v.73 (alpha) patch notes

  • [Feature] Added "publish map" button to the map editor. Click the button to open up a form which will allow you to upload the map to the server. Once the map is uploaded, everyone will have access to the map at the map selection screen. 
  • [Fix] Ion cannon now does damage to enemy units.
  • [Fix] Population will now reset properly if you leave a game and start a new one.
  • [Fix] You can no longer see enemy worker units laser effects through fog of war in multiplayer games.
  • [Fix] Custom textures are now working again. To test, check out LordNature's map, "Invasion" and you will notice the alien-like terrain near the start points. There is one issue however, if a resource becomes depleted on top of the custom texture, the custom texture is not properly redrawn to the canvas. I intend to fix this purely cosmetic bug in the next patch or in a hotfix.
  • [Fix] Fixed an issue where you would leave a game, and start a new one on the same map and some of your old destroyed buildings from the previous game would be there on the map.
  • [Fix] You can now no longer start the game if less than 2 opposing teams are set.
  • [Fix] When more players are set on any given team than are defined for that team in the map file, the start positions are properly recalculated. 
  • [Fix] Removed useless "other" tab in the map editor.
  • [Fix] Fixed issue where chat took too long to disappear in some circumstances.
  • [Fix] Fixed various map editor UI styling issues. 
  • [Fix] Drastically improved performance when the screen is displaying building and rally paths by removing the small circle which appears at every line end/beginning. 
  • [Fix] Fixed the building placement bug caused by clicking too many times on a production menu.
  • [Fix] Fixed a problem where the computer was sometimes able to shoot at your units while invisible.
  • [Fix] Dramatically increased visibility of resources on mini map by rendering on top of the fog of war. I also decreased the size of trees on the mini map slightly so they are not easily confused with units. 
  • [Fix] Current selected icons now disappear if the unit dies while selected.
  • [Fix] Fixed an issue which may have given players with high latency a sever advantage in multiplayer games (their units' health would essentially regenerate after being damaged).
  • [Fix] Fixed an issue where exploding rounds would never do damage to their targets if they exploded before hitting their target. This mostly happened when shooting at buildings or extremely large units.
  • [Fix] Fixed major issue which caused bullet properties to read as old values when the bullet was recycled. Example: a gladiator's machine gun was doing the damage of a Merk machine gun. 
  • [Gameplay] Units now fade out after 15 seconds instead of being drawn to the canvas permanently.
  • [Gameplay] Battleship heavy cannon blast radius decreased from 110 to 80.
  • [Gameplay] Javelin health increased from 300 to 800 and blast radius decreased from 150 to 90.
  • [Gameplay] Bullfrog damage increased from 40 to 80 and blast radius decreased from 110 to 50.  
  • [Gameplay] Roller and Gladiator blast radius decreased from 110 to 80.
  • [Gameplay] Tank factory costs 100 carbon and 50 energy instead of 100 ore and 50 energy.
  • [Gameplay] Tank Factory and Airstrip build times decreased from 60 to 40 seconds. 
  • [Gameplay] The silencer bullets, being fired from a mounted rail gun, now pass through targets, doing damage to anything in the firing line until the bullet reaches its destination and explodes. Keep in mind, this needs to be microed to work properly. Suppose the Silencer is at x: 50 and y: 50. There are two units directly above the silencer: one at [50,40] and another at [50,30]. If the silencer is targeting and firing upon the unit at [50,40], the bullet will not continue to pass through and hit the unit at [50,30] because it always explodes when it reaches its destination (the destination being the targeting unit at [50,40]). Thus, to do damage to both units, the silencer would need to target the unit at [50,30] so the bullet passes through the unit at [50,40] to reach its destination and explode at [50,30]. The silencer is currently the only unit in the game, other than the Ion Cannon, which can fire bullets which pass through enemy units. 
  • [Gameplay] Enemy units only becomes visible through fog of war if they do damage to your units.
  • [Gameplay] The Merk, Bullfrog and Silencer energy cost decreased from 50 to 0. 
  • [Gameplay] Bullfrog health increased from 300 to 400.
  • [Gameplay] Ion cannon damage increased from 35 to 55.
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v.72 (alpha) patch notes

