Summary
This update look much longer than we anticipated, both because there was so much we wanted to add but also because we needed to redo some parts of the game to fix some bugs and issues. We've focused both on adding new content and making the game more enjoyable to play. Some highlights are the new shotgun, new pistol reload, and night vision on the sniper scope.
We've increased the depth in the game by adding a new boss that can spawn from wave 25 onwards, a tank. Also we've added a logistics system that means your engineer will supply ammo to your soliders. This is very watered down for the moment as there is no ability to micromanage the engineer. Expect this to become more important later in development.
Known issues
- Possible performance issues with AMD GPUs. Possible workaround is to lower texture settings and resolution scale.
- Game may be more demanding while firing. If you notice frame lag while firing, try lowering resolution scale and/or AA slightly.
General
- NEW: Added field medic and field engineer tents. These act as placeable rally points/defence for one medic or engineer.
- NEW: Friendly units now run out of ammo, and will be automatically resupplied by your engineers.
- NEW: Entry markers when placing structures lets you know where soldiers will enter from.
- NEW: Machine Gun Emplacement model with camo netting.
- NEW: Reloadable 8-round shotgun with new model.
- NEW: Added night vision toggle to sniper. Toggleable using the R controller trackpad left/right.
- NEW: Engineers are now equipped with shotguns & will fire at nearby enemies.
- NEW: New pistol model with animated slide & magazine reload.
- NEW: Command Point now shows info UI when you hover over it.
- CHANGED: Command Point now has more health & fire scales based on current damage.
Bugs
- FIXED: Game audio stops playing when game out of focus. Now game audio will continue playing when not in focus.
- FIXED: Hard to tell if you are selecting a building or point on ground. Replaced edge highlighting with transparent collider bounds to make object size clear.
- FIXED: Hard to select a specific unit/building when they are close together. New system for selection has been implemented.
- FIXED: Difficult to select buildings have to select geometry directly. Changed to large sphere/box colliders to make it easy to select.
- FIXED: Mounted machine gun not saving its state when leaving possession.
- FIXED: Commander ability cooldowns being started when you buy the ability, not when you use it.
- FIXED: Engineer particles visible at 0,0 at end of construction.
- FIXED: Units being able to shoot their own defences.
- FIXED: Distance sniper bolt needs to travel before game thinks you've pulled the bolt back/ pushed the bolt forward.
- FIXED: Strafing run helicopter not having the correct material.
- FIXED: Medics not reviving dead friendly units properly.
- FIXED: Units getting stuck in level buildings when spawned.
- FIXED: M16 and Pistol casings being ejected at the wrong rotation & force.
- FIXED: Giant "Unassigned" markers hover in the sky above ground assigned positions. Removed these, they were viewable if you looked straight up after assigning units to ground.
- FIXED: Lightmaps very low resolution for city buildings and the port map. These have been increased.
Next Update
We are going to keep a keen eye out for bugs on this update and will hotfix if necessary. Virgil has nearly finished an amazing canyon map, I'm still plodding away on the beach (DDay) map. We're going to focus on some refactoring this coming week to improve our approach to weapons, so that we can be ready to add upgrades and allow more unique weapons for your soldiers to use.