Tank Operations: European Campaign

Tank Operations: European Campaign

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Early adopter: New version 2.5.0.0 (2.5.0.0, 15 Mar 2021)
Version 2.5.0.0, 15 Mar 2021

It took longer than planned but you can finally get now a peek at the new level and unit graphics. While it's all still work in progress we think that we have progressed far enough to share a first impression with you.

At the moment you can only start levels 1 - 3 but of course we are working on the other levels.
Please note that it's still a little rough around the edges so bear with us when some terrain placements (like cities/units in the water) are still a little buggy. Some graphics are still missing, too.

We haven't started working n the ui yet but this is still planned.

Some icons/images/effects will still look pixelated when zooming in, even if you have chosen the highest quality level, but we are working on that as well


In the options you can select the quality for the levels and the units or you can let the game detect the best settings automatically for you according to your hardware.

Higher quality means better image quality when zooming into the card.

For level 3 we also animated the water, the other levels will follow. You can turn off the animated water in the options.

If you have problems loading a savegame you can send it now directly to us in the save/load screen ("report problem") and the save game will be uploaded to our bug tracker.

And finally - as a side note - Tank Operations now runs as a 64 bit application on 64 bit systems (while of course still running on 32 bit systems as well)

New features
  • New and bigger unit graphics
  • New level graphics (Levels 1-3)
  • Animated water
  • Broken save games can be uploaded to our bug tracker
  • 64 bit application on 64 bit systems

Bug fixes
  • Fixed occasional crash when dump files are uploaded

We are really excited how you like the new look and are looking forward to your feedback.


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Early adopter branch now has the same version (2.2.0) as the main branch. For a list of updates please see the thread for the main branch

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Version 2.0.1.1, 17 Jun 2020
Fixes
  • Fixed crash when loading level 7


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Version 2.0.1.0, 17 Jun 2020

We have just uploaded a new version to the early adopter branch and it has a brand new bonus level: "Fortress Metz". With the "Radar Station" we also introduce a new unit. Other than that we tweaked the balancing a little and fixed some bugs. Here's the complete list:

Levels
  • added new bonus level: Fortress Metz

Units
  • Added new unit "Radar Station"
  • Added Radar Station to levels 8-12
  • New special skill "Radar Impulse" for Radar Station
  • Commando Bunker has new skill "Ground Radar"

Balancing
  • Reduced weapon range of Sturmtiger to 6
  • Reduced maximum damage for Sturmtiger to 1050
  • Reduced maximum damage for Sturmpanzer IV to 750
  • Reduced capacity of Transport Trucks to 3
  • Increased hit probability for bombs
  • Increase maximum damage for the BF110's bombs
  • Reduce the damage of the He 177's bomb attack of the He177

Bug fixes
  • Units are no longer available twice when ordering reinforcement
  • No more tooltips shown when cursor is outside the window
  • AI saboteur doesn't stop capturing a building
  • Landing strips no longer built on inaccessible terrain

So, what do you think about the new level? We think it can be quite challenging and are looking forward to your opinion.



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Version 1.9.2.0 (25 May 2020)

It's been a while, but a new update has arrived in the early adopter branch.
We are currently re-designing the ui and you can see some of the changes already made in the pre-game menus as well as in the in-game menus. This is still work in progress but we wanted to show you what we've already done. Let us know what you think.

We also fine tuned some unit values and added/improved graphics for the units (take a look at the ship wrecks)


The help text at the bottom of the screen was expanded: You'll find e.g. information on the terrain down there. When moving over a unit in a building/ship/transporter/... you can see how long it takes until the special skills of the unit are ready once again.

And finally a somewhat bigger change in the gameplay: Mountains now block the view of ground units, so reconnaissance will play a somewhat bigger role.


