Operation Citadel cover
Operation Citadel screenshot
Genre: Strategy, Indie

Operation Citadel

7.3.4

ADDED



  • New event trigger type: On one of VPs lost (works the same as On VPs lost, but instead of checking if ALL VPs in the list have been lost, this one only checks if ONE of the VPs in the list has been lost).
  • New event trigger type: On unit destroyed. You will need to register the unique ID of the unit you want to act as the trigger. The unit's ID is displayed when you click on a unit on the map. Simply copy and paste it in the event trigger field.
  • New event action: Update tile. You can now simply transform one tile into another. I'm personally using this alongside other events to check if the enemy is making an advance to 'spawn' trenches on the map.
  • Scrollbars in a lot of key dropdowns (with lots of entries).


CHANGED



  • Updated multiplayer features compatibility -> 7.3.4
  • Half fix, half a change, not sure where to put it. AI planes production. When it came to purchasing planes, the AI would take into account all of the visible enemy planes, but only its own planes, this created a disbalance in its understanding of the situation, as it should have taken all of the allied planes instead of just its own into account.
  • Europe standalone scenarios USSR territory setup.
  • Minors, but also early war majors, will now have a higher purchase rate of vehicles from other nations PAST 1941. Such as: Belgium, Norway, France, Luxembourg, Poland, etc. This change was made because if somehow, those countries were still alive in 1941+, they would still fight with early war shitty equipment, but now, they will way more often purchase equipment from bigger allies.
  • The AI will now purchase and deploy supply depots.
  • Improved balance on Stalingrad 42 and Stalingrad 43 standalone scenarios.
  • Balance improvements on Crimea 44 standalone scenario.
  • Improved significantly the calculation speed of a unit supply route.
  • Norway counters color.
  • The 'spawn units in VPs' button in the map editor will now work with modded units as well (populating with random infantry from your mod).
  • Dive/Surface button now has a dynamic icon to better show in what state the submarine is.


FIXED



  • Research field in the Heroes Editor was not working.
  • Heroes images loaded from mods would be all grey.
  • AI ships not working properly in some very specific and rare cases (being in a sea near a lake where there were enemies but it could not really move to the lake because land was preventing its path).
  • Fast AI (Allies Only) option would not properly work, the AI allies would not play as fast as they should have.
  • The 'no capture' property in the unit editor would also be preventing the unit to surrender.
  • AI crashing planes out of fuel.
  • In multiplayer games, you could see if enemy human units were low on ammo or fuel / or depleted.
  • Great Britain kept declaring war on people occupying Norway (every turn).
  • You could not deassign a keybind and set it to nothing for example.
  • Pressing escape while rebinding would close the settings menu instead of deassign any assigned keybind.

7.3.3

ADDED



  • New units for Sweden: Cavalry, AT infantry, AT infantry 43, Heinkel 115, 57 mm Pvkan m43, Haubits m40, Landsverk L-62 Anti, m40 automatic cannon, Pansarbil m39, Pansarbil m40, Pansarvarnskanonvagn m43, Stormartillerivagn m43 75mm, Stridsvagn m37, Stridsvagn m38, Stridsvagn m40K, Stridsvagn m40L, Terrangbil m42 KP.
  • New event action: Add/Remove fixed income. You can now use this to simply add or remove any value to the current fixed income for a player (before, you could only set a value, directly).
  • Translation of the game in Norwegian.


CHANGED



  • Multiplayer compatibility -> 7.3.3
  • Swedish counters (new color scheme).
  • Some Swedish units graphics.
  • Artillery barrage policy effects (downsides): Artillery repair now costs 2 times more, and ammo costs 3 times more.
  • All upgraded units will now be sent to the reserve for at least 1 turn.
  • Some soviet planes graphics update.
  • Some units stats.
  • Buildings (units) can no longer get heroes.


