM
1.3.3
Fri, 2 October 2020

- 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 shouldn’t be giving recon attack bonus if it’s raining.
- Fix : If you resupply, you can’t undo.
- Fix : If you capture a city, you can’t undo
- Fix : Sweden units used old graphics.
- Fix : AI didn’t wait after it attacked.
- Fix : CAS / Bombers making bomb sound when attacking another plane.
- Fix : AI could put options on generals (veteran).

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 04, 2020, 02:27:31 PM
1.4.0
Sun, 4 October 2020

- Added : Max frame limit in the settings (for people who have 144Hz screen).

- Change : To all boats + 4 MP.
- Change : Can’t 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 AI’s 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 : Can’t 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 !


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 05, 2020, 11:44:19 PM
1.5.0
Mon, 5 October 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36879862/f1b7a4a110be6d0c8bd8d2f75dc574501a43e996.png)

- Change : When planes are empty of fuel they only can’t 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 won’t 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 : AI’s 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 couldn’t leave the harbour.
- Fix : AI couldn’t buy boats (since a very, very, very long time).

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 10, 2020, 02:55:41 AM
1.5.2
Sat, 10 October 2020

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_7d74aeb5f07ff576d062b621da077df8cc233b91.1920x1080.jpg?t=1602289049)

- Change : The attack bonus coming from recon units isn’t 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 it’s 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 don’t 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 aren’t 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 unit’s 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 doesn’t own boats.
- Fix : Hero bonuses weren’t added in the selected unit’s 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 11, 2020, 01:40:35 AM
Official youtube channel
Sat, 10 October 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/e116e7f55064e470ad35c6154bb420558ef1ffae.png)

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 !


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 11, 2020, 01:49:57 AM
1.5.3
Sun, 11 October 2020

- Change : Mortar won’t 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 15, 2020, 02:49:23 AM
1.5.5
Wed, 14 October 2020

Lot of stuff

- 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 don’t 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 aren’t 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, that’s 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 don’t 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 can’t 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 wouldn’t make the country declare war on you (ex: Poland in 1939).


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 16, 2020, 02:53:13 AM
1.5.6
Thu, 15 October 2020

Small fixes
- Change : Panzer III H, L, J, T-34 1940, AT-1 damage stats.
- Change : Cost of walking on river with engineers. It’s kind of a fix, since I always meant to give the cost of all the unit’s MP.
- Change : Europe 1939 map and eastern front 1941 map adjustments.

- Fix : Big AI bug not moving all its units.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 16, 2020, 01:00:58 PM
New map of Europe coming soon ! 300 x 220 ! HUGE :D

(https://steamuserimages-a.akamaihd.net/ugc/1669106010809607145/C6BBAE5202C56605BFBCC0EE3671D1C361F544CA/)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 18, 2020, 04:05:43 AM
Work in progress

(https://steamuserimages-a.akamaihd.net/ugc/1669106234829359568/A4BA894E824CDCF1A4AF739CF97C33574E0C8782/)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 21, 2020, 01:36:10 AM
Still working on it! :)

placed all cities and rivers

715 cities !!

(https://steamuserimages-a.akamaihd.net/ugc/1669106402273187255/E8706EC11477630404C27D779C781A41D782FD6F/)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 22, 2020, 04:08:18 AM
Map is finished I think   :)

(https://steamuserimages-a.akamaihd.net/ugc/1696128153280534954/517DBB800150243508CD98C7A4330A1407D58428/)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 23, 2020, 04:21:40 AM
1.6.0
Fri, 23 October 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/a344e3914657e5494d492d8af7044ff3ca2247fd.png)

- 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 doesn’t 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 won’t 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 didn’t 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 couldn’t 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 :)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 25, 2020, 02:20:31 PM
1.6.1
Sun, 25 October 2020

- 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 couldn’t move in fog of war if there is an enemy unit. Same for boats.
- Fix : Hornisse hard damage too low (94 instead of 105).

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 29, 2020, 03:09:19 AM
1.6.4
Wed, 28 October 2020

Historical focus option in the settings

- 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 doesn’t 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).


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 30, 2020, 02:36:44 AM
1.6.5
Thu, 29 October 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36879862/c3018293aae333c44e483967f383f89870dd897d.png)

V1s ! And more.

- 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 weren’t achievable. Almost ALL of them were broken (@Rob).


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on October 31, 2020, 02:47:09 AM
1.6.6
Fri, 30 October 2020

V2s, atomic bombs

- Added : V2.
- Added : Atomic bomb.

- Change : V1s and V2s can’t 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).


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 07, 2020, 03:27:57 AM
What scenarios are missing ?
Fri, 6 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/2ed4b8e1e6ea52ee2524fcea37567fbbb45f929f.png)

Give me scenarios propositions !

