Game updates may not occur in the next few months because I am busy with school. This doesn't mean I'm abandoning them! Please keep me updated if there are any urgent bugs through email or Discord.
Armchair Commander: new WW2 campaign! Lots of new levels in the Pacific and more allied missions, ranging from Dunkirk to Midway to the Normandy landings.
Music: new menu music by Lucas Kneipp. Website: www.lucaskneipp.com. If you'd like to see more music by him, comment here or on Discord!
Retro Combat: although no visual changes were made, new server code has been written for online rooms in Asia and North America. Improvements to stability were made and a new server is now used in the US.
Map Wars: A new game is coming! This is a quick 2d rts I made in response to the game I kept getting spammed by on YouTube and Instagram. It's very different (and I think better), because players and AI can only move troops to nearby locations, so wars based on territories can actually be fought (I had to add pathfinding for the AI). There is also a map editor and community maps section if you want to create your own maps.
Although I've previously refused to add city health (citing that this is not a medieval game), I've realized that not having city health means key cities could be easily taken. I'm therefore adding optional city health that's available in the map editor, meaning cities need to have their health go to 0 before an enemy can occupy them. Attacking a garrisoned unit distributes part of the damage to the city health (and goes straight to the city health if there's no garrison). To reflect this update, some maps in the campaign (Siege of Leningrad, Stalingrad, Battle of Berlin, etc etc) now have fortified cities.
Three types of new terrain: railway, village, and industrial complex! Railways have a movement cost of 1 (3 is for plains), meaning your slowest artillery tiles can move across entire maps with railways in just a few turns. Villages generate passive manpower income and industrial complexes (factories) generate passive industry income, and both heal occupying units with 5 health per turn.