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Strategic Command WWII War in Europe

 
Winter Tournament Sign-UpsDec 13, 2024 - Community AnnouncementsThe Winter Tournament for Strategic Command WWII: War in Europe is officially open for sign-ups. This is your chance to test your strategic skills against players from around the globe. Tournament Details The Winter Tournament features three legendary campaigns: 1944 D-Day to Berlin: Lead the final Allied push into Europe or defend the Axis against overwhelming odds. 1943 Operation Citadel: Relive the largest tank battle in history during the Battle of Kursk. 1942 Case Blue: Take command during the German offensive into Southern Russia. Each round gives players 30 days to complete their matches, ensuring enough time to plan, strategize, and execute your moves with precision. Tournament Start Date The competition begins on December 20th. Sign up now and secure your place. Do you have what it takes to emerge victorious? Join the tournament and prove your strategic mastery in Strategic Command WWII: War in Europe. Click here to sign up and have fun.Strategic Command WWII: War in the Pacific - Release date announcedMay 18, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/44914347/05910dc31a8e9eff30c094c63e633ee11e93ee6c.jpg We're thrilled to announce that Strategic Command WWII: War in the Pacific will be out on June 25th. Soon you'll be able to battle through land and sea, commanding the forces of 7 Major powers: Japan, Australia, China, Communist China, USA, UK and USSR. The 1941 Day of Infamy campaign is coming with 36.000 hex map, get ready to re-fight the 20th century's greatest conflict in the Pacific. If you haven't yet, register for the beta, in the meantime you can find a feedback article here. https://store.steampowered.com/news/app/2740080/view/4196868529804365749 Remember to wishlist the game, victory awaits. https://store.steampowered.com/app/2740080/Strategic_Command_WWII_War_in_the_Pacific/Strategic Command WWII: War in Europe - update v1.29.00Jan 11, 2024 - Community AnnouncementsA new update is available for Strategic Command WWII War in Europe. Here is the full changelog: GAME ENGINE - Fixed a disappearing AI unit under rare circumstances (Lothos). - Fixed an introduced transport issue that did not allow land units to transport when adjacent a 'frozen' port that was not convered in ice. - Fixed a MOBILIZATION_4_EVENT error that did not properly structure a DECISION like event that other events could link to (Lothos). - Fixed an issue for AI ai units where they could incorrectly fly over NEUTRAL territory to otherwise strike 'unreachable' target hexes (Lothos). - Fixed a TERRITORY event crash error for when COUNTRY_ID= 0 (Lothos). - Added a new 'windowed mode' in the SETTINGS screen which will allow players to play the game in a moveable window on their desktop. All Campaigns - Added Chapayev and Kalinin as Soviet Light Cruiser names to all foreign language files (Machredsch).Strategic Command WWII: War in Europe - Summer Conquest TournamentJul 10, 2023 - Community AnnouncementsA new official tournament for Strategic Command WWII: War in Europe is about to begin. Take on other players and play both sides to see who will come out on top in three maps. Every map will cover one round, each lasting 45 days. The Strategic Command WWII: War in Europe -  Summer Conquest Tournament will start on July 17th 2023 at 01.00 GMT. - 1944 - D-Day to Berlin - The war is now progressing in favor of the Allies and the time has come to defeat the Reich. On to Berlin! - 1942 - Case Blue - The Soviet Union has been weakened, but not defeated, during its first year at war. Can the Axis win a victory in the east before the USA becomes a major factor in the war? - 1941 - Operation Barbarossa - The Axis turn their attentions once again to the east. Will the Red Army's stubborn defence ultimately lead to the downfall of the Axis? If you’re not familiar with Slitherine’s PBEM system, here’s how it works: the system will pair you with opponents and create your PBEM games for you automatically. You will be notified by mail of when the tournament is starting and when it is time to play your turns. The tournament follows the Swiss Tournament rules. Sign up for the Summer Conquest Tournament to test your skills and climb the leaderboard! All you need to do is own the game and opt in here. Have fun! https://store.steampowered.com/app/593030/Strategic_Command_WWII_War_in_Europe/Strategic Command WWII: War in Europe - v1.27.00Jun 1, 2023 - Community AnnouncementsA new update is available for Strategic Command WWII: War in Europe. Here is the full changelog: GAME ENGINE - Fixed an upgrade tool error that would sometimes allow you to upgrade resources beyond available MPPs (Jkap). - Fixed a unit movement error that did not fully update territorial control. All Campaigns - Coastal Guns' Naval Defense value increased from zero