Operation Citadel cover
Operation Citadel screenshot
Genre: Strategy, Indie

Operation Citadel

6.3.4

ADDITIONS:



  • Country specific (not for everyone) icons in the tech tree panel.
  • Polish icons for the store and tech tree panel.
  • Units to Switzerland.
  • Modified maps where Switzerland was present and added units there for them.


CHANGES:



  • AI will no longer send money to ally that are not from the same ideology. This will prevent some weird exchange between the USSR sending Germany money…
  • Reduced cost in manpower of barrage balloons from 2k to 0.5k.
  • Clicking on the notification of a new tech researched will now open the research panel.
  • Country with a neutral ideology (Switzerland, Sweden etc) are now cheaper to invite to your faction (50%).


FIXES:



  • Upgrading/downgrading a unit would not refresh the manpower.
  • Downgrading a unit that has less max HP would not update the current HP of the unit (frequent when downgrading to a garrison).
  • AI sending money to other players when it didn’t need to.
  • Supply depots were not updated on mobile.
  • He-115 had 3 max ammo instead of 2.
  • AI didn’t check if it had ammo or fuel left before doing an overrun and potentially losing its unit for nothing.
  • HP breakdown was being shown if the HP of the unit were equal or superior to its max HP.
  • Last turn summary could show negative numbers if you downgraded a unit (basically earning money).

6.3.3

ADDITIONS



  • New policy category: Occupation. Bringing 4 new policies: Balanced approach, aggressive approach, Secret police and Forced labor.
  • New achievement: Tyrant (enabling the Forced labor policy).
  • New input field to set the original owner of a tile. Since a lot of scenarios have Germany occupy some bits of countries and since now production and manpower values are based on occupation, starting Europe 1941 would give you crazy manpower due to the fact that the game thinks all VPs in France and other countries actually belong to Germany. With this new input field, you will be able to say this VP does belong to Germany now but its original owner is France. This way this VP will be considered occupied and not a German one, creating rebellions with partisans as well.
  • Garrison unit (for 33 countries). Costs not much but doesn’t do much either, just used to fight partisans and make sure nobody with paratroopers will take your cities from behind :) Free up a lot of manpower for making actual offensive troops.


CHANGES



  • Occupied tiles will no longer give as much income as they did before. They used to give 100% of production, I think it makes sense that this value should be capped at 25%.
  • Ideologies are now shown in the diplomacy panel.
  • Added starting HQ points to most if not all quick games scenarios.
  • Graphics for supply depots (Thank you Kelvin).
  • Yugoslavia counters from red to purple.
  • Made paratroopers a bit less OP.

6.3.2

ADDITIONS



  • New manpower mechanics. Entirely optional and subject to changes very soon as it might not be perfectly balanced, expect incoming updates :p
    This new mechanics has been implemented because some players wanted a soft unit cap.
    This new mechanics is OFF by default and cannot be turned ON in campaign for balance purposes. Quick game only feature. Every VPs on the map will provide the player with a certain amount of manpower and units will now have an extra cost (in manpower) as well as their base cost. Every unit has a different manpower cost, so making planes will not be as expensive as recruiting an infantry division.
    This new mechanics comes with a new policy category: Conscription. I currently made 3 levels of conscription. Every level of conscription grants more available manpower but reduces the damage of new units.
    This feature is save and multiplayer compatible. No need to start a new game to enable it. I cannot guarantee however that you will not be exceeding the manpower limit you should be having. Nothing serious though, you just won’t be able to buy new units!
  • New achievements in link to the new manpower mechanics: Have 0 manpower (Krieg ist verloren), and enact the very last conscription policy (scraping the barrel).


CHANGES



  • I made land and naval mines instantly available (no turn to produce) as they should be carried with destroyers / engineers at all times.


FIXES



  • Paratroopers didn’t make a plane sound when being deployed.