Here's the complete list of all changes:

UI (still in progress)

- Overhauled in-game ui
- New buy menu
- Show information on terrain, units in a building,... at bottom of screen
- New main menu
- New symbols in the select mission menu
- Briefing now has a tactical preview of the map


Unit graphics
- Removed flags from the buildings, improved look of buildings
- Added shipwrecks for destroyed ships
- Improved weapon effects for ships
- Changed look of the propellers of US airplanes
- Parachute teams have a symbol to indicate what unit they are


Unit balancing
- 240mm “Black Dragon” has a smaller range now but the additional skill “Sniper”
- Infantry bunker refills hitpoints and ammunition of units
- Moved special skill “repair bridge” from the saboteur to the repair truck
- Anti-Tank Fireteam only have 6 ammo
- G.I. Fireteam has 12 ammo
- Sniper Team has 8 ammo
- Small flak bunker has special skill “Tracers”
- Small artillery bunker has special skill “Long range”


Unit misc.
- Renamed small flak bunker to flak post
- Renamed small artillery bunker to artillery post


Game mechanics
- Mountains now block the view of ground units


Misc.
- Fixed crashes and bugs

As always we are excited what you think and looking forward to your feedback.




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Version 1.9.1.0 (27 Feb 2020)

Time for a small update. Besides some minor glitches we also fixed some bigger issues

- Tutorial no longer crashes
- Unit info for "Bergkristall" in level 10 has correct graphic and texts no longer overlap
- "Toggle UI"-Button now always works, even if you pressed another button before

Looking forward to your feedback

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Version 1.9.0.0 (26 Jan 2020)

So it's been a while since the last update but of course we were not lazy and improved some things so finally there is a new update for you.

The most important thing of course is that we added level 12 and we're really excited for your feedback.

We also added a fightlog so you can your and the ai's actions for the last round. It's not final yet but we wanted to know what you think of it.

Now with this fightlog added lo the ui it might get a little cramped so we added button to hide/show the ui. This functionality also has a hotkey ("u") but you can't configure it yet in the options (but will be able to do so in upcoming versions).

Based on your feedback we reworked the levels 1-8, added some new units and changed some unit values.

There are also some things that we did "under the hood", like removing memory leaks and fixing rare crashes.

One thing might be of particular interest: We reworked the save game system completely. As the old system was very susceptible for problems with older save games when certain values were changed. But it's very important to us, that all your older savegames still work, so with the new system these problems won'Ät arise any more, which in turn means, that we can change things much faster and without the aforementioned problems.

But as it is always with code that has undergone major changes, there still might be problem, so if you run in any trouble with older or current savegames, please let us know.


Anyway, here is the complete list of changes:

- Added level 12
- Added fight log
- Added show/hide ui button
- Reworked levels 1-8
- Added 50mm PAK 36
- Added 105 mm field howitzer 18
- 20mm flak does less damage
- Anti-Tank Fireteam does less damage
- Artillery has more hitpoints
- Infantry and rangers have less scattering
- M1 Combat Car and Panzer I have more scattering
- Removed memory leaks
- Fixed some rare crashes
- Reworked save game system


And as always we are looking forward to your feedback



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Version 1.8.0.0 (18 Nov 2019)

For all players who want to have a look at the new level 11 (Northern Germany) you can have a look at the early adopter branch. We also looked at your feedback for level 10 and made some changes there

Here's a list of all changes:


Levels
- Added level 11
- Some changes made in level 10

Units/Buildings
- Added concrete walls to the game
- Sandbags are cheaper now but less resistant
- Sandbags are available from level 3
- Units leaving the skytrain mid-flight now have parachutes

Misc
- Added Reset button to controls options
- Special Skill “Alert” can still be activated after movement

We are looking forward to your feedback

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Version 1.5.0.0 (21 Oct 2019)

We have a big update for you but as some things still need tweaking but we were excited what you think about it all, we decided to put it on the early adopter branch.

The biggest change of course is that level 9, "The Siegfried Line" is ready to play!
We are looking forward to you thoughts and ideas


But before you start the level you also might want to check out the options, as we have added a lot of things you can confiure now:
1. You can remap the key bindings for almost everything now
2. You can select what visual helpers you want to display in the game
3. You can change the colors for these visual helpers

More options will follow eventually.



