v.93 (beta) patch notes

  • [Feature] You can now be an observer by setting your team to "observer" in the game room before a game starts. As an observer, you can see everything on the map (no fog of war). Currently games with observers are unranked but this will change after the feature is thoroughly tested.
  • [Feature] Control left-click selects all units of a type currently in the camera
  • [Fix] Fixed some styling issues in the game room (e.g. long usernames will no longer break the layout). 
  • [Fix] Kicking a player from the game room should now work correctly. 
  • [Fix] Units in background game of lobby no longer explode when a player leaves the lobby. 
  • [Fix] Right click menu appearing when you right click the top right of the screen should be fixed for good now. 
  • [Fix] Removed white border around unit type icons and resource panel in top right.
  • [Fix] Smart casting now takes into account the number of units currently in the build que and distributes build commands accordingly.  
  • [Fix] Air units leaving the map should now return properly (hopefully this is fixed for the last time). 
  • [Fix] Command center had an area which was walkable but should have been unwalkable.
  • [Fix] CTRL-A no longer sets units to a control group (as that was conflicting with CTRL-A, select all military system hotkey). 
  • [Fix] Lights on top of mech factory should no longer appear above the gantry and crane which tweens on top. 
  • [Fix] Attempting to place a building on top of an unwalkable area no longer deselects the worker. 
  • [Fix] Fixed various selection problems, like resource amounts showing when you place a building on top and click drag not working when you hold down control key for too long. 
  • [Gameplay] Reduced size of workers, merks and bullfrogs slightly and reduce the size of factories and airstrips. This should make bases feel less claustrophobic and give you more space to build stuff and move units around. The following screenshot shows the new size of the mechs, factory and airstrip: Strike Tactics new game object sizes
  • [Gameplay] Demolisher damage increased from 100 to 125. 
  • [Gameplay] Silencer bullets now path through targets dealing 1/2 damage. Bullets do full damage to bullet target (if hit). 
  • [Gameplay] Base unit ranges normalized and decreased from 700 to 600 (the same constant used for the line of sight).
  • [Gameplay] Manta turning no longer happens instantly but instead, near-instantly. The turn is now a tween instead of and instant angle change, which will result in smoother graphics. 
  • [Gameplay] Manta pop cost decreased from 2 to 1. 
  • [Gameplay] Gunship hanger build time decreased from 40 to 30.
  • [Gameplay] Airstrip only requires mech factory to be built now. 
  • [Gameplay] Airstrip build time increased from 40 to 50. 
  • [Gameplay] Slight delay added back between start worker spawn time. Previously the delay was 250 milliseconds. It was set to 0 in a previous patch but is now set to 50 milli. This is to prevent them from clumping on top of each other in the beginning. 50 milliseconds is so fast that it should appear as though they span instantly. 
  •  [Feature] Added back in lights on buildings. 
  • [Gameplay] Silencer energy cost increased from 0 to 50. 
  • [Gameplay] Demolisher now does damage in an area (blast radius of 50 pixels). 
  • [Gameplay] Demolisher health reduced from 4500 to 3000. 
  • [Gameplay] Gnat cost increased from 50 to 76 carbon. Gnat supply cost decreased from 2 to 1. 
  • [Gameplay] Easy, medium and hard AI no longer cheat by starting out with more resources
  • [Gameplay] Added option for "cheating" AI which is a super hard AI which cheats by starting out with more resources. 
  • [Gameplay] Improved some AI behavior (e.g. AI will rebuild command center if it is destroyed, various difficulties have various minimum first attack times). 
  • [Gameplay] You can no longer place buildings on top of ground units. 


  • Fixed the bug which would cause selection issues and multiple buildings to place when you click a build unit icon more than once.
  • Stopped right click menu from appearing when clicking production menu in lower right.
  • Made Peregrine turn animation smoother.
  • Fixed units continuing to fly after their target was destroyed.
  • Fixed air units turn lag in multiplayer games. 