to one (Mithrilotter).Strategic Command WWII: War in Europe - v1.26.00May 18, 2023 - Community AnnouncementsA new update is available for Strategic Command WWII: War in Europe. Here is the full changelog: GAME ENGINE - Fixed an issue with HQ attachments and the associated HQ ratings and experiences that could be lost under rare circumstances (Chernobyl). - Fixed a FREE UNIT error that led to unattackable units if they formed on surrendered and occupied territory and assigned to a Major that was not yet fully mobilized and belligerent (klschult). - Fixed an error that did not have AI controlled Minors properly upgrade when they could (Elessar2). - Fixed an issue where subs that dove after an air unit attack did not always remain hidden (Mithrilotter). - Fixed a National Morale bars drawing error when new Majors are created via a SURRENDER event (Lothos). - Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after a swap (Soulcollector). - Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after an attack (Spitfireca). - Fixed a rare PBEM++ crash error (DethMorgaw). - Fixed a Research Costs Refund error for games that have RESEARCH disabled (Beriand). - Fixed a controlled movement error that would lead to a CTD when attempting to move over top of a sub that is hidden under a fully visible sea hex (Mithrilotter). - Fixed an AI sub raiding error that had subs navigate towards active enemy convoy lines where they are not yet belligerent with the recipient nation (Lothos). - Fixed an error that would incorrectly reveal silent subs during any type of replay under FoW if they have not yet been spotted (OldCrowBalthazor). - Fixed an error where disabled resource upgrades were still able to upgrade (Lothos). - Fixed an automatic preparation for war error that would lead to a CTD under rare circumstances (Yvan1326). - Fixed a Special Forces amphibious embarkation issue that now has SF focus on available ports and adjacent hexes next to ports before other available embarkation hexes (kjgokc2007, petedalby). - Fixed a CTD that may occur when using either the sleep, upgrade or reinforce tool and then clicking the prev/next unit buttons (Surt). - Fixed an AI Transport error that would have AI transports at less than 50% strength possibly embark and then immediately return to port (Lothos). - Fixed a rare pathfinding error that led to an in game freeze (Von Hugo). - Fixed an AI turn sub diving error that did not properly hide player control subs from the AI after a dive (Mithrilotter). - Fixed an issue where towns would sometimes change control, despite not entering or formally gaining control of the town, after being attacked by a unit that moved first before attacking (Chernobyl). - Rebasing an air unit lowers its spotting range in half, and rebased air units can no longer swap with an adjacent unit (Elessar2, Duedman). - Air units in fog/rain, snow or sandstorm weather will now have their spotting range reduced to 1 hex (Lothos). - Air units that attack a unit in fog/rain, snow or sandstorm we...Strategic Command WWII: War in Europe v.1.25.00 UpdateSep 21, 2022 - Community AnnouncementsA new update is available for Strategic Command WWII: War in Europe Here is the full changelog: GAME ENGINE - Fixed a FoW unit reveal error when a hidden enemy unit is adjacent to a Land + Sea hex (BPINisBACK). - Fixed an end of turn port control determination error for when adjacent enemy units are present, now it correctly only checks for adjacent enemy resources (boudi). - Fixed a strike range estimated combat losses error that would show estimated losses for targets that could not be attacked due to poor weather effects (Mithrilotter). - Fixed a neutral Major AI TRANSPORT script issue when attempting to transport to a friendly minor that is also active but not yet in the war, e.g. Italy to Libya (Lothos). - Fixed a PURCHASE UNITS screen partial text display error (gwgardner). - Fixed a rare PBEM++ save turn error (hansondavid4). - Fixed an intelligence spotting report location information error for naval units when in spotted in port (Armuss). - Fixed a reverse order bug for the cumulative summaries screen accessed via the 'L' hotkey (gwgardner). - Fixed a bug that had could have Long Range Transports unload with supply = 11 (Bill Runacre). - Fixed an HQ attachment range highlight error that did not properly reach all proper in range positions (LoneRunner). - Fixed a FoW reveal error for enemy naval units hidden on neutral Major coastlines (Bavre). - Windows scaling is now detected and reported in the SETTINGS screen, and listed resolutions will be relative to the current scaling setting as well. - Subs can now dive up to 4 hexes away if applicable (Elesar2). - AI Subs in Silent mode will no longer naval cruise (Lothos). - Penalties/Bonuses will now check resources before terrain if a unit is on a terrain and resource hex (OxfordGuy3). - Air units can now recon and attack in bad