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Version 1.4.3.3 (14 Oct 2019)

We finalized the range display for the different weapons/skils/...
You can now see what units can see another unit right now or after it moves and what units may be able to attack after movement.

Next step will be to make all these things optional


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Version 1.4.1.1 (4 Oct 2019)

We added all changes from the main branch up until version 1.4.1 to the early adopter branch



Version 1.3.0.1 (23 Sep 2019)

1. Display range for all weapons/skills and display visual range
We now display all these values when you move the mouse cursor over a unit. If you select a unit and move the cursor ovber a tile the unit can move to, the displayed values move along.

If an enemy unit is tinted red, this unit can attack the unit that is selected (or under the cursor).

TODOs
- We'll make this feature optional

2. Improved the damage prognosis graph
We took some of your suggestions to improve the intelligibility of the attack prognosis graph. Please let us know what you think.


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Hi everyone,

we had announced it some time ago but finally the "early adopter" branch has arrvied.

What is the "early adopter branch"?
In this branch you will find features that are not quite finished yet/a little rough around the edges, so we don't want to integrate them into the "main" branch yet. But we'd still like to hear your feedback on them. Later on we'll also have ai tweaks here for you to check out.

But beware as mentioned above these features are not quite done yet so the version might be a little more buggy or unstable! But if you are curious and would like to share your thoughts this should be something for you.


How do I get this branch?
Go to your steam library, right click on Tank Operations: European Campaign and select "Properties".
In the window that opens click on "BETAS" and under "Select the beta..." select the "early_adopter" branch. If you would like to goback to the normal version, select "NONE".

Where do I report bugs
You report bugs just as you'd do with the normal version, throught the bug tracker form. If you have a crash dump you can send it to support@linked-dimensions.de


We are looking forward to your feedback
Last edited by Linked Dimensions; Mar 15, 2021 @ 11:22am
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Showing 1-15 of 63 comments
frankycl Sep 23, 2019 @ 8:23am 
Woooha - Dreams come true :steamhappy: - I'm on it asap ;-)
frankycl Sep 23, 2019 @ 8:32am 
Wow that's really great :) - especially that the visual-range is shown for all the places / hexes you can move to ... andf or all enemies, too - That's even more, as I would have dreamed of ;-) ... and the graph ... absolutely perfect - so much better than before :) :hotspot: ... oh, I almost forgot: But the display of the color-explanations won't be in the final version. yes ?
Last edited by frankycl; Sep 23, 2019 @ 8:34am
frankycl Sep 23, 2019 @ 8:43am 
... and that the AI-units in attack-range are colored red and that this is bound to the mouse is absolutely delightful, imho :hotspot: - Where did you get all this superb ideas - you hired a genius, or something ? (and the most important suggestions in the summary are suddenly obsolete - hope that will appease my worst critics a bit, that think that there are too many ;-))
Last edited by frankycl; Sep 23, 2019 @ 8:44am
frankycl Sep 23, 2019 @ 8:51am 
... only two things remain questionable, imho (so far): 1. the tutorial is still breakable... and 2. why do tank-traps color units red, too - do they now have a secret attack-feature ? :steammocking: That feels quite a bit strange, imho. ;-)

EDIT: Oh I think it's vice versa: not the units that can be attacked are colored red, but the units that can perform the attack - that makes more sense. So tank-traps aren't our worst enemy (sight) ;-)
Last edited by frankycl; Sep 23, 2019 @ 9:09am
frankycl Sep 23, 2019 @ 8:56am 
... and a tiny, little suggestion to add: When we now have this great prediction-graph for player-attacks - why don't you provide the same thing for the AI-counter-attacks ?