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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 07, 2020, 04:05:07 AM
1.6.10
Fri, 6 November 2020


- 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 didn’t 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 10, 2020, 11:34:21 PM
1.7.0
Tue, 10 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/650fb707a188312d2c76660b4a39b6d004c61fdc.png)


- 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 don’t stay around a victory point if they can’t 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 : 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 they’d be stuck there forever.
- Fix : When you unselected a unit you couldn’t do undo anymore.
- Fix : In some cases, the AI would stay immobile.
- Fix : Using strategic bombers to stop the tile’s production for 5 turns. It wasn’t 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 wouldn’t 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 :)
- Fix : On mobile, you could accidentally select units after zooming in or out due to the fact your fingers didn’t leave the screen at the same time and was detected as a touch.
- Fix : On mobile, touches going through the UI, especially the UNDO button which is quite annoying to see your unit move to some place after you hit that button :(
- Fix : On mobile, unit would move after you killed a unit.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 13, 2020, 01:02:39 AM
1.7.1
Thu, 12 November 2020

- 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 13, 2020, 01:21:20 AM
1.7.2
Thu, 12 November 2020


- Change : Increased ammo for the Hornisse/Nashorn.
- Change : Hill (without forest) now don’t give any defence bonus.
- Change : Sped up AI playing speed.
- Change : All Italian tanks got more hard damage.

- Fix : AA / Plane can’t 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 couldn’t.
- 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 don’t know you name so I can’t 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). Don’t worry for your maps anything, it’s 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 14, 2020, 01:13:58 AM
1.7.3
Sat, 14 November 2020


- 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 they’re 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 15, 2020, 12:46:18 AM
1.7.4
Sat, 14 November 2020

(https://cdn.cloudflare.steamstatic.com/steam/apps/1240630/ss_4f005b7af5c7483b84f91778101a2b250788d139.1920x1080.jpg?t=1605284159)


- 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 it’s 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 17, 2020, 11:52:20 PM
1.7.5
Sun, 15 November 2020


- 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 wasn’t.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 18, 2020, 12:05:21 AM
1.7.6
Mon, 16 November

- 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 21, 2020, 03:18:38 AM
1.8.0
Thu, 19 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/be3d2616af681ae2cb5a0223c3adea39027147fc.png)

Diplomacy, placeable mines, new scenarios, and more

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 !


Well, that was a LONG one ! I didn't even eat today lmao, that is how involved I am. Yeah it's bad I know I'm aware but I couldn't stop working >_<

I wanted to let you know, the DLC is on its way and coming soon ! (Music DLC)

I really hope you will all like this update ! Leave your questions / suggestions / ideas in the comments, I will always answer :)

Cheeers



Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 21, 2020, 03:25:18 AM
1.8.1
Fri, 20 November 2020

Fixes
- 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 didn’t 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 22, 2020, 03:13:58 AM
1.8.2
Sat, 21 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/16a465f74cff6f90d2cb7ca5a61f497ca8f34c5c.png)

New NATO counters
- 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 (wasn’t 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 unit’s history I added today).
- Fix : On mobile, you could select units while moving the camera around with your finger.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 23, 2020, 01:47:26 AM
1.8.3
Sun, 22 November 2020


- 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 wouldn’t 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 24, 2020, 01:52:50 AM
1.8.4
Mon, 23 November 2020

(https://cdn.cloudflare.steamstatic.com/steam/apps/1240630/ss_4c6631a5538759ed69c04ebaf125f5f4fb5d112b.1920x1080.jpg?t=1606174614)

- 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. Don’t worry, this won’t 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 isn’t 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 doesn’t 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 can’t attack and can’t move anymore, it won’t 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 wouldn’t start attacking others, so you could have an AI being inactive because historically it wasn’t 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 you’re 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 unit’s 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).

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 27, 2020, 03:06:40 AM
1.9.0
Thu, 26 November 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36879862/6bb598a7996b3f30c6f6a24ab8dbd7741dd9993f.jpg)

- 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. It’s called the support pack. I made it so those who wanted to support my brother’s 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 doesn’t 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 won’t 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 won’t 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on November 28, 2020, 02:06:13 AM
1.9.1
Fri, 27 November 2020

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_eeaa766b3d991df0dffd0d37f9fe8bdf6132b458.1920x1080.jpg?t=1606517003)

- Change : Hungarian colour with NATO counters.
- Change : Added 2 villages on Iwo Jima campaign scenario.

- Fix : Couldn’t send money to other players.
- Fix : Custom tile graphics didn’t work so well since I was Contains() instead of == for finding the custom tiles graphics. You could replace graphics you didn’t mean to not on purpose.
- Fix : Battle of Montecassino scenario was broken.
- Fix : Diplomacy menu not being scaled properly.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 01, 2020, 03:11:55 AM
1.9.2
Mon, 30 November 2020


- 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 couldn’t 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).


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 03, 2020, 01:01:22 AM
How to upload your map to the workshop
Wed, 2 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36879862/0d148b65150d0fe2429bf73121077add131fe5ec.png)

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://youtu.be/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

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 03, 2020, 01:11:11 AM
1.9.3
Wed, 2 December 2020

- Added : You can now make peace with other countries. To do so, here’s 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 shouldn’t have been allowed to do, basically killing the supply mechanics, was going from 80 to 100.
- Fix : On windows, quick saves wouldn’t be saved with time + date because on windows you can’t 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 don’t 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 :)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 04, 2020, 02:24:48 AM
1.9.4
Thu, 3 December 2020

- Change : Updated Japanese tank stats.
- Change : Italian / Romanian / Finnish NATO counters colour.

