Operation Citadel cover
Operation Citadel screenshot
Genre: Strategy, Indie

Operation Citadel

7.4.3

ADDED



  • 2 new river / bridge crossing (vertical river with bridge crossing going from left to right up / down). Comes for all biomes (Summer, Winter, Desert) with their destroyed versions.
  • 1 new road crossing (4 directions) for all biomes (Summer, Winter, Desert).
  • Courland '44 standalone scenario (Which was made live on Youtube).
  • Per player introduction - Victory - Defeat text in the map editor. A new dropdown has been added in the text windows to let you choose who will see what text. If no player is set, then it will be shown for everyone (default behaviour).
  • Color indicator to the two units indicator to know at a glance if the unit above/beneath is an ally, your own, or an enemy.


CHANGED



  • AI engagement rules when defending a VP.
  • Capping AI planes purchases to be 1:3 ratio with ground units (active, units in VPs don't count, units taken into account are: Infantry, Tanks, Artillery, Ships). It still has the 'air supremacy race' going on, so, if the AI is seeing more enemy planes than his, then the cap will be bypassed and he will try to match the enemy's airforce.
  • Morale will now be capped based on the unit's current health. Badly damaged units will not be able to have good morale.
  • Rebalanced Khalkin Gol for the Axis (Campaign).
  • Minor UI improvements to briefing + victory + defeat text edition elements.
  • Rebalanced Siege of Sevastopol for the Axis (Campaign).


FIXED



  • Paratroopers could not longer blow up bridges.
  • Toggles in map editor did not have the same style.
  • Artillery price update did not impact 30+ damage arty.
  • Veteran star icon was shown in the reserve UI.
  • AI placing down many launch sites next to each other (too close).
  • Potential modding issues with units sound modding.
  • Two railroad bridge tiles graphics had railroads going over trees.

7.4.2

ADDED



  • Several new tile variants for railroads (intersections with roads and intersections with railroads).


CHANGED



  • Multiplayer compatibility --> 7.4.2.


FIXED



  • Railroads were not providing a 0% penalty for supplies. They will now be used more often, as it is 'free of cost' to move supplies across railroads.
  • 'Repeated attacks' setting not working properly.

7.4.1

ADDED



  • New policy: Mutual Support Pact - Deployment of units in allied territory is possible.
  • New policy: Strategic Flexibility - Get back 30% of spent HQ points after unselecting a policy.


CHANGED



  • Multiplayer compatibility --> 7.4.1.
  • Policies effects changes: Superior Bombing Protection (upkeep for AA units doubled). Winter Equipment (+5% unit purchase costs).
  • Artillery cost a little, more expensive.
  • Bunker unit graphics.


FIXED



  • Entrenchment now being added every turn for all land units.
  • Wrong notification text generated when a city VP was captured but the city tile had no name assigned.
  • Drawings would not be displayed in multiplayer for your allies (Keep in mind they can only be erased by the player who drew them).
  • Camera would no longer follow the moves of units in real time multiplayer.
  • Early winter war initiated by USSR would still have Finland being thrown in its own faction and would result in forced redeployment of troops that were in enemy territory. Same thing about the Baltic States.

7.4.0



ADDED



  • New 'political map' overlay. At the push of a button, you can show/hide it. Combined with the keybind to hide units, you have full control over what's shown/hidden. It does not contain country names yet, I have thought about adding it but still cannot find any way to calculate where the name would be shown (for countries with colonies or with territories across sea). To toggle the political map, you will need to set up the new keybind for it.
  • New policy category: National Focuses.
  • Few new policies to go under that new category: Industrial overtime, Aggressive Propaganda, Military Scientists, Army Training, Resistance Suppression, Construction Engineering, Commanders development program. Description is available in game :) The goal for this new category was to be more useful late game, to have something where you could have your HQ points spent on a per turn basis automatically. Some of these policies do require a sacrifice of 1 HQ point per turn.
  • New other policy: Bigger command centers.


CHANGED



  • Multiplayer compatibility -> 7.4.0.
  • Economy / Occupation policies and income modifiers did not work as intended when a tile was occupied (modifiers applied on wrong value).
  • Made policies lighter (data wise). Will make some late game save files a tad lighter/smaller.
  • Increased Commanders units upkeep by quite a lot when playing with policies ON (15 upkeep vs 1 upkeep).
  • Slightly changed the player slots setup in the map editor settings.


FIXED



  • Tile info displayed with mouse hovering would not display the right amount of income production if the amount was modified in the editor (on a per tile basis).

7.3.9

ADDED



  • Nothing.