weather, all attacks in bad weather will be at 50% effectiveness. - Special Forces can now amphibiously transport at damaged ports that are less than strength 5 (Mithrilotter). - Subs that are at strength = 1, and then dive and lose a strength point and are subsequently lost, will now be properly reported as lost in the LOSSES screen (mdsmall). - Map will now center of the Capital of any country that is preparing for war, or if they have entered the war. - Maxed out research categories will now have any remaining research chits automatically reclaimed and MPP funds returned at 50% to the player. - Mouse hovering over major rives now shows a +1 movement penalty in the Operational information panel (Professor Von-Wulfen). EDITOR - Fixed an issue that did not allow some AI scripts to use any #GOAL_POSITION with an x value = 0 (Lothos). All Campaigns - Updated the script headers to better explain the #AI= Values range settings (Lothos). - Updated the Guard script headers relating to the first #FRIENDLY_POSITION (Lothos). - National Morale script templates updated to say #COUNTRY_ID= Country ID associated with this event (this is the country that will either benefit or be ...Strategic Command WWII: War in Europe - v1.24.00 UpdateFeb 4, 2022 - Community AnnouncementsA new patch is now available for Strategic Command WWII: War in Europe. Check out the full changelog below: Strategic Command WWII: War in Europe v1.24.00 GAME ENGINE - Fixed an issue where PBEM++ Tournament scores were not preserved when saving progress mid turn. Scores would then only re-appear after ending the turn (Ajunta Pall). - Fixed a UNIT production queue placement issue for the AI that would sometimes place an HQ adjacent to enemy units when better alternative positions were available (Josef Steppan) - Fixed a controlled movement error where the unit would not move the full range of hexes in some cases (Laurenz) - Fixed a controlled movement error where the unit would move its full range of hexes but not record any action point cost (Laurenz) - Fixed another retreat error that did not have units retreat as optimally away from enemy units as they should (havoc1371) - Fixed a rare (usually a first turn issue but only if the script exists) combat error where any AI units that moved into place via GUARD scripts did not record that they had 'moved', providing a blitz attack bonus for these units (Illbeard) - Fixed a combat NM calcuation error for when a defending unit is attacked in port, the attacker no longer loses NM when the attacker does not suffer a strength point loss (Checksumchecks) - Fixed a Production Lost error for when a country surrenders and moves its Government to a new country - Fixed a Research log error that did not properly display the research advancements and progression of your side under Fog of War - Fixed a 'shattered' from combat calculation error that did not update HQ experience, National Morale and MPPs graphs values (Checksumchecks) - AI Medium Bombers will now attack in a sequence prior to AI Tactical Bombers (SittingDuck). EDITOR - Fixed an issue where Minor nations could not be set for DECISION event COUNTRY_ID values as it would throw an incorrect script compilation error (SittingDuck). - Fixed an error when reorganizing Major Country IDs that did not properly update any applicably affected transport units (The Land) - Fixed an error when reorganizing Major Country IDs that resulted in a CTD when shifting a major to the minor list (The Land) All Campaigns - Corrected the Production Delay in all campaigns to be set to Months, and have also amended Shock Armies to 4 in the Turns setting (Will952). - Changed the Weather Zones of hexes 232,83 233,83 234,83 235,83 236,84 237,84 238,85 239,85 (north and east of Stalingrad) so that they are now in the same Weather Zone as Stalingrad (BigJohn). 1939 and 1940 Campaigns - Changed the Mobilization_2 script #NAME= Collapse of Belgium (Italy->Axis) to be a one time event. To compensate for this, the script #NAME= Collapse of France (Italy->Axis) will now fire when there are 2 Axis units within 3 hexes of Paris - previously it was triggered by 1 Axis unit within 1 hex of Paris (redrum68). 1939; 1940 and 1941 Campaigns - An Axis declaration of war on the USSR will now redu...Strategic Command WWII: War in Europe - v1.23.00 UpdateNov 22, 2021 - Community AnnouncementsA new patch is now available for Strategic Command WWII: War in Europe. Check out the full changelog below: GAME ENGINE - Fixed an issue where active convoy calculations were performed prior to resource strength calculations, which could incorrectly result in some convoys showing as invalid, due to a weakened port, prior to the final resource strength updates (Mithilotter). - Fixed an issue where renaming your HQ in the PURCHASE screen would not remove the originally named HQ from the list (ArcturusRising). - Fixed an issue where a SURRENDER_2 event would incorrectly remove a friendly unit relative to the event recipient ID when located in the capital (petedalby). - Removed the GDI+ installed check at runtime. EDITOR - Frozen weather zone data for Sea Effects can now be amended (no longer locked in) for Winter and Late Winter settings. 