PS: sorry for the several posts, but I'm sooo excited ;-)
frankycl Sep 23, 2019 @ 8:59am 
... and do tank-traps really have a visual-range, too, now ? - They're really beginning to scare me :cleandino: ... lol, but command-bunkers don't have any ? - The soldiers in there must be affraid of the tank-trapps, I figure. :steammocking:
Last edited by frankycl; Sep 23, 2019 @ 9:03am
frankycl Sep 23, 2019 @ 9:19am 
... and that there are special displays for the attack-dots of all the other attack-modes... and it's not even my / our birthday - I can't believe this - this is so great :hotspot::hotspot::cleancake:

EDIT: Hm... but why has the carrier only red dots for the anti-air attacks (and the same aplies to all other units with anti-air attack only) ? that seems a bit odd, imho - it would be better, to aply the same system to all units, I think (= yellow rings instead of the red dots). ;-)

... and what's still missing, is that we (the players) could display this values permanently for the AI-units. :( (maybe you could make it possible that we could at least select one single hosile unit, in order to show this values permanently (until the next AI-unit is selected) ?) Only this way we could be released from the (anoying and unnecessary, imho) duty of counting the hexes, I think. ;-)
Last edited by frankycl; Sep 23, 2019 @ 11:09am
frankycl Sep 23, 2019 @ 10:06am 
... and you added the M8 Greyhound to mission 2 ? Well, that's not a bad idea, too, I'd say, but this unit is still presented as a "new" unit not before mision 4 (in the biriefings) - so I guess you want to present it a bit earlier, yes ? ... or is this, too, only something for / in the adopter-version ?
... and the second (eastern) Greyhound is a bit too far ist positioned, imho - since it spoilers the location of the fuel-depos. :( - Or is this something that's intended in this adopter-thing, too ? - In this case... well you got my feed-back above already. ;-)
Last edited by frankycl; Sep 23, 2019 @ 10:11am
Linked Dimensions Sep 23, 2019 @ 11:44am 
Hi, glad you like it so far. Thanks for your feedback and your kind words, we really appreciate it :-)
So, for your question:

- M8 Greyhounds in M2: Those are there for testing purposes and shouldn't be in the level. Well good thing it's not int the main branch ;-)

- The attack prognosis always was a trial balloon, and if the players think it's good and useful as it is now, we might as well add it to the ai.

- Yes, the units that can attack are tinted red. We might also show the units that can be attacked (with a red hex beneath). Would that be useful or is the weapon range display enough?

- We will have to check some of the visual ranges, could be that they need some tweaks

- Carrier/red dots: Just to make sure I get this right: At the moment the shape is determined by the number of things to display on a hex (1: dot, 2: dot + ring, 3: dit + ring + bigger ring) and the colour is determined by 1st weapon (red), second weapon (yellow),...
And you suggest that weapons of the same type get the same colour and the same shape (e.g. yellow ring) on all units, right?

- Explanation for colours: we intended to keep it in, as I think the player needs a point of reference for this. Not sure if it will keep this look, though. And we can probably make it optional

- Do you think we still need a way to keep the range dots for one or even several opponents on the map? Our idea was that the red tinted units show you what spots are not save to stay on or move to. So I'm not really sure where you would have to count hexes but maybe I'm missing something here?


Anyway, as I said above, it's all not quite finished yet, but we are glad that it looks like we're on the right track :-)
frankycl Sep 23, 2019 @ 12:49pm 
To start with ...
Originally posted by Linked Dimensions:
(...) we are glad that it looks like we're on the right track :-)

Yes, I think you're definitely on the right track (at least for me) - the handling / gameplay is sooo much better now... ;-)

Originally posted by Linked Dimensions:
- The attack prognosis always was a trial balloon, and if the players think it's good and useful as it is now, we might as well add it to the ai.

Great ! :)

Originally posted by Linked Dimensions:
We might also show the units that can be attacked (with a red hex beneath). Would that be useful or is the weapon range display enough?

I think this might be too confusing - and the weapon-range display is enough (for me). And for me it's alo enough that the attackable units have those red hexes, when I selected a unit.