  • [Feature] Shift-clicking a control group number will add any current selected units to that control group.
  • [Fix] Significantly decreased load times by downloading unit textures from the server instead of creating them in the browser with bitmap data manipulations. Load times should be significantly reduced on initial page load and at the load screen before beginning a game. 
  • [Fix] When entering a multiplayer game, the black loading screen should no longer freeze, under any circumstance. 
  • [Fix] The load bar on the initial page load is now accurate. 
  • [Fix] The harpy now rotates properly and fires in the right direction in multiplayer games. 
  • [Fix] You can no longer set control keys from the lobby (only in-game).
  • [Fix] Now when you scroll by moving your cursor to the edge of the screen with the mouse, it will only begin scrolling at the very edge, instead of 15 pixels away from the edge.
  • [Gameplay] Removed the scorch tank. It does not have a definitive role in the meta and no on builds them.
  • [Gameplay] This disrupter cannon and radial gun are now properly disabled in multiplayer games (until I finish their netcode).
  • [Gameplay] Peregrine's machine gun damage increased from 40 to 70.
  • [Gameplay] Battleship health decreased from 6K to 5K.
  • [Gameplay] Manta damage increased from 25 to 30.
  • [Gameplay] Droid health increased from 200 to 300.
  • [Gameplay] Battleship now takes up 5 pop instead of 3.
  • [Gameplay] Bomber damage increased from 100 to 120. Bomber blast radius increased from 100 to 150. In the first initial build of the game, the bomber was extremely overpowered because of a bug that would cause its bombs to do continual damage to nearby units before they landed. I fixed that bug but in the same patch, nerfed bombers in reaction to how overpowered they felt. I feel that was a massive over-correction as the bombers only felt OP because of the bug. Now that the bug is fixed, I'm returning damage values to something closer to what they were originally. 
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v.71 (alpha) patch notes

  • [Feature] You can now deselect a unit with shift-click. If the unit is not selected, it will be added to your selection group with shift-click. 
  • [Feature] Buildings flash red on the mini map and in the game world when it is their turn in the building cycle to create a unit.
  • [Feature] You can now change the idle hotkey from the menu options.
  • [Feature] Control groups are enabled on any key. Be wary of setting them to application hotkeys though, as Chrome has over 20. 
  • [Fix] When double tapping to snap the camera to a control group, the camera will only focus on the control group only if the two keys you pressed in quick succession are the same. 
  • [Fix] Building cycling now cycles through all current selected buildings instead of first 2 selected.
  • [Fix] Full screen button now appears when you first load the game.
  • [Fix] Idle unit hotkey next to the idle unit icon now reflects your custom key.
  • [Fix] Fixed a major unit selection issue which was likely the root of 99% of unit selection bugs. 
  • [Fix] Unit hotkeys changes for worker construction options. Airstrip now starts a new line of keys (ASDFG) so your fingers are not reaching too far to the right. I also added a bit of padding to the left of the airstrip thumb to serve as a visual cue to the new line of hotkeys.
  • [Fix] Fixed an under-the-hood type error that may have been causing problems in networked games. 
  • [Fix] Chat box now closes after you return to the lobby.
  • [Fix] Removed useless "hotkey" checkbox in menu options.
  • [Fix] Battleship machine gun rounds now have their proper explode animations.
  • [Gameplay] Increased Manta's health from 250 to 350.
  • [Gameplay] Battleship ore cost increased from 300 to 500. 
  • [Gameplay] Gladiator can no longer hit air units with its laser cannon. It can still hit air units with its machine guns, however. 
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v.7 (alpha) patch notes

  • [Feature] Theme song now plays before the lobby music if you haven't accessed the game in 24 hours.
  • [Feature] Implemented custom hotkeys which you can change in the options menu.
  • [Feature] Changed default hotkeys to the "QWERTY" system.
  • [Feature] You now get a warning to protect against accidentally exiting the window while in a game. 
  • [Feature] Buildings cycle production. If you have multiple production buildings selected and build multiple units, the units will be constructed not at just the first building selected, but cycled through all selected. If you hit tab, you can change the current building in the cycle. The current selected icons of the current building in the production cycle will be tinted red to indicate status. The buildings themselves (in the game world) will also flash red when you cycle through them.
  • [Feature] Double tap a control group button and the camera will snap to the first unit in the control group.
  • [Feature] If you set a rally path to a resource, the color of the rally line will appear as yellow if the resource is ore and green if carbon. 
  • [Feature] If a command center is set to rally to a resource and the resource becomes depleted, the rally path will automatically go to the closest resource of that same type. 
  • [Feature] You can now add to current selected with the shift key, just as you can add to a control group with the shift key.
  • [Fix] You can now select a building by dragging on top of it if it is the only unit in your drag box. Not having this was causing selection issues.
  • [Fix] Control groups work properly now and you can add to your control group with a shift click. 
  • [Fix] Ground units will no longer leave a node unwalkable after they move from the position they were first built. 
  • [Fix] Fixed and issue where the worker could not go to a resource if you right-clicked on top of another worker near that resource.
  • [Fix] Newly constructed workers now properly go to their rally path instead of hovering above the command center doing nothing. 
  • [Fix] Added some styling to current selected unit icons to make them more readable. 
  • [Fix] You can now see building icons in the current selected icons at the bottom center of the page. 
  • [Fix] Unit healthbars below current selected unit icons now accurately reflect unit health.
  • [Fix] Clicking the map thumb in a game room will no longer clear the lobby UI.
  • [Fix] Hotkeys work properly with caps on.
  • [Fix] A production menu no longer hides if a new worker spawns.
  • [Fix] You can no longer move the lobby UI or any dialog box by dragging the borders (that used to break the layout).
  • [Fix] Idle key changed to [Z] to leave the top row of keys open for unit production hotkeys. I will allow you to change idle button later. 
  • [Fix] Toggling all/team chat now works properly if there are AI in the room.
  • [Fix] Multiplayer games with AI no longer crashes for non-hosts when an AI builds a power generator. 
  • [Fix] When you cannot build something, the message now displays the human readable name of the required building. 
  • [Fix] The mech move animation no longer stops when you click to attack something while the mech is moving.
  • [Fix] Bullet shadows now appear below bullets, like ones fired from bullfrog.