CHANGED



  • Multiplayer compatibility -> 7.3.9.
  • Tanks (units in the Tank category/type) now will require -50% movement points when moving on Plain tiles.
  • Embarking or disembarking on a destroyed tile is no longer possible (ships/trains/paratroopers).
  • Reduced the amount of triangles renderer per hexagon and unit and flags on the map. I have reduced this amount of drawn triangles from 9M when zoomed out on Europe to a little under 2M. This translates as a direct +50% FPS boost (due to rendering being cheaper). It should work fine on more recent machines, I am not sure yet for older hardware, in the case it is worse on older hardware, please let me know so that I can reverse the change.
  • You can no longer build bunkers in enemy territory.
  • Rebalanced north african front in Europe 39 (standalone).
  • Replaced the Counter Bomber graphics for something less visually distractive.


FIXED



  • Notifications showing 'enemy got reinforcements' or 'allies got reinforcements' were not displayed as intended.
  • In map editor, event action spawn unit issues.

Weekly live with the dev

Hello everyone!

Quick little post today to, first, wish you all a great Sunday (bit late), great beginning of a new week, and...

That I would love to meet with more of you during my livestreams!

In case you did not know, I am now going live on youtube on a weekly basis to play Hex of Steel

You can find my last series available on youtube (where I stream)

This last series of 7 episodes is me playing as Finland on the Europe 39 standalone scenarios.

These weekly streams are a time of exchange between the players, and me

If that's something that you feel would be interested it, seeing the dev playing its own game, or chatting with me, then please, by all means, join me!

Next week, we will be starting a brand new series, on that same Europe 39 map, but with improved events and setup. This time, as Romania!

That's all for me today :)

See you in the forums, or in the chat...!

7.3.8

ADDED:



  • New dedicated unit counter for bombers (to better identify them at a glance): Counter Bomber.
    Modders will need to update their mod to include the missing graphics.


CHANGED:



  • Germany's counters color. In case the new color is not something you like, I have made an official mod which will replace the new counters with the old ones: Old German Counters
  • Belgium counters color (slight change in shade of yellow used).
  • Turkish counters color (New Beige color).
  • Hungary slight counters color (slight change in shade of green used).
  • Romania slight counters color (slight change in shade of yellow used).
  • France counters color (less bright/pale blue).
  • USA counters color (slight change in shade of green).
  • Japan counters color.
  • Manchukuo counters color (slight change in shade of yellow).
  • Type of the unit taken into account for dealing damage when the target is in a landing craft will no longer be 'hard' in 100% of the cases (except if attacked by ships) but will be the proper one used on land battle too.
  • Tanks fighting on ice will take double damage (frozen sea / river / water tiles).
  • Units on fortifications tiles will now get entrenchment too.
  • Potential movement tiles on winter tiles (black shaded, should be more visible).
  • Bunkers can no longer be built in enemy territory (not sure if it should be counted as a bug).
  • Upkeep for planes (all) 3% -> 5%. Extra +0.5% for each loadout type.
  • Upkeep for artillery 1% -> 3%.


FIXED:



  • You could not deploy a pontoon bridge on a bridge tile (destroyed).
  • French commanders units had the wrong flag (modern France flag).
  • Big big data leak. Notifications for AI players were NEVER cleared. Just noticed this on turn 242 of my game, 11900 notifications stacked, never deleted from the game file.

7.3.7

ADDED



  • Confirmation windows for the two new buttons on the unit's UI: Disband and Send back to reserve.
  • Two new properties for units: 'Immune to winter damage' and 'Can attack ships'. I believe they are transparent enough so that I don't need to explain what these do!


CHANGED



  • Multiplayer compatibility -> 7.3.7.
  • Updated manual.
  • Reorganized the order of unit's UI buttons.
  • Heroes list is now updated on a per hero generation basis, not anymore when the map is created. Very good change as it means it is fully dynamic now and you don't need to restart a new scenario to get the update for heroes.
  • Engineers will now show mines near them (instead of them being invisible).
  • Changed amour modifier/penalty taken into account for infantry. It used to be 5% for every infantry unit. It now is 5% for all AT units, and 10% for every other infantry units. It will make regular infantry less of a threat to tanks, and reinforce the use for AT units.


FIXED



  • Nothing.


REMOVED



  • Conversion of old events into new events. The new events have now been introduced for like 8 months, I have therefore decided to remove some old obsolete code. This will have no impact on scenarios that are using events and were made less than 8 months ago. As for current scenarios, it will have a positive effect on them since it will reduce the weight/size of each event when they are saved.