Originally posted by Linked Dimensions:
- Carrier/red dots: (...) And you suggest that weapons of the same type get the same colour and the same shape (e.g. yellow ring) on all units, right?

Right ! I think the problem is mainly the color (for e.g. cruisers the red dots show the ground-attack range, but for carriers, etc. the same color shows the attack-range of anti-air attacks - that's confusing (at least at the beginning). But I also think that it would not be very good to use yellow dots instead for the carriers or the other ant-air-only units (since the e.g. cruisers have yellow rings for the anti-air range (additionally to the red dots)). Therefore I would suggest to use the same whole system (color and shape) for all units. And since the carriers have yellow circles for the anti-air range, why not use it for the other ant-air-only units, too (but without the red dots, since the can't attack ground-units at all. ;-) - Did this make it a bit clearer ?

Originally posted by Linked Dimensions:
- Explanation for colours: we intended to keep it in, as I think the player needs a point of reference for this. Not sure if it will keep this look, though. And we can probably make it optional

Yes, you should make it optional for the advanced players (and then you needn't change it, imho), I think. ;-)

Originally posted by Linked Dimensions:
Do you think we still need a way to keep the range dots for one or even several opponents on the map?

Yes, I think they are still needed, because otherwise the player couldn't see the attack-range of the units that are out of the range of the AI-units that could attack the unit he wants to move (if I'm not comlpetely mistaken, why you asked this).

Originally posted by Linked Dimensions:
So I'm not really sure where you would have to count hexes but maybe I'm missing something here?

The need to count hexes does always apply when the game doesn't show you / the players the things you need to know, to find the hexes on which your units can't be attacked or aren't visually detected. Now for player-units this is now no problem (and for the attack-range(s) of the hexes the player can move to). But for the AI-units this still is something you / the players have to remember (= the hexes that are in the attack-range of an AI-unit the mouse was over) or (if he knows the attack-range of the given unit) to count, since the shown ranges disappear the moment the mouse is no more over the given unit (since you can't "select" AI-units, yet). An Example: I wanted to find save hexes outside of the range of the AAs that are stationed on the coastline of some missions (2 hexes outside exactly, since the AAs can move one hex, too). But to do this I could only show the attack-range of the AAs in question while my mouse is pointed over them (just like before the adopter-features) . This way I could find the (save) hexes I would like to move my planes to very easily, since I only have to look at the borderlines of the attack-range. But at the moment when I select my own unit (a plane) in order to perform the former planed action, I can only try to remember the former found hexes or count them, since I know the attack-range of the AAs, already. That's what I think is still the problem here. ;-)


EDIT: Of course you could now find the attack-range of the AAs of my example, it you move the mouse to the hexes within this attack-range (since the AAs that could attack my planes are colored red now). But outside this attack-range there's (still) no possibility to see the hexes that are outside the attack-range (after the movement) / safe.
Last edited by frankycl; Sep 23, 2019 @ 1:22pm
frankycl Sep 23, 2019 @ 1:38pm 
One small thing that's bothering me since the beginning (of the BETA): When I / the players click on an AI-unit there's shown the picture of this unit with it's lifepoints, etc. in the right bottom corner of the screen. And on this picture there are also small brown areas (badges or buttons, but without a real function) that display some additional values of this unit (like e.g. the target-size). But at the badge with the symbol for the movement-range (analog to the same badge for the player-units) there's always a "?" instead of the numbers for the movement-points for the selected unit. Now, for player-units this really makes sense, since it shows very easily the movement-points the selected unit has got left. But for AI-units ? I mean, don't they always have the their full movement-points in the next turn ?? And because they do, it makes no sense to hide this values, imho ! - It would be much better to show the full amount of movement points the unit will have in the next turn, since in this case, the players won't need to open the info-screen to get the same information.;-)

EDIT: But you have (secretly) improved the display of the life-points of damaged units - now that's super nice - thank you very much :) (in the name of all the players who also wanted this) ;-) ... and also the sound-issues from the last version seem to be fixed (no stealthy Rangers and no silent AI-approaches anymore). :steamhappy: - But why didn't you say so ?