1940 and 1942 Campaigns - Fixed the Loop text for travel from the US to the Red Sea and Persian Gulf to display the correct length of turns the journey will take (Duedman). 1943 Campaign - USSR now starts with a chit invested in Mobility research (Mithrilotter).Strategic Command WWII: War in Europe - v1.21.01 UpdateJun 18, 2021 - Community AnnouncementsA new patch is now available for Strategic Command WWII: War in Europe. Check out the full changelog. GAME ENGINE Changes - Fixed a display error when navigating through the strategic menu options, e.g. War Map, Purchase Units etc, on displays with Strategic Command WWII: War in Europe - v1.21.00 UpdateApr 21, 2021 - Community AnnouncementsAn update is now available for Strategic Command WWII: War in Europe. Check out the full changelog below. GAME ENGINE CHANGES - Fixed a controlled unit movement error that led to a CTD when attempting to end the move along several hidden enemy units (EQFL_Sapare). - Fixed an error that did not properly allow Kamikaze attacks to damage adjacent enemy units. Normally a Kamikaze attack has a 25% chance of also damaging an adjacent naval unit by 1 strength point. - Fixed an outstanding issue that still did not allow some Free units to upgrade relative to their current controlling major nation (Gilber). - Fixed an issue where upon surrender, FREE naval units were being bumped out of non surrendering territorial ports (Gilber). - Fixed an Amphibious Transport error that did not reduce movement action points when the amphibious transport moved adjacent to an enemy capital ship that then attacked it (EQFL_Sapare). - Fixed a rare CTD that would occur when attempting to place a new unit right at the start of your turn. - Fixed an issue where Special Forces amphibious transports would auto load into a dead end Land + Sea enemy hex (rocketman71). - Fixed an error where Subs caught in ice could increase their action points > 1 by switching modes (APrusty). - Fixed an error where if a Transport unit was selected, the Operational Action buttons would sometimes not be clickable (ruskicanuk). - Fixed an error that prevented Axis players from being able to shift the Murmansk convoy to Arkhangelsk when cutting off the applicable rail line running from Murmansk to Belomorsk (Aprusty). - Fixed an error where the game engine would incorrectly move a currently occupied capital to its previous location if liberated. Now the capital will not move back unless the current capital is also liberated (EQFL_Sapare). - Purchase screen no longer has a unit pre-selected to help avoid accidental purchases when clicking the Purchase or Production button (rocketman71). - Mods with zero cost units can now have units upgraded and purchased (stalkerbrumikcz). - Enemy targets and estimated losses for fully visible units/resources can now be highlighted when selecting a friendly unit to attack via the OPTIONS->ADVANCED settings. - Units can now be put to sleep for one turn via the Sleep Tool mouse hover and pressing the space bar instead of a left mouse button click (EQFL_Sapare). - Units set to sleep will now also be skipped by the AI when it is controlling friendly countries and units on your turn (EQFL_Sapare). - Left mouse button click will still perform the regular 'sleep' function. - Units set to sleep for one turn will have this indicated with a black dot instead of a white dot which indicates regular 'sleep'. - Naval units can now have a maximum supply that matches the max port strength providing supply, previously naval units were capped at 10 supply even if a port provided 12 supply. All other naval supply rules remain the same, e.g. a 5 strength port can still provide maximum ...Strategic Command WWII: War in Europe - Major Update (v.1.20.00)Feb 25, 2021 - Community AnnouncementsWe have a released a new majoir update for Strategic Command WWII: War in Europe. A new community campaign has been added to the community pack, along with many updates and improvements. 