v.92 (beta) patch notes

  • [Feature] You can now set building rally paths to units which allows you to more easily send reinforcements to your military units. 
  • [Feature] You can now select all military units with CTRL-A. 
  • [Fix] Long range units can no longer shoot at buildings which are revealed but not within line of sight
  • [Fix] End game screen now appears when your surrender with an AI ally still alive. 
  • [Fix] Cancel unit no longer resets production progress on the currently building unit. 
  • [Fix] You can no longer get a free unit which builds instantly by right clicking a unit production icon at the right time. 
  • [Fix] Removed old "water" tab from the map editor.
  • [Fix] In the map editor, placing objects with no unwalkable areas (i.e. ore) no longer get placed multiple times with a single click. 
  • [Fix] The Warhawk and Harpy no longer randomly pick up ground units when flying above them. 
  • [Fix] The ion cannon no longer stops spinning.
  • [Fix] The right click menu should no longer appear when right-clicking at the top-right of the screen. 
  • [Fix] Removed the rounding from the squares of around the unit type icons in the top right.
  • [Fix] Clicking unit type icons should work even if the mouse drags over the icon or is clicked fast. 
  • [Fix] Lowered the position of the idle worker icon, which was appearing on top unit type icons in some browsers. 
  • [Fix] Fixed problem where some units in the selection group would not go to attack a target if one unit in the group could not target that unit (i.e. bomber targeting air). 
  • [Fix] You can no longer manually toggle production cycles with the tab key. This may have been disrupting the production cycle. 
  • [Fix] Air units should no longer fly off the map for too long. 
  • [Gameplay] Radial gun can no longer be built. 
  • [Gameplay] Disrupter cannon can now be built and is tested to work for multiplayer games.
  • [Gameplay] Air units  in selection group will get closer together if they are greater than 500 pixels apart (down from 1000).
  • [Gameplay] Command Center HP increased from 4800 to 6000. 
  • [Gameplay] Battleship cannon damage increased from 60 to 120. 
  • [Gameplay] Increased bomber firing rate (time till next fire) from 50 milli to 100. Bomber speed increased from 595 to 700. This will give the bombs a larger spread which means less concentrated firepower. 
  • [Gameplay] Harpy damage increased from 30 to 35. 
  • [Gameplay] Disrupter Cannon now does damage to units within the blast radius of exploding rounds.
  • [Gameplay] Max population increased from 70 to 80.
  • [Gameplay] Workers now spawn instantly at the beginning of the game instead of coming out one by one. 
  • [Gameplay] Gladiator guns fire less discriminantly, making it better against moving targets. 
  • [Gameplay] Warhawk damage increased from 20 to 40. This unit needs considerable firepower because it is one of the only air units which can only attack ground. 


  • Air unit max distance in selection group set to 300 (decreased from 500).
  • Fixed strange movement behavior when moving air units over water or any type of unwalkable area.
  • Hitting alt-tab should no longer mess up unit selection. To acheive this, I disabled the alt-drag to select only workers.
  • Removed max selected limit (40) which had been enabled by accident.

beta gameplay (2v2, hard AI)

v.911 (beta) micro-patch notes

  • Overhauled bullet collision detection system. Previously, bullet collision was somewhat erratic, as it depended upon the dimensions of the unit graphics. Now, it's a lot more standardized with collision being determined by constants and not dependent upon the dimensions of unit graphics. AA guns (such as Merk and Gladiator machine guns) will fire bullets which have bigger hit boxes (double the size of normal bullets) and therefore, collide with moving targets more frequently. Units with splash, such as bombers, bombard cannons and ion cannons, have a standard blast radius of 75 (same for bomber, down from 200 for ion cannon, down from 90 for bombard cannon). The end result should be less bullets missing, especially for ground vs. air. 
  • Airstrip now requres gunship hanger (that was accidentally removed I think).
  • Fixed several game-breaking bugs, including a game-freeze error caused by ordering ground units to move, a network error and an error which was caused by buildings being completed after the end-game screen was shown. 


  • In network games, units should no longer shoot repeatedly into nothing, sometimes from all the way across the map. Note: I'm not sure if this is a fix since this problem happens so infrequently, there is no way to test my fix. So PLEASE let me know if you see the problem again, that way i will know if it is not fixed.
  • Found another game-crashing bug which was caused by ordering ground units to move.

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%.   


  • 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). 

