v.91 (beta) patch notes

  • [Feature] Added sand texture which you can use to make maps in the map editor. 
  • [Feature] Added water which can be placed in the map editor as a texture. Any area where water is placed becomes unwalkable. Placing a ground texture on top of the water makes the area walkable again. 
  • [Feature] Added 6 new maps, including 4 water maps
  • [Feature] The map selection page is now paginated for better organization and quicker load times.
  • [Fix] Air units were steering to the center of the map instead of last move-to coordinates when the left the world bounds.
  • [Fix] End game screen was showing droid count on military tab instead of military count
  • [Fix] Turned off auto reset-targeting after 10 seconds on gnat and peregrine (it was causing problems).
  • [Fix] Guns that cannot hit air/ground no longer do so incidentally (e.g. when a bullet hits a target the unit was not deliberately shooting at).
  • [Fix] Fixed drag select and selected resource not showing on editor after you generate a new map.
  • [Fix] Sometimes textures and terrain objects would not appear in the correct order in the vertical stack.
  • [Fix] Placing objects in the map editor while holding a button down no longer gives the appearance of being laggy or unresponsive. 
  • [Fix] Stopped the editor drag select box and resource selection box from appearing when you were placing an object in the map editor
  • [Fix] When placing objects in the map editor by clicking an area on the mini map, or drag-clicking the mini map, the object appears and places in the center of the window instead of lower-left. 
  • [Fix] UI no longer changes opacity after clicking. It will, however, continue to change opacity on drag to indicated you can drag over the UI elements and to show what is in the game world behind the UI elements. 
  • [Fix] Significantly reduced the size of map files created in the map editor. 
  • [Gameplay] Turned off aircraft spin randomly when firing and when you give it a move command. Now aircraft spinning only occurs upon crashing. 
  • [Gameplay] Fixed-wing aircraft (e.g. bomber, gnat, peregrine) have overhauled steering capability and behavior. The end result is significantly increased turn speeds, maneuverability and more expected steering instead of more realistic steering. 
  • [Gameplay] All air units (save the worker) are 15% slower.
  • [Gameplay] Turned back on gun recoil. I initially turned it off with the intention of making ground units fire more accurately but I believe the opposite happened. With recoil, ground units had a wider spread, and could randomly hit aircraft even if the gun wasn't aimed perfectly. Now ground units should fire more accurately at air units. 
  • [Gameplay] Droid health set to 400. 
  • [Gameplay] All air units health reduced by 20%
  • [Gameplay] Ion Cannon damage decreased from 55 to 40. 
  • [Gameplay] Bullfrog health increased from 800 to 900. Damage increased from 40 to 60. 
  • [Gameplay] Merk gains +10 bonus damage to air (150% damage to air).
  • [Gameplay] Laser Turrets gain +5 bonus damage to air.
  • [Gameplay] Bombard Cannons do splash damage with a blast radius of 90 pixels but can no longer target air. Health increased from 2K to 2.5K. 
  • [Gameplay] The mini map will now show ore as bright yellow rectangles. 
  • [Gameplay] The warhawk no longer costs energy.
  • [Gameplay] If the production building has a rally path set, fixed-wing aircraft produced from the building no longer land in the exact same spot when first spawned (this is to prevent clumping).
  • [Gameplay] All unit health (after the health changes above) increased 50%.   

HOTFIXES:

  • Resource rally paths don't change randomly and now properly go to the nearest resource of the same type when the resource becomes depleted.
  • Units can no longer walk on water (no more Jesus units).
  • Air units health increased 15% (-20% health and reduced movement speed might have been an over-correction). 
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