1940 Sickle Cut The Sickle Cut Map campaign been added to the community pack. As the French Army waits behind the vaunted Maginot Line, Manstein's Plan will see the Germans invade from an unexpected direction. {STEAM_CLAN_IMAGE}/28911988/7982cc28032aabf096e0474da8b327d56443f063.png {STEAM_CLAN_IMAGE}/28911988/fc44bb689dcdde0e6e361dc467cead5c26dfe0aa.png FULL CHANGELOG GAME ENGINE CHANGES • Fixed a NEW UNITS screen error that kept the OK button appearing as disabled even though it is enabled and clickable (sschnar1). • Fixed an error where Armoured trains did not automatically provoke counter artillery fire that were in defensive range (Will952). • Fixed some localization issues for Multiplayer games that were not translating properly between players in different languages (EarlyDoors). • Fixed a resource supply/strength calculation error that did not see Minor controlled Primary/Industrial resources drop in strength when cut by rail to a Major Primary/Industrial supply source (mdsmall). • Fixed a PBEM++ tournament game 'Save' and 'Quit' error that would end in a CTD. • Fixed an isse that did not properly indicate that an artillery is no longer able to move or attack after an upgrade or reinforcement (Tanaka). • Fixed an error in 'objective' based scenarios/campaigns where the wrong hex control was assigned for occupied but then liberated hexes. • Fixed a naval combat error that did not properly have naval units demoralizing other naval units whenever applicable (Gilber). • Fixed an AI purchase animation error that had it CTD when purchasing and replacing destroyed Carrier units (Ason). • Fixed a bottom edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (Chernobyl, OldCrowBalthazor). • Fixed an HQ attachment range helper highlight that did not always match up with the actual attachment range (Pocus). • Fixed an Engineers/Paratroops error that kept them in Fortification/Prepare mode after being forced to retreat (ElvisJJonesRambo). • Fixed a Purchase Unit screen error that did not list the correct country unit information when coming back from the Production screen and having switched countries. • Fixed a Purchase Unit error that did not allow you to place Italian units in Sicily (Will952). • Fixed a Carrier interception error that did not apply its current research level to the intercepting aircraft (Gilber). • Free units from minor nations will now be able to upgrade relative to their current controlling major nation, previously they could not because consideration was still relative to their original parent nation (Gilber). • Players can now switch between the strategic menu options without having to close the current window, e.g. switch back and forth directly from Diplomacy to Research, to Purcahse Units etc (US...Version 1.18.00 now liveAug 12, 2020 - Community AnnouncementsGAME ENGINE CHANGES Fixed an end of turn MPP summary error that did not correctly list all summary items such as convoy and decision event additions/deductions (Sparky0565). Fixed a Transport error that did not allow you to unload if in a friendly port but without any remaining action points (Dalwin). Fixed a combat morale recalculation error that in some cases incorrectly increased a defenders morale (pjg100, HamburgerMeat). Fixed a transport unload error that would sometimes freeze the rest of the in game interface. Fixed a unit operation error that did not allow units to transport past Sicily or Istanbul where there was a Land + Sea connection. Fixed an AI Amphibious Transport land and unload error that led to an infinite loop and CTD (coloradoviejo). Fixed an incorrect PBEM++ send message screen heading text error (Aussiematto). Fixed a surprise enemy contact error that did not reduce remaining action points by the distance the unit had moved (El_Condoro, crispy131313) Fixed a PBEM++ winning side error when a player has not resigned and the game has reached its victory script conclusion. Fixed a weather error that was incorrectly preventing Carriers from attacking some targets despite the Carrier otherwise seeming to have clear weather from its attacking hex (MBB). Added new functionality for POPUP script #DATE fields and #CONDITION_POSITION fields. See Templates\Events POPUP.txt for more details in the NOTES section of the header. Added new functionality for any EVENT script that uses the #CONDITION_POSITION field. See Templates\Events for more details in the NOTES section of the header of the applicable files. Added a new 'Hide/Show Map Information' button to the Operational Management area of the in game interface. Added mouse hover information for map convoys. Added mouse hover 'Undersupplied' air unit information text. Added mouse hover text and symbol sprite drawing capability for POPUP and SUPPLY events. Refer to the event note headers for more details. Added mouse hover Fortification completion date for Engineers that are preparing a fortification as well as in the unit information panel (splashell). Naval retreats will now consider and look for empty friendly ports to retreat to if applicable, except for those ports with enemy land units already adjacent to them (scott). Map will now re-center during animated replays of last turn moves if any action would otherwise occur over the bottom interface area (scott). All Campaigns Germany's base HQ Build Limit increased from 6 to 7 (Sugar). The London Home Guard may now mobilize in response to Axis Amphibious Transports approaching the UK coast near London. Volkssturm In Königsberg may now mobilize in response to approaching Allied Amphibious Transports. USSR scorched earth settings changed from 30 -> 50%, to 40 -> 50% for Settlements, Towns and Fortified Towns (Taifun). Unit script header text relating to '#DISPLAY_TURN=' updated. 