... but you also have used the description of the normal (big) artillery-bunker for the "small arti-bunker" (unaltered). And since the description contains words like "big", its not quite fitting anymore, I'd say - so a bit more for your final texts-checks, I guess. ;-) ... but the "small" bunker is really quite cute (although it looks more like a small infantry-bunker with the tower of a lost tank, imho - where the Germans really so poor / inventive ?) :)

... and another thing for your final texts-checks (just in case that they are not so totally final / late;-)): In the mission-briefing of miss 9 there is written: "Snow (...) increases fuel costs (...)" - But you haven't revealed that you are going to implement a fuel-system, or am I missing something ? So, I guess that's something from the original version that slipped your mind, too - am I right ?
Last edited by frankycl; Sep 24, 2019 @ 2:43pm
frankycl Sep 23, 2019 @ 2:10pm 
And one small issue I have with this version (although it could be as well that this was in the other versions, too, but I didn't realize it before): When I select a truck with other loaded units the movement-range of the truck is displayed (with green hexes, like always). And when I select a loaded unit, like e.g. the snipers, there's shown the movement-range for the selected snipers. So far, so good and no problems there. But if I don't want to move the selected snipers, but want instead to know the movement-range of the truck again, I can only deselect the snipers, by clicking on the truck, right ? And like it should, the snipers are deselected again - there's also no issue with this so far. But, although the snipers are now deselected, there's still shown the movement-range of the snipers and not, like it also should be, the movement-range of the truck (again) that's now selected ! - To show the correct movement-range of the truck again, I have to deselect all units completely (with a right-click) and then click again on the truck to select it once more. :( - That's a little bug, isn't it ? - and it's quite annoying when you have to do it several times. :steamfacepalm:
Sober Mans Secret Sep 24, 2019 @ 5:03am 
Very impressed with latest version of TO. A lot of hard work and effort gone into the latest updates! Keep up the great work team - you have a fantastic title on your hands here.
frankycl Sep 24, 2019 @ 3:16pm 
And a little tip / suggestion for the terrain-info overlay: Since you showed us impressively how quick display-info can be slid in (from the side of the screen) when you / the player point with your mouse on a certain hex - why not use the same feature for the explanations of the symbols in the terrain-info screen (to make more easily overseeable) ? I always thought that those explanations (on the left side of the screen) were great and helpful, but also covered too much of the terrain beneath them. So make these explanations to use the same slide-in functionality as the weapon- / attack-explanations in the normal game-screen and that the respective terrain-explanations are only shown when the mouse is pointed at the corresponding symbol on the terrain-overlay and voila - much better clearness, imho. ;-)
Linked Dimensions Sep 25, 2019 @ 3:04am 
Hi Sober Mans Secret, thanks for your kind words. We are really trying hard to make this game as good as possible, so getting such psoitive feedback really is great :-)

@frankycl:
- Again with the dots: How about that: If we find a nice way to not only display if a unit can attack the selected unit/the unit under the cursor (as we do with the red tint) but also if it can attack (or maybe see) the unit after it (the enemy unit) has moved, would that work or am I still something missing here? We had discussed this option but as it requires some additional work we first wanted to see how the players like our idea in general.

- Movement points for ai units: You are right here, there really is no reason to hide these

- Fixes not mentioned in the update description: I just forgot to put them there as these were made for the next "real" update and not particularly for the early adopters branch (although this branch contains these changes, too), but we'll list them in the upcoming update

- Yes, more text stuff to do :-D

- The original TO had fuel management but we removed it as we felt it was too much micromanagement (especially if the base is very far away from the battle)

- You are right, the truck problem is a bug, we'll have a look at it

- Terrain info: Well there are still the colors that might need explanation but maybe we could make this info window optional

So, thanks again for all your feedback and ideas

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