 

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v.631 (alpha) micro-patch notes

  • [Fix] Units no longer fire at units that are already dead.
  • [Fix] Now when you exit full screen hitting the escape key (instead of hitting the exit full screen button), mouse scrolling will properly turn off. 
  • [Fix] UI no longer gets in the way of window scrolling. I also added some padding below and to the right of the unit production menu so you don't accidentally scroll when hovered over an option. 
  • [Fix] Turned off the auto-pause game when the window is not active. It was causing problems for some people.

v.63 (alpha) patch notes

  • [Feature] Game now pauses if you leave the window tab or the tab is unfocused. 
  • [Feature] Implemented overhaul of pathfinding system. Units will now find paths more intelligently, taking more direct routes to their destinations. This is accomplished mostly with a smoothing algorithm to prevent unecessary steps and blockly, grid-based movement. 
  • [Feature] The computer now surrenders if you kill most of its units and buildings
  • [Fix] Right-clicking to attack an enemy unit no longer shows the movement cursor animation
  • [Fix] Setting unit and building rally paths no longer snap to a grid (felt weird) 
  • [Fix] Aircraft dots no longer lag on the mini map in multiplayer games
  • [Fix] Unit health no longer spontaneously starts regenerating in multiplayer games
  • [Fix] The rotations of enemy bullets now display correctly in multiplayer games
  • [Fix] The production menu no longer goes away randomly when you are clicking stuff too fast
  • [Fix] The bomber is no longer able to kill air units with its blast radius
  • [Gameplay] Removed easing functions for ground movement which are pretty but come at the expense of maneuverability. Plan to implement ground movement easing correctly on hover tanks in the future. 
  • [Gameplay] Ground movement speed is normalized as slight difference in movement speed came at the expense of keeping units in formation.
  • [Gameplay] Battleship build time increased from 23 to 40 seconds
  • [Gameplay] Ion Cannon's health increased from 1500 to 4000
  • [Gameplay] Gladiator build time increased from 23 to 35 seconds
  • [Gameplay] Airstrip now requires Gunship Hanger to be built
  • [Gameplay] Bullfrog damage increased from 16 to 40
  • [Gameplay] Merk damage increased from 10 to 20
  • [Gameplay] Bomber health reduced from 380 to 300
  • [Gameplay] Bomber damage reduced from 130 to 100
  • [Gameplay] Increased building build time from 30 to 40 sec for most buildings
  • [Gameplay] Pop limit no longer goes to 73 but 70, as intended. Silos now increase pop limit by 10 instead of 7.
  • [Gameplay] Units can now no longer target stuff hidden by fog of war
  • [Gameplay] Explosive bullet types now explode if they hit a target before reaching their destination
  • [Gameplay] Increased gladiator machine gun damage from 30 to 70
  • [Gameplay] When a unit fires, it now reveals itself in fog of war. This makes things less confusing from a user standpoint (being fired at by invisible stuff) but also dampers the advantage units with ridiculous amount of range have (i.e. battleships and disruptor cannons).

 

v.62 (alpha) patch notes

  • [Feature] Added chat sound notification to make it more obvious when people are trying to talk to you in-game.
  • [Feature] You can now toggle chat with allies or all by hitting the control key at the chat dialog.
  • [Feature] You can now see a list of current selected unit icons in the bottom center of the screen.
  • [Feature] Camera movement by mouse or keys now works diagonally.
  • [Feature[ You can now adjust the scroll speed in your user options.
  • [Fix] The mute button in the lobby now displays the correct icon.
  • [Fix] Removed canvas rendering as an option in menu settings. That setting should not be exposed to users as it has the potential to break the game. You can try canvas render however by adding “?rendering=canvas” to the play url.
  • [Fix] Fixed an issue where you were limited to x number of teams even if the map had more possible teams.