- Fix : Bombing a tile twice in a row would result in the tile’s graphics turning black.
- Fix : French MG team weren’t properly renamed.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 04, 2020, 02:36:28 AM
Multiplayer map1 (workshop)

(https://steamuserimages-a.akamaihd.net/ugc/1667984578122971829/03DD25F102D36EF6A23D0361975C6DBE993DBD4B/)

https://steamcommunity.com/sharedfiles/filedetails/?id=2307972106

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 05, 2020, 02:32:24 AM
Operation Citadel Ai v Ai + developer commentary.
04 Dec 2020

https://youtu.be/gceaK7zb5Xk


This video was made exclusively for Dogs Of War Vu by the developer Valentin. In this video he is chatting about the game, some of its mechanics, but most of all about the AI. He actually isn’t playing, but watching the AI playing against itself. Valentin said it was something he had never done before, and he discovered the fun of it only recently. He said “I learned a lot from watching it play, it goes without saying that I could fix a lot of bugs, but it is really informative overall. I would recommend anyone to sit, and watch it play :)”

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 06, 2020, 02:28:48 AM
Multiplayer map2 (workshop)

(https://steamuserimages-a.akamaihd.net/ugc/1667984578126590640/0ACEE0664A9A332152AEC1D00A5F4E55CF646CA2/)

https://steamcommunity.com/sharedfiles/filedetails/?id=2308769674

Description
Germany vs USSR
1942
30 x 20
Fictional

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 06, 2020, 02:29:53 AM
1.9.7
Sat, 5 December 2020


- Change : All AA now have a range of 2.
- Change : Italy 1943 huge map adjustments.
- Change : All scouts planes now have 0 damage.
- Change : All fighters damage 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 didn’t 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 07, 2020, 05:37:12 AM
1.9.8
Mon, 7 December 2020


- Added : Autosave for every turn.
- Added : Multiplayer interface and multiplayer button in the main menu. It isn’t working yet, but at least the UI is ready.

- Change : AI planes won’t 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 didn’t 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 it’s not a black hex.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 09, 2020, 03:28:47 AM
1.9.9
Tue, 8 December 2020

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_8410d24854e70fb810c73020e3686e5927d2d860.1920x1080.jpg?t=1607474532)


- 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 don’t 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 aren’t counted in the core units total. So you can still carry over captured units, but as long as you don’t upgrade them to units of your own country, they won’t count in your total you can have.
- Change : As suggested, upgrading your unit won’t 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 can’t be upgraded anymore.
- Change : As suggested, units will now not only retreat when they can’t 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 (couldn’t 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 couldn’t attack boats.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 10, 2020, 02:30:36 AM
1.9.10
Wed, December 9, 2020


- 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 didn’t 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 13, 2020, 02:23:24 AM
1.9.11
Sat, December 12, 2020

- Added : New setting to allow you to change the size of the unit’s 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

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 19, 2020, 11:31:49 PM
1.9.12
Thu, December 17, 2020

- Fix : Multiplayer panels were available, oops, forgot to disable them when updating since I’m working on it haha.
- Fix : French heavy infantry was still with the old name “MG team” and didn’t have any graphics.
- Fix : One instance of AI freeze.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 20, 2020, 12:51:05 AM
1.9.13
Sat, December 19, 2020


- 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).

- Fix : Factory : type = none.
- Fix : Planes could be upgraded in cities only instead of airfields.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 26, 2020, 01:34:31 AM
1.9.14
Fri, December 25, 2020


- 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 doesn’t 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 wouldn’t 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

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 31, 2020, 12:32:29 AM
2.0.0 - Multiplayer, huge tiles revamp
Wed, 30 December

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36879862/dfd89097c08b22593cca73725215e86f2813360f.png)

- Added : FINALLY, an open public beta for the multiplayer !
- Added : 1 new tile, it’s 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 it’s gonna need some more time for us to prepare player’s 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 couldn’t really out run infantry on foot which seemed wrong. Armoured cars don’t 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 wasn’t bearing the right name therefore you couldn’t 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 couldn’t 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on December 31, 2020, 11:53:44 PM
2.0.1
Thu, 31 December 2020

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_8410d24854e70fb810c73020e3686e5927d2d860.1920x1080.jpg?t=1609371966)

- Added : Number of won / lost games in the multiplayer users panel.
- Added : Leaderboard,

- Fix : Refresh button didn’t really work in multiplayer menu.
- Fix : Blowing up / repairing bridges issue.

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 ;)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on January 02, 2021, 02:33:46 PM
Multiplayer map 6 (Steam workshop)

(https://steamuserimages-a.akamaihd.net/ugc/1669113173139010951/AD0114F8FF30AB4283CDFB890FD992E8C21E21B8/)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on January 02, 2021, 02:34:36 PM
2.0.2
Sat, January 2, 2021


- 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid 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 ^^).