FIXED



  • Auto supplies at beginning of player's turn was not working (units would stay with no ammo or fuel).
  • Cycle through keybind 'ground only' not working.
  • Could not join the Comintern when changing faction in diplomacy.
  • Changing faction through diplomacy would not take into account potential translations, and would not convert those into actual usable game data to assign the proper faction (Axe (FR) -> Axis (EN)).
  • Paratroopers and upgrades.
  • Ice not properly forming at coastlines during winter.
  • AI not deploying new units as close to the frontline as it could.
  • AI often blocking itself in harbours and not starting amphibs when it could/should.
  • Bougainville campaign scenario was not marked as 'official' and you could not continue your campaign.
  • Japan 1945 standalone scenario would end on turn 1.
  • Ambush would sometimes not fire/work, the unit ambushing would not attack (if it had attacked during its previous turn).
  • Submarines not dealing any air damage to planes in retaliation.
  • Movement points issue when deploying new units if movement points amount was impacted by some option from the store.

7.3.2

ADDED



  • New policy category: Field Modifications.
  • New confirmation window when the game fails to upload your PBEM game to the server after you played your turn. Usually, this happens when the network is really weak (Northern Alaska weak). This could get really frustrating because you had to play your turn all over again, without any guarantee it would go through. Now, you can play your turn, and if the upload fails, a popup will appear and you will be able to re try to send the file, without having to re take your turn!
  • Extra tooltip to explain HQ points.


CHANGED



  • Updated multiplayer compatibility from 7.3.0 to 7.3.2.
  • Reorganized the policies in different categories.
  • Improved AI 'move after attack' both with bombers and fighters.
  • Veteran option in the store is no longer available when upgrading a unit.
  • Updated list of people banned from the chat.
  • Military tactics policies giving bonuses on specific terrain tiles have been changed to take effect only in the tile where the fight actually happens (instead of any tile from defender or attacker).
  • When playing with Historical Focus ON, Germany will now declare war on anyone invading Sweden, if they are not with the Axis.
  • When declaring war through the diplomacy panel on a neutral player, the new neutral player will not get all wars of the new faction it joins. So, when I am playing as Finland and I declare war on Sweden, Sweden joins the Allies, but it doesn't get the wars the Allies have (like vs Germany, Italy, Slovakia, etc).
  • XP required to reach level 5 (from level 4) for units has been increased (need an extra 15 XP).
  • Towed artillery and ships XP required to reach next level has been increased. As they would most of the time stay away and shoot over and over, they would reach their next levels quite fast (+50% more XP required in between level).
  • Cost for veterans option in the store. Now costs more for tanks, ships and planes.
  • Campaign scenarios are now available in the map editor menu.
  • When upgrading a unit, if the difference in raw price between two units is too high, the unit will be sent to the reserve for a certain amount of turn (minimum of 1, maximum of 2).
  • Great Britain will now go to war with a human player if it invades Norway.
  • Naval convoy routes will now only provide a visibility of 0 hexes around itself (previously 1 all around).


FIXED



  • AI in landing crafts in harbour stuck in landing crafts and not staying as regular units.
  • Units landing on the ground would have a LOT of movement points (254 to be exact).
  • AI would place down pontoon bridges on frozen rivers.
  • Game freeze when Vichy France units reached level 5 on Europe 39.
  • Fixed once and for all the UI input issues with joysticks/controllers/wheels/pedals....
  • Supply rate was not capped between 0 and 100. You could get 100+ if you had the policy which grants an extra 50% supply rate.
  • XP animation or other text animations would stop animating if you unselected the unit right away.
  • Paratroopers in real time multiplayer could end up in landing crafts when a save was made and loaded.
  • Ping/Mentions in the chat.
  • PBEM chat was not working.
  • Stacking menus when clicking on all top UI buttons (they would not close each other).
  • Notification saying you got a new tech researched would not have the left click shortcut working (supposed to open the research panel).
  • "Sea was lost" notification text when losing a naval convoy route tile.
  • Notification area on the right of the screen would not properly scale with game's window's height.