6.3.1

ADDITIONS



  • New edge-to-edge movement mechanic. This opens up the possibility for a ... WORLD MAP!!!! Which I started making already, the amount of tiles is a staggering 160.600 for a size of 550x292.
  • Possibility to edit the HQ points directly from the map editor, so if you want to give some HQ points to a certain country when starting a scenario, this is now possible.


REMOVED



  • Amount of players dropdown in the map editor. Was useless and created issues when adding more players than the dropdown had possibilities. Was rendered useless a while ago since I added a "Add player" button.


FIXES



  • Several minor fixes that I actually attributed to the 6.3.0 changelog.


Cheers!

6.3.0

ADDITIONS



  • New policy mechanics! Totally optional, can be turned ON or OFF in the settings, multiplayer and campaign compatible (carried over from one scenario to the next). 33 policies split in 3 categories. I will add more, I just need ideas, so take a look at what’s already there and suggest me some others! :D
    Same for categories, I’m sure we can come up with more than 3 to make it more interesting or balanced.
    Now, with the introduction of policies I am also introducing High command points, using those high command points you will be able to choose policies. You can have one active policy per category MAXIMUM. You can change as many times as you wish as long as you have the high command points necessary. High command points are earned every turn based on how many city tiles you own (biggest city tiles = capitals basically). The maximum amount of high command points you can store is 100. Each city tile will produce 5 a turn. All policies have a different cost based on what they do. AI will also pick policies.
    Unfortunately, none of this is moddable. I am sorry! (It requires deep changes in several places in the code, and you do not have access to the sourcecode so that's why I can't be edited from the outside). But I am really open to ideas so go crazy!


FIXES



  • Sometimes the core unit amount would not be properly reset when starting a new campaign.
  • Retreating units with option quick movement ON were playing the movement animation.
  • Sonars would show naval mines.

6.2.11

Added



  • Redeploy button in the OOB. When pressing this button, the unit will be sent back to the reserve. This operation will cost 50. You cannot use this button in real time multiplayer.


Changes



  • Made Thailand start Axis in Pacific 1941.
  • Changed starting income in the battle of Khalkin Gol.
  • Compressed a lot of textures and reduced the game’s weight by about 600 MB, I personally can’t tell the difference between that and before in a 4K retina screen. So no quality loss but you just got yourself 600 MB of free space :)
  • Updated unity version from 2021.1.19f1 to Unity 2021.3.0f1.


Fixes



  • Performance issue when playing for a long time on a map and having a lot of units. Buying new units would make the game freeze for a long time before becoming playable again.
  • Optimization when spawning new units, it will not re generate the entire pool anymore simply delete the unit you just spawned from it.
  • After unfielding a unit, if on the tile the unit was there were 2 units the two unit indicator would not go away.


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And as usual some screenshots from my next game :


6.2.10

Changes



  • Entrenchment is not taken into account anymore when the unit attacked is retaliating. So only the defenders entrenchment level is taken into account.
  • Made terrain effect on supply route have twice the impact in cost.
  • Increased torpedo damage by 5.
  • Moved the workshop panel in the MODS menu.
  • You can now enable / disable mods directly from the mod menu, including workshop mods. I will most likely add a workshop browser where you can subscribe and unsubscribe from mods there too at a later time, I finally found how to do it. They will not be loaded automatically anymore, you need to go at least once in the mod menu and activate them there now. Otherwise they won’t be loaded.
  • Potential Unity update, still having one more thing to figure out. If you see more patches then it means I managed to solve my issue on that matter!

Official leaderboard implementation

Hello there fellow wargamers!

Who here likes to compare with its peers who's got the biggest or ... who can finish first!?

Today I would like to celebrate the implementation of a new feature into the game : Official support and implementation of the Steam leaderboard for Hex of Steel!

What does this mean? Well, imagine you finish the scenario Europe 1939 in about 350 turns, the results for the scenario get uploaded directly to Steam and everyone will be able to see how you did. All players will be ranked from the lowest to the highest turn count.