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on January 04, 2021, 11:05:42 PM
2.0.5
Mon, January 4, 2021

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_8410d24854e70fb810c73020e3686e5927d2d860.1920x1080.jpg?t=1609718465)

- 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on January 06, 2021, 11:31:12 PM
2.0.7
Wed, 6 January 2021

(https://steamcdn-a.akamaihd.net/steam/apps/1240630/ss_dfc341016d0c74e6b6cbc47350282812efd1596f.1920x1080.jpg?t=1609971881)

- 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on January 10, 2021, 01:36:30 AM
2.1.0
Sat, 9 January 2021

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36879862/0d55e94710c62fca4b71c4b163524858e711eb59.png)

- 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on January 27, 2021, 02:31:47 PM
2.1.3
Wed, 27 January 2021

(https://cdn.akamai.steamstatic.com/steam/apps/1240630/ss_dfc341016d0c74e6b6cbc47350282812efd1596f.1920x1080.jpg?t=1609971881)

- 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 !

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid 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).

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on February 12, 2021, 01:17:21 AM
2.1.5
Thu, 11 February 2021

(https://cdn.akamai.steamstatic.com/steam/apps/1240630/ss_dfc341016d0c74e6b6cbc47350282812efd1596f.1920x1080.jpg)

- 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on February 21, 2021, 04:08:55 AM
2.2.0
Sat, 20 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36879862/7f8e948c89ace587b796a22699615a42c76e8676.png)

- 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 !


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on February 22, 2021, 02:14:04 AM
2.2.1
Sun, 21 February 2021

(https://cdn.akamai.steamstatic.com/steam/apps/1240630/ss_cb4682fa91aedffa6f1515e564fc18388591e314.1920x1080.jpg)

- 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 don’t 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 couldn’t attack submarines (oh god.)
- Fix : I broke the map editor with defensive units. (Oops)


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on February 24, 2021, 03:12:55 AM
2.2.2
Tue, February 23, 2021


- 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 (the devs) ! Turned 22 :)


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on February 27, 2021, 01:32:34 AM
2.2.3
Fri, February 26, 2021


- 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 didn’t include a « graveyard » because dead units aren’t kept in the player’s « 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 weren’t 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 Weserübung 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on February 28, 2021, 01:27:48 AM
2.2.4
Sat, February 27, 2021


- Added : Scrollable toggle list in the main menu. I placed all toggles in it.
- Added : Legacy unit graphics toggle in the settings. This currently doesn’t do anything since we haven’t 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 won’t change sides anymore. Before, you’d have to declare war to it every time if playing with someone else, but now it will stay neutral regardless of what’s 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 couldn’t attack ships.
- Fix : Text in the basket the store wasn’t 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 couldn’t attack ships.

TIP: If you have font problems, like it doesn’t look good, just pick a higher resolution in the settings, the highest the resolution, the sharpest the font.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 06, 2021, 02:11:42 AM
3.0.0
Fri, 5 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/5f66db91294db1bd149b43d15517e2644dac267d.png)

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 ! I’m seriously shocked to see how far we’ve come all together.

For those that don’t know, for the newcomers, it is my brother and I that are working on the game, we’re 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 don’t / 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 weren’t 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 other’s armor completely.
•   Tooltip didn’t 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).


It is suggested that you toggle «NO ROTATION» in the settings if you are playing with the new counters, as well as reducing their size to a third of the total length of the slider. They are incompatible with rotation. I mean, you’re gonna notice it pretty fast haha. When your tank is gonna look upside down, you’re going to realize that :)

Now what ? Oh well … I don’t know. There’s still plenty to do ! The pacific campaign is far from being made, and there always is tweaking to be made, or new features to be implemented … !
Keep suggesting stuff, scenarios, units, I will take note and be working on it when I have time !
Please never stop to report bugs, YOU are making this game stable :)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 06, 2021, 02:37:53 AM
3.0.1
Fri, March 5, 2021

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 wouldn’t 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 didn’t retaliate to submarines.
- Fix : Submarines could attack naval mines (They would always do 0 damage but it would show the red target).
- Fix : Planes couldn’t resupply on an airfield tile. Only adjacent (god knows why!).

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 07, 2021, 12:55:15 AM
3.0.2
Sat, March 6, 202

- 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 08, 2021, 01:50:53 AM
3.0.3
Sun, 7 March 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/1240630/ss_2520875dfe7cf65cfa9c1e59afedadf0a32d7c34.1920x1080.jpg)

- 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 AI’s turn (You’re welcome, you’re 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 enemy’s 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 09, 2021, 11:42:57 PM
3.0.4
Mon, March 8, 2021

- 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 won’t 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 won’t 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 won’t 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 won’t.

- Fix : Destroyers would take damage when hunting submarines. And since subs are quite powerful, it would make hunting them impossible.
- Fix : Italian CAS planes didn’t have the CAS white look (explosion).
- Fix : AI not attacking when it could/should.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 13, 2021, 11:58:59 PM
3.0.5
09 March 2021

- 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 don’t 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 : Canada’s 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 didn’t have any representation (White square).