1939 and 1940 Campaigns Mobilization_2 scripts for Finland ...Update Version 1.16.03Aug 28, 2019 - Community AnnouncementsHi everybody! Strategic Command WWII: War in Europe has been updated to version Version 1.16.03, and it's huge! Check the changelog below: Game Engine Changes/Fixes • fixed a HOTSEAT password issue that kept asking for a NEW PASSWORD. • fixed a STRENGTH script handling error that did not reduce unit morale as expected. • fixed a PBEM++ resign game error that did not allow their opponent to subseqently view the turn. • fixed a combat calculation error that in some cases incorrectly boosted attack result values too high against zero supply or zero morale units. • fixed an issue where under supplied Air units were in some cases incorrectly being indicated by a purple hatch despite being unable to attach to a more optimal HQ in the area. • fixed a NEW UNITS placement error that would in a rare case not list the correct placement hexes for a minor unit. • fixed a PBEM++ Lobby error that would lead to a CTD when the 'Play' button was clicked and • there were no current games being listed. • fixed a Research calculation error that would in some rare cases lead to no advancemets when • there should be some for a particular category. • fixed a Sub damage and dive error that resulted in Subs regaining their lost strength after diving. • fixed a HOTSEAT game error that did not always launch start of turn DECISION events from saved turns. • fixed a renaming of a Transport unit error that did not preserve the amended name. • all Majors now have their spotting ranges, for land, air and resources, reduced to a range of 1 hex until they are fully mobilized. • optimized AI land combat calculations to dramatically improve AI speed here by up to 75% when • there are a lot of land units on the map later in the war. • HOTSEAT games now have the option to view a replay of your opponent's last turn. • MOD packages that include modified Media folder items will now also be read and loaded by the game. • a more informative ZOC highlight is now visible on the map when a unit is selected and enemy ZOC hampers forward movement. • SETTINGS screen now allows players to change screen resolutions. • improved AI unit swapping for more optimal combat attack combinations. • Research screen will now indicate the expected advancement range including all applicable • bonuses when mouse hovering over the location where a chit is applied. This is only shown when • Fog of War is not selected. • Research Breakthroughs can now happen at any time, 45% threshold no longer applies, and the breakthrough range is increased from 15-25% from 10-20% • Spying and Intelligence research bonus can now only be negated by a higher value from fully mobilized enemy Major, i.e. pre war USSR cannot negate the German bonus. • Spying and Intelligence research bonus can now only be decreased by a value from a fully mobilized enemy Major, i.e. pre war USSR cannot decrease the German bonus. • Spying and Intelligence research bonus for a non mobilized Major, can no longer be affected in any way by a mobilized Maj...The Panzerfaust UpdateMay 2, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28911988/a2364fe6073c74d0268b50d9db8c487fbf06e4a4.jpg The third official update of Strategic Command WWII: War in Europe is finally available for download. After the “Garand” and “Gewehr” updates, we are very proud to release the “Panzerfaust Update”, and there are many reasons to be excited about it. This Update is truly massive, touching hundreds of game elements, bringing the game to its highest level. NOTE: Before proceeding to download the update and to the changelog below, there are three important things to notice. 1) The first is that all the changes and updates previously released for World at War are now in place for War in Europe as Well. This has been a major effort and we’d like to thank the developer for the constant great support on the game. 2) Previously saved games against the AI or in Hotseat will not be compatible with the Panzerfaust Update. Do not update until you have completed your games in progress. 