v.9 (beta) patch notes

  • [Feature] Implemented elo-based ranking system.
    Every player is assigned an ELO rating which changes based on performance. ELO is evaluated for 1v1, player vs. player games only. In games vs. AI, or games with more than 2 people, ELO is not evaluated and you will not see a rank tab at the end-game screen. To evaluate ELO, I use a standard ELO formula ("algorithm of 400") with a logistic distribution model and a k-factor of 32 (constants which are pretty standard in competitive chess). The start elo (which is arbitrary) is set at 1200. Other ranking features include:
    • View your match history at the end game screen and also in your account profile page (striketactics.net/users/[USERNAME]). The match history includes time played, map, opponent, oppenent ELO, result (victory or defeat), and elo gained/lost. 
    • View global rankings by going to striketactics.net/ladder or clicking the "Global Rankings" link in the rank tab of the end-game screen.
    • View the percentage chance you had of beating your opponent (based on both players' respective ELO) in the rank tab of the end-game screen.
    • View the ELO you gained or lost in the rank tab of the end-game screen.
    • View your ELO progression over time in the rank tab of the end-game screen.
  • [Feature] Added "The Fall" audio track. Preview the song here
  • [Fix] Enemy players now get the end game screen when you surrender (or vice versa). 
  • [Fix] Chronological end-game stats were not starting at 0 (i.e. the beginning of the game could be something like 35 minutes if you played another game before). 
  • [Gameplay] All airstrip units are infinitely more maneuverable. Peregrine max angular velocity increased from 150 to 400; turn speed from 6 to 17. Bomber max angular increased from 160 to 300; turn speed from 1 to 2. Gnat max angular increased from 200 to 400; turn speed from 16 to 17. 
  • [Gameplay] Bomber damage decreased from 200 to 75. 
  • [Gameplay] The harpy no longer goes to targeting units. This made the unit difficult to control because it overrides move commands. 
  • [Gameplay] When enemies are nearby, Gnat and Peregrine stop turning when their current angle is within 15 degrees of their desired angle (increased from 5 degrees). This causes them to gain maneuverability at the expense of turn precision.
  • [Gameplay] The Peregrine and Gnat machine guns fire less discriminately (when a target is within 15 degrees instead of 5).  This should increase damage output overall. 
  • [Gameplay] Peregrine machine gun damage increased from 70 to 100. 

v.8 (alpha) patch notes

  • [Feature] Added end-game stats. I will add APM as well as some other interesting stats in the future. 
  • [Feature] Turned on purely cosmetic gun and unit recoil. This had been accidentally turned off previously but having it on adds a lot of visual goodiness.
  • [Feature] You can now surrender while in a game through the menu. Surrendering will cause the end game screen (with stats) to appear, and you won't be automatically returned to the lobby. 
  • [Fix] Gladiator torso now turns properly.
  • [Fix] Easy computer now builds military units.
  • [Fix] AI units were paralyzed in certain circumstances. 
  • [Fix] Removed black square around selected resource (it looked out of place).
  • [Fix] You can now properly see what your ally sees through fog of war.
  • [Fix] You should no longer be able to see units not on your team fighting each other. 
  • [Fix] Cancelling a lot of units at one time no longer triggers anti-cheat code.
  • [Fix] Bullets have varying speeds and previously, the maximum speed was something like 5000 pixels per second. This was a problem because A) you couldn't see the bullet well and B) If the game was not running at 60 FPS, my collision code would sometimes not catch a collision (between the bullet and an enemy unit) because it was happening faster than the game update loop. Now bullets have a maximum speed of 2000 pixels per second. They are easier to see and will always hit a target if they pass through one, regardless of FPS. 
  • [Gameplay] Except for the bomber, all units with exploding rounds (i.e. most units) no longer have splash damage. In other words, all units aren't like High Templars in sc2!
  • [Gameplay] Silencer bullets continuing to do damage after passing through targets turned off (likely temporarily).
  • [Gameplay] Previously, air units would maintain relative positioning when ordered to move, only if their distance was less than 300 pixels from the centroid of the selected units group. That constant worked great for ground units, but air units should have more freedom, so they now maintain relative positioning up to 1000 pixels away from the centroid of the selected units group. 
  • [Gameplay] Previously, most units had a recoil which would cause their gun rotations to move slightly to a random degree after firing. This, among many other factors, could cause guns to sometimes miss. Different units and guns had different recoil amounts and were therefore more/less accurate. This feature has now been turned off on all units except the Merk. The Merk gun's recoil is designed to give it an edge against air units because it creates a wider spread. As for other units, they should fire more accurately with the RNG mechanic removed. 
  • [Gameplay] Fixed lots of damage inconsistencies, such as damage from a bullet registering twice when it should have registered only once. 
  • [Gameplay] Merk carbon cost decreased to 75 from 100.
  • [Gameplay] Gladiator can now shoot air units with both guns.
  • [Gameplay] Droid health reduced from 600 to 300.
  • [Gameplay] Droid build time increased from 15 to 20 seconds. 
  • [Gameplay] Command Center cost decreased from 400 to 300 carbon.
  • [Gameplay] Command Centers now act as resource drop off points (like silos).
  • [Gameplay] Start number of workers decreased from 8 to 6. 
  • [Gameplay] Demolisher time to build increased to 35 from 15. 
  • [Experimental] You can now see your own droid lasers and burners but no one else's (cosmetic performance stuff).
  • [Experimental] Air units are no longer forced to return to the map when they leave the world bounds. This was problematic because they sometimes turned in the direction that would take them longer to return to the map. I will likely re-enable a fixed version of this mechanic in the future. 



