Category: Pixel Soldiers The Great War

Recently I’ve mainly been rebuilding the engine. Some of you might know that I’m not using a third-party game engine. I’ve built the engine myself, crafted especially for the Pixel Soldiers games! The rebuild will mean I should be able to release updates, new features and games faster than before. While the rebuild is in progress I hope to still make some releases.

Coming up next: an update for Pixel Soldiers: The Great War. Here’s what to expect…

An update for Pixel Soldiers: The Great War, with a whole bunch of changes, is available on the Google Play Store! Special thanks to Tecumseh on the forum, and Emilio for their suggestions. See below for a list of changes.

1.02 Change Log
*Hold Order added: The hold order commands the unit to hold its current position until the next turn. The unit can still be given orders if you change your mind. After giving a hold order, the next unmoved unit will be selected.
*Fast forward AI turns: Tap the screen to fast forward AI turns. Tap again to return to normal speed.
*Gallipoli and Verdun unit placement and reinforcements redesigned
*Tweaks and minor fixes to other scenarios
*Indians and Gurkhas available in sandbox and Gallipoli
*Troopship landings unselecting units issue fixed
*AI will no longer charge from a good position to a bad one
*AI logic more quicker and efficient
*Terrain defence text in the top left now takes trench defence into account
*Sound tweaks
*Minor graphic tweaks
*Briefings updated

Pixel Soldiers: The Great War has just been updated with a sandbox mode and more! (see below) Download the update HERE.

New to sandbox: Winchester! First seen in the Gettysburg Grand Campaign, the second battle of Winchester was a three day battle on a huge battlefield covered in forts and defensive terrain. The attacker will either need to be very cunning or the defending player should be handicapped for this one!

New units have been added, unit sprites updated and a new unit type: assault infantry, is available in sandbox and later scenarios in the campaign. Assault infantry are armed with submachine guns and melee weapons, making them powerful at attacking and charging enemy trenches. Like tanks, assault infantry may still attack even if they land on a barbed wire square during their turn. However, they have a limited range so you will need to keep them supported.

New countries have also been added. Italian and U.S. troops are available in sandbox mode (thanks to William for this request!). The U.S. troops have assault infantry that are modeled on the Harlem Hellfighters.

Most of the campaign scenarios have been tweaked and new units added to them (including Romanian veteran infantry).

Unit stats have been modified. For example Russians have a bonus in close combat, but are lacking when it comes to shooting.

I wanted to clarify trench defence in the tutorial. It now tells you that trench squares add 8% defence per trench level. If a trench is maxed out to level 6, the defence is 48%.

Happy 2017 everyone! Hope you all had a great time doing whatever it was you were doing. I’ll soon be updating Pixel Soldiers: The Great War with a sandbox mode. Before I do, I’d like to ask you for help in choosing the maps to be added to sandbox. Which map in this game or a previous Pixel Soldiers game would you like to see added to sandbox? Let me know!