3) The third important element to know is about PBEM. With the Panzerfaust Update current PBEM matches won’t be compatible with the latest version so, if you have important battles going on, our advice is to not update until you have completed the session. You’ll have 3 months to play your multiplayer session after which we would turn off PBEM support for older versions. If you are playing a Steam version, the update to the latest version is automatic, however if you prefer to continue playing for now with the older v1.15.02 version, you can downgrade via the beta branch and you’ll be able to keep playing you sessions in there. To downgrade, simply right click on the game in your Steam library, click on Properties->Beta and then select the applicable legacy version in the Beta dropdown list. But let’s not waste any time further and jump straight into the Panzerfaust Update! You can check the full changelog hereStrategic Command v1.15 Update is available!Aug 28, 2018 - Community AnnouncementsStrategic Command WWII: War in Europe has been updated to version 1.15! - fixed a PBEM++ game error that would sometimes record the wrong winner once the game was over. - fixed a HQ linking issue whereby HQs that were linked and had their regular supply increased while their distribution supply value remain unchanged, will now be able to link to another HQ even though they had their regular supply increased from 3 or 4 to 5. - fixed a combat experience issue where ground or naval units that caused the shattering of a defender did not collect any experience for doing so. - fixed a UNIT script error that had AI events firing incorrectly during AI games and when players had switched sides mid game. - fixed a PURCHASE UNIT error that did not set recently purchased naval units to arrive at a supply value of 10. - fixed a rare close playing sound error that would lead to a CTD. - fixed a unit movement error that would sometimes not reveal the proper fog of war for adjacent units, i.e. Partial reveal instead of Full. - fixed an ADD_UNIT= 2 flag error for PARTISAN events - Amphibious Transports are no longer able to move 1 AP when embarking unless they have achieved at least Amphibious Warfare Level-1. - +/- 1 combat results modifier will now only apply to units that have an attack/defend value > 0, e.g a naval unit attacks land units with an attack value of 0, so defending land units will now no longer have the +/- 1 combat results modifier applied. - +/- 1 combat results modifier will no longer be applied to defender losses if the calculated defender losses would be greater than the remaining defender unit strength, i.e. unit will be beyond destroyed. - unit count totals in the Reports screen will now include units in a naval loop.Strategic Command 1.14 Update Available!Jun 27, 2018 - Community AnnouncementsHi Everyone! Strategic Command WWII: War in Europe has been updated to version 1.14! Please read the following changelog for full information on the changes contained within this update. Changelog - fixed a DECISION firing error that caused some events to fire in the wrong sequence during a surrender DECISION event. - fixed a reinforce or upgrade tool error that would sometimes reset the desired reinforce or upgrade highlight setting. - fixed a bug where air units were being re-assigned to more optimal supply HQs even though their current attachment was to an HQ set to Manual attachment mode. CAMPAIGNS - MOBILIZATION_1 script entitled #NAME= USSR DoW On Persia (Syria->Axis) corrected to have the correct Country_ID and also for the name section of that and many other scripts to say "Allies DoW On..." rather than "USSR DoW On" (sPzAbt653). - SURRENDER_2 script entitled #NAME= AXIS AI: Germany Occupies Luxembourg (100%) removed (sPzAbt653). - UNIT scripts for De Lattre de Tassigny amended to Lattre de Tassigny to prevent duplication (Derikuk). We hope you enjoy!Strategic Command 1.13 UpdateJun 1, 2018 - Community AnnouncementsThis update brings in lots of amendments to the campaigns, as well as a number of fixes. Please see the changelog below for the full list of changes. -Fixed an exploit where if you turned on/off Weather it would re-apply maximum AP to any partially moved units. -Fixed a RESOURCE strength calculation error that should have seen strength reduced when 2 enemy adjacent units were present. This did not happen if a player set a friendly MAJOR country to be controlled by the AI. -Fixed a DECISION firing event error that did not see some end of the turn DECISIONS fire when a country was surrendering. -Fixed a Submarine diving error that could possibly have the Sub dive off the accessible area of the map. -Fixed a PBEM++ replay error that would sometimes show the wrong weather during the replay. -Fixed an additional port control bug where there are multiple ports adjacent to a town/city and one port could switch over to the same control of the town/city but wasn't at the end of a turn. -Fixed a rare CTD when moving or attempting to move units at the very top of the screen and under the strategic menu buttons located in the top middle of the screen. -Fixed a sub diving display error that showed the new location of the sub prior to it diving when playing against the AI and during the AI turn. -Fixed an AI Transport unit error that had the AI unloading Transports from Ports at strength 5, Italy 3 -> 2. -Medium Bomber Build Limited increased: USA, USSR and Germany 3 -> 4, Italy 1 -> 2. -The USSR now starts with 1 chit invested in Anti-Tank Weapons in the 1939 campaign, and level 1 in the 1940 campaign. -The cost of Diplomacy