Website stuff

  • [Feature] Added paypal payment option
  • [Feature] Added every country imaginable for billing address. You should be able to purchase the game worldwide.
  • [Fix] Fixed the login text styling (was difficult to read)
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Alpha begins (April 13th)

Strike Tactics is officially in alpha as of today, April 13th, 2017. 

There's still room for more alpha testers, so if you're interested and have purchased the game, please email me using the contact form at the bottom of the website. 

Looking for alpha testers

Strike Tactics is now almost feature complete with a fully working core game, single player (vs. AI), multiplayer and map editor. I have been playing the game a lot, multiplayer and single player modes. I'm really happy with the core gameplay, but I'm still a few weeks away from sending it to people who have pre-ordered for early access. The biggest hurdle left is performance. I'm pushing for a smooth experience which means 60FPS with not much going on and between 30-50 FPS during the big battles with lots of units. To me, performance is everything. So I am willing to cut a lot of the cosmetics for a smoother framerate. Other than that, there's a lot of misc bugs that really only show themselves after you play hundreds of games. I've not quite played hundreds of games yet, but I'm getting there! 

Even though it's a few weeks out, I'd like to start making a list of people interested in playing the alpha. Only people who have pre-ordered would qualify.

Once you opt in for the alpha, I will give your account access and send you a link to the game when it's ready. You only need your account info (which is provided after pre-ordering). You can then play single player (against AI) or multiplayer against other alpha testers. Because there will be such a low volume of people, I will set up a discord app for the game to help you look for people to play and to discuss the game with me and other alpha testers. Although there is a lobby chat system, I think the discord app will be more congenial. I will be in there all day so if you can't find anyone, you can always play against me. 

Anyone who is a part of the alpha (which will eventually transition into the beta) will be recognized in some way in their game profile or in some other way. 

If you'd like to sign up for the alpha, please email me using the contact link at the bottom of striketactics.net. Be sure to include your email or username which you entered in when you pre-ordered. 

Pre-alpha gameplay videos

Today I recorded 3 pre-alpha games of Strike Tactics. The game is still in a very rough, early-draft state, so if there's something you don't like or something you feel is missing, I wouldn't be worried - there is still a lot of work that needs to be done before the game nears a finished state.  

In this first video, I play a medium AI in a desert map called "Oasis."

I win the game by amassing heavy ground units (silencer, demolishers and gladiators). As you might be able to tell from the vid, there are some kinks that need to be worked out. The pathfinding, in particular. I recently redid the pathfinding system. I had a perfect system before, one in which units would never bang into each other, but it had a major flaw - it was heavily grid-based, which gave ground movement a very stiff, robotic appearance (great for mechs, horrible for hover vehicles). This new pathfinding you see in the video does not have that problem - units can move off the grid. But the drawback is that it's a lot harder to prevent collisions. I know I can get this new system working so that units never collide, but it's going to take some time. Problems like these could easily be solved with brute-force (a true physics collision system, in which positions are constantly checked and compared on every frame), but in the browser, I don't have that luxury - not enough CPU power with so many game objects. As such, all ground collision needs to be solved algorithmically, with something smarter than a traditional, brute force collision detection system.

In this next video played on a volcanic map called "Eruption," the AI sort of got me pinned down by constantly bombarding my base with bombers - to such an extent that I couldn't build more silos to increase my population cap. For an unknown reason, the medium and hard AI both seem to favor producing bombers - a bug I haven't quite worked out, or even had time to look into.  

Lucky for me, the Battleship is extremely overpowered right now so pooling all your resources into producing them is an easy win. You can see the power of the battleships in this video - I roll through the enemy AIs base in less than a minute. In the final game, battleships will certainly be powerful but by no means this powerful! I also show off some peregrines which are aces of the sky type units with air to ground homing missiles and machine guns for air to air. 

Air units are difficult to control now, because they are constantly moving and moving fast. I plan to combat this issue by causing them to land after being in the air for a certain period of time. That way, it will be easier to select them. I also might attempt air unit formations someday which is something never really seen in an RTS. The math will be difficult buy I already have some idea of how I can accomplish it. 

This final video is me getting absolutely destroyed in the early game by bombers at the control of a hard AI. Like I said, the hard AI sure loves those bombers. Enjoy!

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