REMOVED



  • Icon for Veterans units, as it no longer have any real meaning (simply makes a unit start with extra levels and XP).
  • XP loss for upgrading/downgrading a unit.

7.3.0

Hello everyone,

I'm back with one more 'medium' update, which adds a new feature (that was asked by a few people)

Drawing.

You now have the possibility to draw on top of the game, you can pick the color, and the width as well. Erasing is also a possibility, in case your plans fail...

Drawings are shared between allies, and synced in real time multiplayer, allowing for a better communication while playing.


ADDED:



  • New drawing and erasing tools.


CHANGED:



  • Increased loading speed of mods.


FIXED:



  • Some Chinese translation issues.

7.2.7

ADDED:



  • New input fields in the map editor to further improve fine tuning of scenarios. You can now control individually the income or manpower output of any tile on the map.


CHANGED:



  • Improved Europe 39 balance.
  • Improved Pacific 1937 balance.


FIXED:



  • AI could sometimes (often) go bankrupt due to units upkeep cost, it would not really stop until it had upkeep = turn income, and then it would not have any money left to heal or resupply its units.
  • Motorized/mechanized option on AI units, rate was wrong (almost inexistant).
  • Sonars/RADARs icons overlapping on units (not being properly destroyed).
  • AI not declaring wars in some cases.
  • AI would perform landings with Marines in scenarios where landings were disabled for specific countries and time periods.

7.2.6

ADDED



  • Confirmation window when trying to play campaign scenarios with unsupported settings (Upkeep, Manpower). You can still play with those ON but it is not recommended because balance will not be good with those settings on those scenarios.
  • Declaration of war from the Allies in the Pacific scenarios for invading protected countries. Example: Japan invading the Philippines, USA will join the war against Japan. Etc.
  • In the Steam leaderboards, possibility to see your own score now if you are not part of the top 100 listed.


CHANGED



  • Chat and multiplayer compatibility updated to version 7.2.6.
  • Added a few tiles on the upper side of the Bougainville scenario to allow for flanking manoeuvres with ships for Japan/USA.


FIXED



  • Balance on Guadalcanal campaign scenario.
  • Balance on Midway campaign scenario.
  • Balance on Sonnenblume campaign scenario.
  • Achievements not unlocking properly when editing a base game scenario.
  • Hong Kong not belonging to UK in Pacific 1937.
  • Minor territorial issues with Thailand in Pacific scenarios.
  • Russian localization issues.
  • Real time multiplayer redeploying units was not synced.

7.2.5

ADDED



  • New confirmation window when pressing the 'reset all' button in the settings menu.
  • New confirmation window when pressing the 'end turn' button, if some HQ points accumulated and have not been spent, research points are available, units can be deployed but have not.
  • New unit property: Progressive cost. Can be edited in the Units Editor. This new property works simply as a way to increase a unit's cost based on amount purchased. For example, factories have a progressive cost of 300. For every new factory purchased, the base cost of factories increases by the progressive cost set up. So, factory #1 costs 1050, factory #2 costs 1350, etc etc.
  • (Mobile) Confirmation window to perform unit swapping and prevent any accidental swap.


CHANGED



  • Updated multiplayer/chat version to 7.2.5.
  • Tooltip for the ironman mode will now be forced shown (no delay for mouse hovering).
  • Skipping a unit for a turn now automatically selects the next unit in line (saving clicks).
  • Production time for refineries and factories.
  • (Mobile) The game will no longer let the phone go into sleep mode if no action is made/screen is untouched.
  • (Mobile) Single finger hold is now required to show the damage window.
  • (Mobile) Damage window is now shown a little bit higher to prevent fingers hiding the values.
  • (Mobile) Damage breakdown will now come up a little faster (0.75s vs 1s) when holding your finger on an enemy.