7.3.6

ADDED



  • I have decided to add 'generic' (non historical) heroes to most of base game countries. These heroes never existed historically, but have believable names. I have added 10 of these in each category (Air/Land/Naval) for pretty much every country. I decided to do that to give more incentive to play smaller countries which did not have heroes.
  • New policy in the Field Modifications category: Improved AP shells. +30% damage vs armoured targets for all AT units. Ammo cost for supplies x300% for all anti tank units.
  • Biome category for damage breakdown (northern countries getting bonus for fighting in snow).
  • New combined arms 'mechanics'. Not really a mechanics, but a new damage bonus in combat. The damage bonus from this is maximum 10% of the unit's raw/base damage. So, if the unit has 30 base damage, it will add 3. The way this works is the following: Combined arms only applies to infantry and tanks. In order for infantry to get the 5% combined arms damage bonus, it must have an allied tank adjacent to it, and to the enemy it is trying to attack. For tanks, it's the other way around, they need an allied infantry. To get an additional 5%, you need to also be adjacent to an allied artillery. Combined, these will bring the 10% promised above.
  • 2 new buttons on the main UI (left) of when a unit is selected. Redeploy and Disband. More available shortcuts than from the OOB.


CHANGED



  • Multiplayer compatibility version -> 7.3.6.
  • Updated the manual.
  • You can now see the ammo/fuel state of your allies (units).
  • Downgrading a unit into a Garrison will no longer result in the unit being sent to the reserve.
  • Yugoslavian counters graphics color scheme.
  • Italian counters graphics color scheme.
  • Denmark counters graphics color scheme.
  • Campaign commander (you, player) rank now has a max rank cap: 15.
  • Tanks / Cavalry no longer gets the terrain penalty when attacking FROM a defavorable tile, unless being attacked (in which case they are effectively fighting in that terrain).
  • Damage bonus from hills is now only applied in defensive position, to further align the battle logic, same as above.
  • Rebalanced Europe 39 (standalone).
  • Rebalanced Winter War (standalone).
  • Rebalanced Op. Edelweiss (campaign).
  • Terrain modifier now only applies for the defender during battle, retaliation fire will no longer take into account and apply the attacker's hex modifier, since battle happens only in defender's hex.
  • Since the attacker will now take more damage, I have enabled back the stacking of recon (air+ground) bonuses. You can now get both as an addition, instead of the best of the two. As a remember, it is +15% damage on base/raw damage for each (air/ground).
  • The tank penalty now consists of 50% of the terrain modifier penalty instead of 100%. This change was made so that tanks would deal more than 0 damage when attacking cities.
  • Buttons for actions on the left for currently selected unit that are unavailable for the unit (Such as paradrop for naval units) are now hidden.


FIXED



  • Romania annexations by Hungary and USSR were happening at the wrong date.
  • AI level 5 units could reach 150 HP (if they were purchased with veterancy) instead of 140 max.
  • You could deploy in marsh tiles units that could not move through them.
  • If a plane had 0 max ammo (often recon planes do if they have no defensive weapons) then the AI would move to the closest airfield and stay there forever.
  • You could spawn generals through events, and they would remain available to purchase in the store.

7.3.5

ADDED



  • New unit property in the units editor for modders: AI purchase chance override. Using this, you can now fine tune the frequency of the AI purchasing a particular unit. This can be used to overwrite base units purchase rate by AI, or your own from your mods.
  • New policy in units production category: Import focus (cancels lend lease price penalty).
  • New toggle in the map/scenario editor: Force disable Upkeep mechanics.
  • New policy in the Field Modifications category: Improved AP shells. +30% damage vs armoured targets for all AT units. Ammo cost for supplies x300% for all anti tank units.
  • 10 generic heroes to more or less every nation in the game. All names have been made up, representation is generic, but at least it enables nations without known heroes to get some.


CHANGED



  • Rebalanced the Op. Husky campaign scenario on the Allies side.
  • Rebalanced the Pacific 1942 standalone scenario.
  • Upkeep cost of some units (planes and ships were increased and more detailed, veterancy upkeep was brought down to 0).
  • Starting morale for newly built unit (65vs75).
  • Flamethrower tanks NATO icon.
  • Some polish units graphics.
  • Updated the manual.
  • Downgrading a unit into a Garrison will no longer result in the unit being sent to the reserve.
  • Yugoslavian counters graphics color scheme.
  • Italian counters graphics color scheme.
  • Denmark counters graphics color scheme.
  • Campaign commander (you, player) rank now has a max rank cap: 15.
  • Tanks / Cavalry no longer gets the terrain penalty when attacking FROM a defavorable tile, unless being attacked (in which case they are effectively fighting in that terrain).
  • Rebalanced Europe 39 standalone (Italy).
  • Rebalanced Winter War standalone (Finland).


FIXED



  • When loading a save, if some of your planes were equipped with rockets or bombs, they would see their max ammo increased.
  • Coastal battery flag/property (from units editor) in game effects.
  • Using Czech language would prevent the game from working at all.
  • Buildings could be embarked in transport ships if built on harbour tiles. You could transport bunkers and such :) Funny bug
  • Romania annexations by Hungary and USSR were happening at the wrong date.
  • Level 5 units could reach 150 HP (if they were purchased with veterancy) instead of 140 max.
  • You could deploy in marsh tiles units that could not move through them.