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 14, 2021, 12:06:02 AM
3.0.6
Wed, 10 March 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/1240630/ss_2520875dfe7cf65cfa9c1e59afedadf0a32d7c34.1920x1080.jpg)

- 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 WASN’T 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 wasn’t 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 can’t 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 didn’t have flamethrower ON.
- Fix : Pathfinding issue.
- Fix : Walking on mines would unselect your unit.
- Fix : Moving to next or previous unit didn’t 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 shouldn’t.
- Fix : Operation Silver Fox had glitched tiles.
- Fix : Operation Sea Lion South had glitched tiles.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 14, 2021, 12:23:29 AM
Name + logo + price change
Wed, 10 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/40cde9a363d75f48cb35ec05818e929d34c9d048.jpg)

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


About changing the game's name
, as many of you noticed, the game features ... so many things. And as many of you suggested, we should change the name to something less "restrictive" and more global, that would fit the game's spirit more :)
Indeed, this game isn't about Operation Citadel. Why did I pick this one in the first place ? Oh well, I wasn't even planning on selling this game in the first place, I was making it for myself. But then when I realized its potential potential (hehe), I thought "Hey, why not". The name didn't matter since it wasn't anything more than a simple hobby, I mean, it still is a hobby don't get me wrong, I'm a student and this is what I do when I have free time. Anyway, I liked the eastern front a lot and all the "panzer this" "panzer that" were taken, I just decided "To hell with this" and gave it the name "Operation Citadel".

SO, we are brainstorming with my brother currently, but as this game is as much ours as it is yours (somehow), if you got any suggestion, shoot them now ! It is now or never :)
I know I already asked this once, but now this is seriously serious :)

About changing the game's
logo, well, we're changing the game's name so, let's give it a brand new identity :) Maybe a new wallpaper ... ? Any suggestion on that one too ? ;)

And finally, pricing
. We are realizing that the game still needs a lot, lot of work. Not in a bad way, we are just planning to add so much more content ! (Thinking about including WWI in the base game).
Many more tiles, units, features, scenarios ... I know that a lot of you to this day are still waiting for a decent pacific campaign, and I haven't forgotten ! I still am planning on making it, it will come, soon :)
And many more maps. So many. Ideas aren't the issue, really ! But if I want to continue working on this project UNTIL THE END. believe me, this isn't soon, then I need a bit more funding. We most likely will change the price tag to something like 24.99 USD. So a 10 dollars increase compared to now. The game still will go on sale so, don't worry :)
I would like to encourage you to get the game now while it is cheap. We don't have a fixed date, but as soon as we have the new name + logo + wallpaper (?), then we will adjust the pricing :)

The game reached a certain point, a certain quality, but a certain AMOUNT of CONTENT, which is incredible, that I feel good about asking more. This certainly isn't a rip-off.
I will keep answering each and every single one of your messages almost instantly, implement your ideas, and support the game for a VERY long time !

Well, that was all :)

Have a good day y'all !

Jules and Valentin


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 14, 2021, 07:53:52 PM
Multiplayer update
Thu, March 11, 2021

- 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 it’s 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 wouldn’t 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 14, 2021, 08:58:58 PM
Doing a new map, which is going to be focused on the late war. Like 15th November 1944.

(https://steamuserimages-a.akamaihd.net/ugc/1769324552130423496/9FCB3AC50D839645CE220CE67892550967F14FBD/)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 20, 2021, 11:14:32 PM
4.0.0 - Hex of Steel
Fri, 19 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/4b927cb15300d77aa6dfdd6c9b515fd00b93a2c5.png)

Ever wondered what happens when I don’t 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 change log 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 won’t try to send more units there if there are other VPs it could take. So it will send forces somewhere else if the closest can’t 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 That’s 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 didn’t use friendly carriers to resupply.
•   Bad / stupid / inexistent AI landings. It will now perform good landings.
•   You couldn’t 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 wasn’t so important though since it didn’t have accurate targets like it has now, so, now it’s 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 (let’s say ground unit), then the air unit wouldn’t be shown, it would stay invisible until the next turn or until you pressed the toggle air/ground view.
•   Douglas SBD Dauntless couldn’t 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 didn’t work, it didn’t count the kill.
•   Main menu wallpaper being not sharp.
•   On mobile you couldn’t load your saves.

- Fix : Some issues with selecting / unselecting units that would hide/show allied planes even though there were enemies around. It is now all by the currently selected unit’s type now. If you have a ground unit selected, only ground units will be shown, if you have an air unit selected, all air units will be shown. It was the case before, but not in some cases, that I removed now.

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.


Well, if you made it until here, I can only applaud you hahaha. This really was a long one, I didn't rest the entire week, so I will now ! Will be answering on the forum and discord, but I'll try to take a little break from coding for a little while, I fixed everything I could find, so, this should be the most stable version so far :D
I also did a LOT of testing, so.



Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 20, 2021, 11:15:44 PM
4.0.1
Sat, 20 March 2021

- Change : Mod folder is now refreshed every half second, not just when you open or close the panel. So your mod’s list will dynamically change when you make modifications.
- Change : Eyedropper shortcut, didn’t 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 weren’t created upon mod generation.
- Fix : Broken social networks links due to name change, URLs were incorrect. Didn’t 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 25, 2021, 11:39:37 PM
4.0.2
Sun, March 21, 2021


- 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 wouldn’t attack neutral country. Like not the faction but the real country named Neutral.
- Fix : Custom countries when being added in the editor weren’t loaded in the game you’d need to restart it.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 25, 2021, 11:40:14 PM
4.0.3
Tue, March 23, 2021


- 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 there’s anything missing, the game will tell you.
- Added : Copy and paste button for the tile editor.
- Added : Attack button key binding.
- Added : Show unit’s 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 didn’t 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 25, 2021, 11:40:49 PM
4.0.4
Thu, March 25, 2021


- 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 wouldn’t work for multiplayer account.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 26, 2021, 11:50:05 PM
Live with the dev this Sunday
Fri, 26 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/551a807738069a8340b599e92e592bc7eba8827f.png)

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

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on March 31, 2021, 11:59:05 PM
4.0.9
Wed, 31 March

(https://cdn.cloudflare.steamstatic.com/steam/apps/1240630/ss_2520875dfe7cf65cfa9c1e59afedadf0a32d7c34.1920x1080.jpg)

- 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, let’s say several units on the map are like : Hey, there’s a broken bridge here we can’t 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 won’t 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 wouldn’t 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.


4.0.8
- Added : End of river tile. Better aesthetic :) (18 new tiles)
- Added : New desert city tile.
- Added : Rogožarski IK-3 (yugoslav fighter).

- Change : Captured units count as core units, so you can’t 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 @Ciapek’s 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 can’t spawn anything. This will make the game feel more realistic since you can’t 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 can’t 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 bunker’s 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 wasn’t removed. Bam, free unit + its price in bonus.
- Fix : After you dropped your paratroopers, you could move them even though the zone wasn’t 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 didn’t 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 can’t 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.


4.0.7
- 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.


4.0.6
- 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 weren’t carrier based planes.


4.0.5
- 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 doesn’t 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 wouldn’t 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 AREN’T 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 weren’t considered as tanks, and all taking soft damage infantry.
- Fix : AI freeze instance.
- Fix : Sherman Tulip had 5 armour.
- Fix : You couldn’t 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 don’t need the old one, I promise … :)
Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 05, 2021, 11:36:34 PM
4.0.10
Thu, 1 April 2021

- 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 won’t 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 wouldn’t capture empty VPs next to him if he was in a city.
Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 05, 2021, 11:37:02 PM
4.1.1
Sun, 4 April 2021


- 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 RADAR’s 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, Sauron’s eye (have 10 radars)

- Change : Complete revamp of the AI’s way of managing its land units. The AI won’t 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. I’m making sure it won’t 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 wouldn’t be shown.
- Fix : Big big UI issue, the damage preview was inverted, I don’t know why or how this changed. It didn’t impact finally result, as it was properly calculated, just the defender damager were in the attacker’s place.
- Fix : AA would provide supportive fire from landing crafts. I’d consider this as a bug, if you think it should be back, let me know.
- Fix : You couldn’t spawn coastal batteries.
- Fix : You could place radars from a landing craft.
- Fix : Little issue with radar spotting icon still present during AI’s turn over human’s units (in some cases).
- Fix : Removing generals from the map wasn’t 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 AI’s 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 :))

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 08, 2021, 11:20:26 PM
4.1.6
Wed 7 April


- 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 isn’t 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 didn’t 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 didn’t refresh the UI with your amount of core units.
- Fix : You could make RADARs surrender.
- Fix : AI unit’s 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 wouldn’t resupply in fuel its units before it was already too late (they ran out of fuel).



4.1.5
- 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 I’m 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 couldn’t 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.



4.1.4
- Change : Two units indicator on winter tile will now be red instead of invisible grey.

- Fix : You couldn’t 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)



4.1.3
- 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 didn’t 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.



4.1.2

- Added : Little message in the multiplayer panel letting you know there are no game being hosted when there are no games being hosted (I’m afraid people just thought the multiplayer simply isn’t 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).

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 10, 2021, 11:43:53 PM
4.1.7
Fri, April 9, 2021


- 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 !)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 12, 2021, 11:58:53 PM
4.2.0
Sat, 10 April 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/59d679f743d5386500006b2a97c85e769036d189.png)

- 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 didn’t have the strength to make all the railroads at the same time, so I’ll place them later. I’m 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 couldn’t 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 didn’t give the soviets ANY unit to start with (except garrisons everywhere), this is because if I do give them stuff, the germans won’t be able to start as quickly as they did in 1941, don’t 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 couldn’t 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 wouldn’t end when there were no VP left even though you hadn’t read the turn limit.
- Fix : End game statistics not being calculated properly.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 12, 2021, 11:59:30 PM
4.3.0
Mon, 12 April 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/0497a49a6621a1b6a7f7e4e8c9ceedcb774e06ac.png)

- 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 won’t be able to spawn stuff there. You can spawn militia there, and that’s all. Just like the small villages.