That does open quite a lot of possibilities actually, what about keeping tracks of who destroyed the most tanks? Sank the most ships? Captured the most equipment??
All of this is now in the realm of the possible ... !

Please do submit your ideas about what would be fun to keep track of and share with other players .. !

Also, this is totally save compatible, so if you are in the middle of a game, feel free to continue it!

If you ever play the same scenario twice, only the best score is kept, so don't worry about doing worse than the first time !

May the competition begin, and let's see what numbers we can see on there :D

NOTE : Since the leaderboard uses Steam's API and Steam's servers, you will understand that this is a Steam version only feature, this won't come to the mobile version of the game or anywhere else out of Steam.


One more screenshot from the new game, an Avro Lancaster Mk. I having 2 engines destroyed during a night bombing :)

6.2.9

Added



  • Overrun. This happens when armoured units make an enemy retreat or kill a unit. They will get automatically move in the tile that belonged to the defenders. Hopefully this will make the game more alive and not so much static :) Overrun will obviously not happen in any sea or river tiles as well as mountain tiles.
  • Europe 1942 configuration. Takes place in November (11th) 1942. Starts with operation Uranus and operation torch, tough year for the germans.


Changes



  • You can now deploy your core units almost anywhere on the map on turn 1 in campaign scenarios. The rules for determining where each unit can be spawned does not apply, so you can deploy your tigers at a village if you wish. Only at turn 1.
  • Artillery removes morale now. Lots of morale if it is very heavy artillery or rockets.
  • Changed the morale bonus / penalty for losing / capturing an enemy VP from being applied to ALL units on the map to something more local. It is now applied to all units in a 10 hex radius.


Fixes



  • Winter tile Road4Intersection not marked as railroad, therefore you couldn’t use trains over it.
  • When all countries on a map were neutral, the game would end.
  • Improved performances when having a big OOB.
  • When declaring war on another country while being neutral yourself your diplomacy state didn’t change. You will now turn Axis / Allies depending on the side the country you just declared war on joined.
  • Options in the store were not refunded when upgrading.
  • When using the button « Remove all units » in the map editor, it would not reset to 0 the count of owned unit of each type for the player. So for example if after removing all units from the map using the button you were to place an infantry, it would not say 1st infantry but continue from where it left off the last time you bought an infantry unit.
  • In game load panel deleting a save would not make the delete button or rename button go away, you could still press them.
  • When making a save manually from the in game load panel the input field for entering a save name would go missing.


Oh, and for those of you who would like some news about my next game ... it's going very well !
Have a look! (Yes, planes, again, but that's what I like the most to play when I play it haha)

Bf 109 K-4 Attacking a formation of Il-4s helped by a Bf 109 F-2

I added so much new stuff, I really am crossing my fingers for a release of the beta this month!
I keep pushing the date back, I know, but it isn't because I'm not working, but because I am working too much! I keep adding new stuff, fixing things, I'm doing my best! My brother has got the season change done, so we can turn summer maps into winter ones, I already got a bunch of winter camos for ground vehicles so they'll blend in :)

6.2.8

Sorry for not being so active with HoS for the last few weeks
First of my girlfriend came to France so I am spending time with her
Second of all all the work time I have left is dedicated to my new game (which is really starting to be ready now! At least the beta phase)

Changes



  • The AI will not stay on human owned VPs anymore. They will vacate them so that the human player can use his own VPs for upgrade purposes for example. The AI will still get inside those VPs if there is any threat, but will leave ASAP.


Fixes



  • AI ships could resupply at sea, sorry about this bug this is a major one.
  • Capitulations events marked as Historical Focus ONLY would get executed even when Historical focus was OFF in the settings … Oops :x
  • Okinawa as the Japanese was doomed to end after turn 1.
  • Couldn’t open the escape menu on mobile if OOB was open.