FIXED



  • Unlocking achievements on the Tutorial map did not work.
  • Clicks went through UI when deselecting a unit and if you had left click set to deselect a unit it would deselect the unit all the time instead of performing UI interactions.
  • Notification for research (available) will no longer be shown if all units have been researched.
  • Issues with production time and factory/refinery.

7.2.4

Merry Christmas to ya'll in advance! :)

ADDED



  • In the map editor, you can now edit any unit’s starting HP by setting a custom HP modifier (in percentage, from 1 to 100.


CHANGED



  • Multiplayer/Chat compatibility version updated to 7.2.4.
  • The demo version of the game will no longer connect to the same chat as the paid version. Too many trolls without account registration.
  • The armour modifier is now applied in another way, in order to further increase balance and logic.
    Here is an example of the damage before the change, for an engagement between a Nashorn and an IS-2. Hard damage of the Nashorn is 115, armour of the IS-2 is 93. Base damage is 22. Now, if the Nashorn gets damaged, since the damage scale with the HP but the armour don’t you literally get 0 damage for every single attack, which is kinda wrong. In order to fix this, the base raw damage is now calculated with the armour right away, and the HP modifier is applied based on the remaining damage. Meaning, if the Nashorn is at 50% HP, instead of dealing 0 damage, it would deal around 11 damage, because the HP modifier now applies after armour has been deduced from base raw hard damage. This makes things way more balanced and will solve many combat issues where if a unit was no longer 100% HP it would simply be useless because of the orders in which modifiers were applied.
    To sum this change up. Base damage is now equal to base damage minus armour, and the HP modifier is calculated based on left potential damage, instead of on the base raw damage.


FIXED



  • Campaign end of scenario bonus of XP for < 5 units lost could be wrongly applied.
  • Some XP/rank calculation issues in campaign scenarios.
  • On the mobile version of the game, on tablet, the ‘unit ready’ or ‘units in production’ icons would never be shown.
  • In the map editor, the victory and defeat text would always be overwritten by the intro text.
  • Seems like not all commanders had the ‘permanent death’ toggled ON.

7.2.3

ADDED



  • 4 new key binds (empty by default) to jump to the each far side of the map (left/right/up/down).


CHANGED



  • Multiplayer compatibility versionning: 7.2.3.
  • Improved network stability when playing in real time multiplayer (reduced the amount of queries sent back and forth to prevent BufferFull error which was creating the desync issues) I therefore managed to reduce the amount of exchanged data/queries by 58%. Hopefully, this has a meaningful impact on stability in general.
  • If a translation is missing, English will now be used as default instead of ‘missing translation’ text.


FIXED



  • In real time multiplayer, supportive fire from the FOW would not be synced (visually). Meaning if some artillery uncovered itself from the FOW on the host, the client would not see the newly uncovered artillery doing the supportive fire.
  • AI paratroopers would go towards sea victory points and drop in the sea.
  • Lot of typos or incorrect translation of soviet cities in the Soviet Union in the Europe scenarios.
  • Incorrect Chinese cities names in Pacific scenarios.
  • Heroes graphics having wrong dimensions prevented mods from being loaded entirely.

Happy Birthday Zalán!

Hey everyone!

Honestly, I hadn't planned on making a post on the Steam Community today, but something happened over on Discord that just made my day, and I couldn't resist sharing it with you all (with dad's authorization, of course!).

Meet the youngest wargamer out there (at least officially, from what I know!)—young Zalán, who turned 9 today! Happy birthday, buddy!

He's a huge fan of HoS and got his birthday cake designed based on the game—how crazy (and lovely) is that?!

Here's a picture of the special cake:



Now, I'm aware most of us are grown-ups here, but hey, who's up for a cake competition? Just saying... we could totally organize something, haha!

While we're mostly adults, the sheer enthusiasm of a young fan celebrating with a game-themed cake is contagious, right?

Take care, everyone, and I hope this brings a smile to your face as it did to mine. 😊

Val