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Title: Unity of Command II
Genre: Strategy
Developer:
2x2 Games, Croteam
Publisher:
2x2 Games
Franchise:
Unity of Command
Release Date: Q3 2019
Minimum:
English
Unity of Command II Development Diaries recap:
Hello and welcome to Unity of Command II Development Diaries!
We’ll be posting a brand new Development Diary #20 shortly, here on Steam’s announcement section, but here’s a short recap in case you missed any of the previous entries.
While it’s true that Unity of Command II hasn’t been properly announced until today, it’s no secret that we’ve been working on the game and, in fact, have been at it for quite some time.
The sequel is on its way, we confirmed that much in this Anniversary post[unityofcommand.net] in the Blogs section on Unity of Command web quite some time ago.
The very first Development Diary (‘No More Wipeouts![unityofcommand.net]') was published just a couple of months later and can give you an idea of what to expect from the upgraded mechanics, while the second diary entry (Objectives[unityofcommand.net]) weights the pros and cons of timed objectives in the game (spoiler alert: it looks like we’re keeping those).
Excellent reads, both of those, but Tom, our Project Lead on UoC2, has set a high standard for himself and decided to start from scratch. “I’m restarting the dev diary series” announced Tom and then proceeded to explain the envisioned changes to the losses management system in both a scenario and a campaign. The third diary entry (Are You Experienced?[unityofcommand.net]) also hints at tweaks to the familiar veterancy levels and mentions upgrades between scenarios for the very first time!
A brand new feature, headquarters, was announced and explained in Report to HQ, ASAP![unityofcommand.net], while The Supply Network[unityofcommand.net] and Move it, Soldier![unityofcommand.net] shed some light on the refining process of the defining mechanics in Unity of Command; planned changes to supply logistics, fighting and maneuvering are detailed in Dev Diaries 5 to 7.
Campaign[unityofcommand.net] drops the bomb with the first ever Art Preview, but the excitement doesn’t stop there as Tom announces the switch to a brand new in-house 3D engine built on Python while staying recognizably Unity of Command. Developer Diary 9 (Map Making[unityofcommand.net]) takes the next logical step and explains the process of map building, apparently a tedious task with a very limited room for automation. We use the word ‘shader’ for the very first time, marking a new chapter in the development of Development Diaries.
Performance[unityofcommand.net] diary answers the age-old question - will this game run on my age-old PC? - with a resounding ‘probably yes!’ but please don’t tell that to anyone just yet as we’re still tweaking things in hopes of making the game look even better and running on lower spec hardware. Oh, and if you read the comments section in Dev Diary 10, there’s also a brief mention of planned additional content for the game which is a politically correct way of saying yes, there will be DLCs!
A rather novel game development technique was introduced last year in the Summer of Systems[unityofcommand.net]: the team decided to ditch any low-level system that wasn’t implemented by the end of August. Good news: team crunched and ended up implementing most of the planned systems. Steam release is casually confirmed.
An open invitation to modders was sent out in So over with Under-The-Hood[unityofcommand.net], a Dev Diary 13 that also publishes a new screenshot, describing an interesting problem: the units were drowning in the terrain, which is kind of a point of military uniforms, but apparently not really good for gameplay. The solution? You’ll have to read to blog, unfortunately.
Alternatively, you could start browsing through Dev Diaries 14 -17 that discuss new features like The Fog of War[unityofcommand.net], Intel system or the weather modifiers, but truth be told these are just excuses for the team to show off a bunch of new visuals. While the subtleties of screen space ambient occlusion are hard to notice, the Unity of Command II is starting to look just plain gorgeous! Case in point - this Trick or Treat[unityofcommand.net] screenshot.
TL; DR
And that was all before we officially announced the game! If you read between the lines, we’ve spilled the beans on pretty much all major improvements to the game and explained the reasoning behind most new features. But not all of them - stay tuned, there's plenty more to talk about and show you here before the game is out in Q3 2019. The work continues!. En Route to Rouen:
August 1944: after months of hard fighting, the Allies are finally out of Normandy. In front of them, the Wehrmacht has all but disintegrated, having stood its ground up until the breaking point. Supply is now the biggest concern for the Allies. Taking the large port of Antwerp will allow them to freely operate their vast armies and air forces in months to come.
Now that the game has been officially announced, I’ve decided to change the post format for this diary a little. Previously, I focused heavily on what we were doing internally. I was giving a lot of technical info, and even airing our own doubts if the project was going to get completed at all. Big thanks to all who’ve had the patience to bear with these “developer confessions”. The new format should be much more player oriented. We will be going through concrete examples of play, the historical context, and how the game mechanics tie everything together. I hope you enjoy it!
If you’ve been reading our previous developer diaries, you’re likely already familiar with some of the key new features in Unity of Command II, like fog of war, HQ intel, and stragglers. Today we’ll show how these new features tie together to form a tight little gameplay loop, that gives an entirely new dimension to the game.
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