Rusted Warfare - RTS

Rusted Warfare - RTS 1.11

Version
1.11
Version Date
Sept. 23, 2017
Links

Patch Notes

Major release - v1.11 (Replays, new mechs, lots of optimisations, etc)

-New Multiplayer Replays!
–Watch recorded multiplayer games at up to 64x speed
–You can create saves at any point in a replay to start a new multiplayer game from or edit in sandbox
-3 new mechs
–Mobile Turret - Deploys for extra range and a shield
–Artillery Mech - Long range, can move while firing
–Minigun Mech - Fast firing, speeds up as it fires
-New mission: 'Spider battle' (Note: this is a fun setup in multiplayer!)
-List of all selected units showed in the side bar (left click: select only that type, right click: unselect that type)
-Lots of path finding optimisations
–Solved paths are shared between clients to reduce load
–Units are more responsive to new orders in multiplayer
–Spamming orders shouldn't make your units pause movement in multiplayer
-Dynamic step rate in multiplayer to allow smoother games
-UI system has been optimised.
–Lobby screen with 100s of servers should no longer drop framerate.
-Nerf to light/heavy hovertank units, missile airship
-Buff to sea units to better survive fights vs hovertanks
-Mech factory can no longer build light/heavy hovertanks
-Large mechs now use 2 transport slots
-Plasma mech rechanges 15% faster
-Added 'disablePassiveTargeting', 'action_X_addEnergy' for modders to better create custom nuclear silo like buildings/units
-Leg positions on units better saved and synced
-Survive waves stop after being defeated
-Shield information shown under unit HP text
-List of selected units shown on PC
-Old chat log messages shown when menu is shown
-Better icons shown when zoomed out
-Send '.share off' and '.share on' in multiplayer to disable shared control for yourself in case of trolls
-Starting credits now goes up to $200,000
-Buffed: Missile ship, Artillery, Missile mech
-Less HP on basic sub
-Basic mech, missile mech build times longer to match tanks
-Missile airship, heavytank, heavy hovertank build times longer to reduce spamming
-Buffed bomber HP and damage
-Extra splash damage on experimental tank
-Fixed plamsa mech sometimes not firing after recharging
-Fixed UDP networking memory leak with some use cases
-Fixed crash after picking last server in the list sometimes happening after refresh
-Fixed rare desync issue caused by purchases ordered just as a unit dies
-Fixed desyncs warnings when a modded unit was transformed into a new unit without actions that were already queued (they will now be refunded)