- Change : Pershing sprite.
- Change : Units that surrender are now counted in the end game statistics.
- Change : AI won’t 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 couldn’t launch the Defense of Sicily campaign directly from the campaign menu for the Germans (Western->1943).
- Fix : One of the 12 bridges (River3Bridge) didn’t 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 didn’t stand a chance.
Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 13, 2021, 11:22:39 PM
4.3.1
Tue, 13 April 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/1240630/ss_a9fc80ff097914ce9fdf1565fd1295251758c248.1920x1080.jpg)

- 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 15, 2021, 11:57:23 PM
4.3.2
Thu, 15 April 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/1240630/ss_a9fc80ff097914ce9fdf1565fd1295251758c248.1920x1080.jpg)

- 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 doesn’t have the funds. Before today, it was purely random. Meaning no USSR buying T-26 in 1945 unless that’s all it can buy. I weighted the chances of some units, so that coastal batteries won’t 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 won’t be as funny as it was, because soon KV-85s will be flowing.
- Change : AI’s tanks won’t stay in newly captured VPs anymore to defend them, they’ll 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) wouldn’t be applied, and the unit even though selected, wouldn’t be shown.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 16, 2021, 11:39:17 PM
4.3.3
Fri, April 16, 2021


- Added : Unit editor back to mobile. Just as an encyclopedia. You can’t 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, it’s 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 didn’t 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 18, 2021, 11:39:25 PM
4.3.4
Sat, 17 April 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/1240630/ss_d4b013931852419a7a729ce8f193e548dbf4aa46.1920x1080.jpg)

- Added : Tooltip in the store telling you where you can deploy what unit when you have your mouse over the unit’s graphics. That will solve once and for all your questions like “Why can’t 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 18, 2021, 11:46:09 PM
4.3.5
Sat, April 17, 2021


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 doesn’t 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 didn’t bomb tiles.
- Fix : You couldn’t 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 18, 2021, 11:55:13 PM
4.4.0
Sun, 18 April 2021

- Added : Entrenchment ! Yay ! Many of you have been asking this, well here it is ! Any unit that doesn’t 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 it’s -5 to the attacker’s damage per level of entrenchment, max is 3 level of entrenchment.
- Added : Yermolayev Yer-2 to USSR.
- Added : 5120 x 1440 resolution.

- Change : AI’s submarines will now too dive :)
- Change : Petlyakov 2 and 3 sprites.
- Change : KV1 1941 and KV1 1942 sprites.
- Change : Updated manual.
- Change : Rommel’s 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.
Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 19, 2021, 11:35:59 PM
4.4.1
Mon, April 19, 2021

- Added : 1944 configuration Ultimate Eastern Front.
- Added : Core unit marking in the OOB. There will be a yellow mark saying they’re 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 unit’s history. It will now be more clear and also won’t be impacted by your system’s 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 20, 2021, 11:49:38 PM
4.5.0
Tue, 20 April 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/086c7ef2c5cef4f06195f50067aaecb974c6aeb2.png)

- 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 hadn’t 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 didn’t have the time to do that today.

- Fix : Naval generals (Admirals) didn’t give their bonuses.

What will I be working on next ?
The Burma campaign (yes, I didn’t 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


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 23, 2021, 12:12:13 AM
4.5.2
Thu, April 22, 2021

- 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 : Couldn’t embark in a factory even if there was a railroad nearby.
- Fix : El Alamein 2 German scenario balance.
- Fix : Entrenchment making units invulnerable.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 24, 2021, 11:56:58 PM
4.5.3
Fri, April 23, 2021


- 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 fallschirmjäger soldier graphics so it would be seen entirely on the counter.
- Change : Updated manual.

- Fix : Fighters with bombs couldn’t attack submarines.
- Fix : Paratroopers would be broken after they’ve been carried from one scenario to another.
- Fix : Deploying ships at harbour right after they’ve been taken.
- Fix : Upgrading a paratrooper would break it.

This update marks the end of Paratroopers issues :)


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 24, 2021, 11:57:33 PM
4.5.4
Sat, April 24, 2021


- 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 won’t 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.
 
Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on April 24, 2021, 11:58:18 PM
4.5.5
Sat, April 24, 2021

- 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 don’t 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 it’s not proper English but you get the idea).

- Change : CAS planes will now ignore entrenchment, because otherwise they’re juste useless they can’t 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 wouldn’t 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 12, 2021, 11:47:35 PM
5.1.1
Wed, 12 May 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/1240630/ss_f7e37aa233e930a9906e4e81cf36b9a79a5a474f.1920x1080.jpg)

- 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 15, 2021, 11:44:47 PM
5.1.2
Thu, May 13


- 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.
Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 15, 2021, 11:45:24 PM
5.1.3
Fri, May 14


- 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 Rommel’s 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 ??
Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 15, 2021, 11:46:51 PM
Going live this weekend (15th-16th May) - Poll
Fri, May 14

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/841f72db0831397dfb392e0d6cea16e7a4884986.png)

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 ;)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 15, 2021, 11:47:26 PM
5.1.4
Sat, May 15


- 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 15, 2021, 11:48:08 PM
5.1.5
Sat, May 15

- 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 won’t 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.
Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 17, 2021, 11:32:59 PM
5.1.6
Sun, May 16, 2021

- Change : Added a few tiles to the left on the Leningrad41 map so that all the sea would be connected.
- Change : Unit’s 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 enemy’s armour. So if your unit is lvl 5, it will ignore 25% of the other unit’s 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 wouldn’t 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 didn’t notice before now but had a serious impact on gameplay. Basically the AI mostly wasn’t performing any landing.
- Fix : You couldn’t close the create faction panel.
 

