v.985 (beta) patch notes


  • You can now place units in the map editor. Currently, your units will only spawn in "Deathmatch" but i plan to add a custom game type which you can tag the map with when you upload. In the custom game type, no command center with workers will automatically spawn and your units created in the map will spawn.
  • Gunships (i.e. air units that tend to clump) will no spread out slighly upon first being selected. This is a dirty hack but gets the job done (of seperating clumped air) with no impact in performance. 
  • Added clouds to map on observer mode because the map feels boring and static without fog of war. 
  • Added a new "Deathmatch" game mode. Currently, DM can only be played on the new map "Four Forests." DM is a 4-player free-for-all, but can be played with at least 2 players. In DM, you start with a pre-built base and your objective is to destroy the enemy player bases. There is only one resource (energy) which automatically accumulates from your power generators. Protect your power generators to protect your income. You can also earn energy for each enemy unit and building you destroy. Currently, earn 50 energy for each unit killed and 100 for each building. Use your energy to build more units, unlock stronger units and purchase upgrades to units. There is also a giant healing pad in the center of your base.

Strike Tactics Deathmatch


  • Editor now loads start positions from map file so you do not need to recreate them each time you load the map into the editor.
  • UI sounds now play in map editor.
  • Units should not get accidentally selected when placing a building.
  • Ionic Thrusters tech appearing twice fixed.
  • Made some improvements to reconnect logic in multiplayer games. You should get "reconnecting" less often. 
  • Fixed line height on lobby chat which got jumbled when your chat was more than 1 line.
  • Removed broken tutorial.
  • Observer mode now works again. 
  • Fixed bug where you could place infinite buildings at no cost with shift.
  • Fixed selection box showing while holding shift.  
  • Dialog boxes no longer close when you hit escape.
  • Clicking map thumb in pre-game room will no longer close the lobby dialog box.
  • Fixed build unit icons appearing outside their box.
  • May have fixed the bug where units will sometimes not go to the location clicked on the mini map. Because I was unable to consistently reproduce the bug, I'm not 100% sure this fix will do the trick. 


  • Disruptor Cannon blast radius increased from 75 to 175. 
  • Manta unit AI for computers reverted to same logic for humans. 
  • Slowed the worker collection rates signifigantly (~50%).
  • You now spawn with 10 start workers instead of 6. 
  • Command Center supply increased from 10 to 15. 
  • Slowed down gunships from 240 max velocity to 220 max velocity before Ionic Thrusters tech and from 280 max velocity to 260 max velocity after Ionic Thrusters tech. 
  • No longer showing bullets on the mini map if the shooter is not visible through fog of war. 

Hotfixes 7/14/17

  • Fixed networking error which forced you to refresh the game after a game was finished.
  • Fixed scout not spinning after spawn.
  • Fixed game ending after one player leaves in a free for all or multi-team game.
  • Disable shift as a possible control group.
  • Deathmatch prototype fixes: power generators now generate 3 energy every 3 seconds instead of 2. Added more power generators to the back of each base. When you unlock a building, the first unit in that building will be unlocked. 
  • Fixed seed button not working in map editor.
  • People who could not scroll in some directions should be able to scroll in every direction now.
  • "Window Scroll" is now an option in the settings menu and is no longer dependent upon hitting the full screen button. The default is to enable scrolling.

Hotfixes 7/15/17

  • Fixed battleship cannons not auto-targeting.
  • Fixed Battleship top-right icon appearing distorted.
  • Battleship cannons now fire less discriminately, turn faster and range increased from 600 to 900.
  • Added a control point to the center of the map in Deathmatch to de-incentivize base camping. You earn twice the supply cost of units inside the circle in energy, every 3 seconds.
  • Clouds now show when you first load the map editor

Hotfixes 7/16/17

  • Fixed bug which would cause enemy units to not move in multiplayer games.
  • Fixed survival mode which was broken since the .85 patch.

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).