v.76 (alpha) patch notes

  • [Feature] Resource amounts now appear when clicking on a resource and update in realtime. 
  • [Fix] Setting teams is now dumby-proof. You can have 3 players on team 3 and one on team 1, and the game will not break.
  • [Fix] Fixed a bug which would cause the game to crash randomly when moving ground units. 
  • [Fix] When a worker(s) finish a resource, the smoke puff no longer appears if the unit is not visible (i.e. hidden in fog of war).
  • [Fix] Made marginal performance improvements. 
  • [Fix] Peregrine homing missiles now move correctly in multiplayer games. 
  • [Fix] Fixed an issue which was causing bullets to not appear in multiplayer games which made it look like units were dying without being fired at. 
  • [Gameplay] All gunships have increased acceleration and decreased maximum velocities to prevent orbits around points. The orbits were happening when the acceleration was not enough to compensate for inertia from previous move commands. Now the manta and harpy will only orbit around enemy units they are attacking which makes them much easier to control. 
  • [Gameplay] Mantas and Harpies no longer clump when moved in a selection group. I.e. they move similar to ground units in that they attempt to maintain relative position from each other when ordered to move. 
  • [Gameplay] If a worker drops off a resource at a silo, it will return to the previous resource it was collecting from (instead of searching for a new one) if that resource is not yet depleted. 
  • [Experimental] Droids no longer have burners or visible lasers. This is a performance experiment. 
  • [Experimental] Resources no longer appear on the mini map. This is a performance experiment. 

v.75 (alpha) patch notes

  • [Feature] Added the Bomber and Merk to the lobby background skirmish. 
  • [Fix] The game no longer breaks when there is an AI in the room along with more than 1 human players. 
  • [Fix] Ground units move better when spam-clicking and respond to movement commands more intelligently (e.g. not cancelling turns unnecessarily).
  • [Fix] Network bandwidth usage cut by ~90% in multiplayer games. This should dramatically improve performance in multiplayer games and should make the game even more playable with poor latency and dial-up connections.
  • [Fix] You can no longer unintentionally hit unit hotkeys while typing in the chat. 
  • [Fix] AI will spawn a larger variety of ground and air units. 
  • [Gameplay] Battleship ore cost returned to 300 from 500. The pop cost increase (3 to 5) will remain the same. 
  • [Gameplay] Peregrine health reduced from 1K to 500. 
  • [Gameplay] Warhawk damage increased from 10 to 20. 
  • [Gameplay] Bomber max velocity increased from 600 to 680.



v.74 (alpha) patch notes

  • [Gameplay] All air units have their maximum velocity reduced by 20%. 
  • [Gameplay] All units health doubled except for battleships and ion cannons (which gained smaller health increases).
  • [Gameplay] The Gnat has increased turn speeds.
  • [Gameplay] The Peregrine's missile damage is increased from 200 to 500. The Peregrine's firing rate increased from 3 seconds to 10 seconds. This is an attempt to make the peregrine more like a strike fighter or a hit and run fighter, than a unit which is constantly engaged. 
  • [Gameplay] Bomber bombs damage increased from 150 to 200. 
  • [Gameplay] Hover tanks have move speeds decreased from 200 to 150. 
  • [Feature] Added movement easing back in for hover tanks. 
  • [Feature] Now when you select a group of units and there is a military unit in that group, workers within the selection box will not be selected. Alt-drag to only select workers and shift-drag to select both workers and military units. 
  • [Feature] Certain units will create scorch marks when their bullets explode.
  • [Feature] You can now cancel a unit in production by right-clicking the production icon.
  • [Feature] You can now cancel a building already placed by clicking the building and hitting [C].
  • [Feature] In the map editor, the new default is to allow overlaps of placed terrain objects. You can change this boolean at the seed menu (which opens when you click a seed button).
  • [Feature] Chat messages now fade based on the length of the message. 
  • [Feature] Chat messages now shows the player color of the person who sent the message.
  • [Fix] Made the resources in the UI more readable with a background container.
  • [Fix] Custom textures now properly redraw when a resource is depleted on the map.
  • [Fix] Fixed the editor seed button which did nothing before.
  • [Fix] Selection box no longer appears in editor when placing objects while holding right click down.
  • [Fix] You are no longer allowed to place textures in the map editor super close to avoid a repeated look.
  • [Fix] Fixed an issue which would cause the map editor to break when you clicked an item too many times.
  • [Fix] If you have an area selected in the map editor, seeding will only occur in that area.
  • [Fix] In the Tank Factory production menu, the demolisher hotkey is now "E," because the scorch tank is no longer there. 
  • [Fix] Updated all the tutorial text.
  • [Fix] Fixed some styling issues on the chat.