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 17, 2021, 11:33:31 PM
5.1.7
Sun, May 16, 2021


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 didn’t retreat to anti tank fire.
- Fix : AIs ground units would move towards ship even though they can’t attack ships from the land.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 17, 2021, 11:34:12 PM
5.1.8
Mon, May 17, 2021

- 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 17, 2021, 11:34:18 PM
5.1.9
Mon, May 17, 2021


- 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 18, 2021, 11:34:28 PM
5.1.11
18 May 2021


- 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 wouldn’t 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.
Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 19, 2021, 11:47:11 PM
5.1.12
Wed, May 19, 2021


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 wasn’t 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 AI’s 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 20, 2021, 11:48:18 PM
5.1.13
Thu, May 20, 2021

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 didn’t 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, I’m calling “quick2respond setting”.
I decided to name the setting after the guy’s nickname because, well hell I can ! I do what I want :D
This game isn’t MY game, it’s 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, it’s 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 : Škoda Š-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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 23, 2021, 11:40:41 PM
5.1.17
Sun, May 23, 2021


- 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 couldn’t 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 24, 2021, 11:21:35 PM
5.1.18
Mon, May 24, 2021


- 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 we’re good :)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 25, 2021, 11:21:41 PM
5.1.19
Tue, May 25, 2021


- 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 weren’t 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.
Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 26, 2021, 11:48:47 PM
5.2.0 - Research !
Wed, 26 May 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/d54d6df360cac8abe39b391477daee2ff2b3c812.png)

- 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 won’t be available for campaigns simply because it doesn’t 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 couldn’t capture neutral VPs.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 28, 2021, 11:29:38 PM
5.3.0 - Borders !
Thur 27 May

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/61e0f9a4badcbbd5fe9317299121365c6bb42928.png)


(No, the map won’t 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 I’d release a research update yesterday and leave you today without anything ? LMAO
NO WAY ! That’s 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 today’s 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. It’s just so that subs aren’t 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 :)

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on May 28, 2021, 11:31:34 PM
5.3.1
Fri 28 May


- 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 wouldn’t reset.
Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on June 07, 2021, 11:50:54 PM
5.3.10
Mon, June 7, 2021


- 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, they’re 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 it’s 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on June 08, 2021, 11:53:58 PM
5.3.11
8 June 2021


- 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 : Germany’s 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
Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 01, 2021, 12:19:03 AM
5.6.0
Wed, 30 June 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36879862/71557c144f8bb764326e5f5dea7d9714d9862d39.png)

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 couldn’t edit and save my scenarios.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 03, 2021, 12:06:40 AM
5.6.2
Fri, July 2, 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/1240630/ss_c836b793874c61e0b4a21aba5bcbc42f35094055.1920x1080.jpg)

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 wasn’t 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 unit’s price. Pretty sure the germans or others weren’t selling their equipment for the exact same cost it cost them to make the tank / plane etc.

Fixes
•   Couldn’t switch between embark modes (train/ship). Once you did one, couldn’t 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 05, 2021, 12:01:10 AM
5.6.3
Sat, July 3, 2021

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 didn’t 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).


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 05, 2021, 12:08:15 AM
5.6.4
Sun, 4 July 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/1240630/ss_c836b793874c61e0b4a21aba5bcbc42f35094055.1920x1080.jpg)

Added
•   Option to hide the stats on the unit’s 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 06, 2021, 11:46:28 PM
5.6.5
Mon, July 5, 2021


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 couldn’t bomb railroad bridges.
•   AI was winterizing its buildings.
•   AI subs were not really offensive at all. Often going away from the fight.
•   Unit’s 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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 07, 2021, 12:08:57 AM
5.6.6
6 July 2021

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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 10, 2021, 11:26:37 PM
5.6.7
Wed, July 7, 2021


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.

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 10, 2021, 11:27:35 PM
5.6.8
Thu, July 8, 2021


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 Militia’s 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.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 10, 2021, 11:28:30 PM
5.6.9
Fri, July 9, 2021


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).

Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 10, 2021, 11:29:23 PM
5.6.10
Sat, July 10, 2021


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 unit’s graphics would disappear.


Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 11, 2021, 11:47:44 PM
5.6.11
Sun, July 11, 2021


Changes
•   RAM usage has been reduced by a lot, as well as the game’s 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 didn’t 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 didn’t surrender.
•   When clicking on the unit you could deploy several times and not deploying it, the countdown near cities would not be destroyed.



Title: Re: Operation Citadel : Turn-based WWII
Post by: Asid on July 15, 2021, 11:58:51 PM
5.6.12
Tue, July 13, 2021


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, Latécoère 298, Latécoère 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.
•   Couldn’t 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 don’t 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.