against a Major Power has been increased from 150 to 175 MPPs. -MOBILIZATION_1 scripts amended to severely increase the penalties for an Axis declaration of war against Algeria: Vichy France, Tunisia and Syria will now swing 40-55% towards the Allies (it was previously 10-15% for the first two, and 20-35% for Syria). -Additionally, a new MOBILIZATION_1 script has been added so that the USA will now swing 8-15% towards the Allies if the Axis declare war on Algeria. -MOBILIZATION_1 script amended so that an Axis declaration of war against Yugoslavia will now swing Greece 30-45% towards the Allies (it was previously 10-15%). -Pro-Allied Algerian UNIT script amended for when they join the Allies so that their Corps will deploy at strength 5 rather than 3. -Spain must now have a pro-Axis leaning of 60% for DE 603 to fire. -English and French language 1939 and 1940 campaigns corrected to ensure that the Half Strength Fighter arriving in the UK's Production Queue in August 1940 arrives with no research. -Country ID corrected to Greece in the STRENGTH scripts #NAME= Greek Morale Is Boosted By The Presence Of British Troops In Greece, #NAME= Greek Morale Is Boosted By The Presence Of British Or US Troops In Greece -In the Mobilization_1 scripts entitled #NAME= Axis DoW on Yugoslavia (Greece->Allies), #CONDITION= 120 changed to #CONDITION= 120 . -C...Strategic Command WWII: War in Europe v1.12.02 Beta availableApr 18, 2018 - Community AnnouncementsWe have a new Beta update for Strategic Command WWII War in Europe If you would like to try the patch you will need to access the beta branch To do this - * Find the game in your steam library * Right click on it and select properties * Go to the betas tab * From the drop down select the "beta - openbeta" option * An update (BuildID: 2695519) will queue and once ready you can run the beta *Go to the local files tab and 'Verify integrity of game files' To return to your normal version * Repeat the process but select the "Opt out of Betas" option on the drop down menu v1.12.02 changelog -Fixed a Submarine diving error that could possibly have the Sub dive off the accessible area of the map. -Fixed a PBEM++ replay error that would sometimes show the wrong weather during the replay. -A major power that is not yet at 100% mobilization will no longer have its research levels apply to the catch up bonus if applicable. -Fighters and Carriers in Fighter mode will now have their escorts reduced by 1 point when performing a recon or any other fighter sweep. Campaigns -The Neva River south of Leningrad converted from a River to a Major River to make it easier to defend the city. -Tactical Bomber Build Limits reduced: USA, USSR and Germany 6 ? 5, Italy 3 ? 2. -Medium Bomber Build Limited increased: USA, USSR and Germany 3 ? 4, Italy 1 ? 2. -The USSR now starts with 1 chit invested in Anti-Tank Weapons in the 1939 campaign, and level 1 in the 1940 campaign. -The cost of Diplomacy against a Major Power has been increased from 150 to 175 MPPs. -MOBILIZATION_1 scripts amended to severely increase the penalties for an Axis declaration of war against Algeria: Vichy France, Tunisia and Syria will now swing 40-55% towards the Allies (it was previously 10-15% for the first two, and 20-35% for Syria). -Additionally, a new MOBILIZATION_1 script has been added so that the USA will now swing 8-15% towards the Allies if the Axis declare war on Algeria. -MOBILIZATION_1 script amended so that an Axis declaration of war against Yugoslavia will now swing Greece 30-45% towards the Allies (it was previously 10-15%). -Pro-Allied Algerian UNIT script amended for when they join the Allies so that their Corps will deploy at strength 5 rather than 3. -Spain must now have a pro-Axis leaning of 60% for DE 603 to fire. Happy Gaming!Strategic Command v1.11 "Speed Increase" version now availableJan 16, 2018 - Community AnnouncementsHello Everyone After many weeks of testing we are pleased to say that Strategic Command v1.11 is now available. Whilst this includes a number of updates and fixes to the game and campaigns we would really like to draw your attention to the speed increases this offers thanks to the notable improvements Fury have made to AI processing and Event handling The full change list is listed here : http://www.matrixgames.com/forums/fb.asp?m=4419907 but 1.11 also includes fixes for ASW and subs diving, when friendly counties join you side and various other bugs and glitches. We'd also like to draw your attention to the recap of the supply rule revisions made since the first major changes in v1.04 (listed below) v1.11 is compatible with save games from v1.10 (and earlier versions back to 1.04) Supply & HQ Rules Recap HQ distribution supply has been changed to the following: - HQ supply = 3 and 5 will have a distribution supply value of 10. - HQs can now only be linked if the first HQ has a supply value >= 3. - the HQ to be linked must have a supply value