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Rusted Warfare RTS

 
Retro inspired RTS Rusted Warfare adds shaders, new units and other huge upgradesNov 16, 2022 - GamingOnLinuxRusted Warfare is a great RTS for people who love the classics. One I discovered years ago on Android and then it later had a PC release. A big new release version 1.15 adds in loads to it. Read the full article here: https://www.gamingonlinux.com/2022/11/retro-inspired-rts-rusted-warfare-adds-shaders-new-units-and-other-huge-upgrades Rusted Warfare Major Update 1.15Nov 11, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/29174792/541703503968fe218d566e1e343030cd7341a484.png Rusted Warfare Major Update v1.15 After 10 betas releases this major update is finally out. Thank you for all the help from modders and testers. This update as been focused on major under the hood changes that greatly expand the mods that are now possible. Update Highlights: Shaders (enable in settings) ---Team coloring shaders - Used to greatly reduce memory use of mods with large images, and eliminates lag when applying team color ---Shader effects - Right now adds displacement/shockwave effects such as teleport, water ripples, nuke shockwaves. Use drawType:displacement to access in your mods. Will be expanded with more effects in future. Teleport shader effect: {STEAM_CLAN_IMAGE}/29174792/5a8ff77939010c880dc57ea25743620b785432b1.png Wave shader effect: {STEAM_CLAN_IMAGE}/29174792/098252627b53343b9cbb43aaf56226b140d5ef97.png -New unit - Heavy AA Ship (by uber) {STEAM_CLAN_IMAGE}/29174792/677a47900b3c13674e4507ea195663d961c94035.png -New unit - Spy Drone - Can not attack/Can see further through fog/Decent health and speed/Self repair. Built in the T2 air factory. {STEAM_CLAN_IMAGE}/29174792/ceb71b11756c4ae102e56e72be728070d3dc0e20.png -Stats --Game history shown with graphs on post game win/lose screen --Stats/leaderboard button in replays {STEAM_CLAN_IMAGE}/29174792/944af056f28fb19de4e91da82ee4b1a555e059d4.png -Mods can now create resource streaming style systems like in TA, C&C, etc. And better customize the layout, display of new resources including creating image icons Example of custom resources in 1.15 mods: {STEAM_CLAN_IMAGE}/29174792/cb29b2a576812d1021b19c99a1dc6f90d00ffa02.png {STEAM_CLAN_IMAGE}/29174792/337b524a56de258f98265c46a4b78969782db015.png -Added new decal drawing system - Can be used for a lot of new things from selection interfaces, custom health bars, fake 3d effects, 3d voxel units, animations, etc Modded sprite stacking fake 3d tanks with custom decal health bars: {STEAM_CLAN_IMAGE}/29174792/3239bdc496763838f584344f5d5ed95ce46f2940.gif Quick example of modded fake 3d tank with a custom selection indicator: {STEAM_CLAN_IMAGE}/29174792/7cdd00cb76694569f66c39ee3abd1118628569f9.gif -Overrides for each players in multiplayer and advanced skirmish ---AI difficulty can now be set differently for each AI player ---Starting units can be different for each player, useful for faction selection in mods. ---Unit color can be overridden for each player {STEAM_CLAN_IMAGE}/29174792/99c158410a3cc82a21bf759c7343a791ee1ada32.png -Over 100% faster rendering on PC with high numbers of small units on screen (runs smooth in tests with 10,000+ units all on-screen) -Big dynamic logic improvement for modding, with new dynamic numbers, unit and string types, dynamic text, arrays, memory, unit references, messages sending, events, etc. -Search/filtering by unit title / internal name added to sandbox {STEAM_CLAN_IMAGE}/29174792/c0dce6b73c413f475736ca7bc30d2b1ec3dd33b7.png -Mod li...v1.15p8 beta releasedMar 16, 2022 - Community AnnouncementsTo try it out right click on the game in steam go to 'properties' then pick the 'beta' tab and pick 'beta' in the dropdown (make sure the game is not running first). v1.15 Beta modding reference: https://corrodinggames.com/modding-reference-beta v1.15 changelog (v1.15p1 - v1.15p8): Major changes: Over 100% faster rendering on PC with high numbers of small units on screen (runs smooth in tests with 10,000+ units on-screen) New unit - Heavy AA Ship (by uber) Overrides for each players in multiplayer and advanced skirmish ---AI difficulty can now be set differently for each AI player ---Starting units can be different for each player, useful for faction selection in mods. ---Unit color can be overridden for each player Desktop version: Experimental -teamshaders commandline switch will use shaders for team coloring reducing memory use of mods with large images, and lag when first applying coloring. Moddable resource streaming style systems like in TA, C&C, etc. Modding features and changes: Moddable resource streaming: --streamingCost - Like price but paid for overtime while this unit is being queued or built. Construction or queue is paused if resources run out while building. --streamingCost - Like price but paid for overtime while action is queued, queue is paused if resource runs out. Flags can be used to pause and unpause from triggers. --switchPriceWithStreamingCost:boolean/switchPriceWithStreamingCost:boolean shortcut to set streamingCost to price value and clear price. --Add switchPriceWithStreamingCost to all-units.template to quickly switch a mod over to streaming resources. Dynamic logic boolean overhaul, with new dynamic number, unit, string types Comparison support added to logic booleans: == != >= 5, 10, 20 ) Added autoTriggerCheckRate and autoTriggerCheckRate - with the options everyFrame (default), every4Frames, every8Frames --Note: all triggers regardless of check rate are checked when first created and after an auto trigger cooldown. Checks rates every4Frames/every8Frames are randomly spread out between units so they don't all happen on the same frame, making it smoother. Adding autoTriggerCheckRate:every8Frames to all-units.template could have a large performance boost for mods with complex autoTriggers. Often x8 better performance from autoTriggers. In rare cases some triggers might still require checking every frame so this is not a default. New unit produce/spawning parameters: --Added spawnSource(unitRef) - Effects location and team eg: spawnUnits: tank(spawnSource=memory.lastLocation) --Added copyWaypointsFrom(unitRef) - Copies all waypoints on target to created units. Eg: spawnUnits: tank(copyWaypointsFrom=self) Modulus operator (%) added to ${} template blocks unloadUpToXUnitsAndGiveAttackOrder - Now unloads units at turret location (testing needed) Added borrowResourcesWhileBuilt - like borrowResourcesWhileAlive but doesn't take effect till built. Mostly useful for buildings like houses that have negative resources to add t...Probably the biggest 2D RTS around, Rusted Warfare has a major new releaseNov 17, 2020 - GamingOnLinuxRusted Warfare is sitting in quite a sweet spot for me. It's a grand-scale 2D RTS, that's like an indie low-res Supreme Commander and it's great. This latest update adds in a massive modular spider mech and it's awesome. Read the full article here: https://www.gamingonlinux.com/2020/11/probably-the-biggest-2d-rts-around-rusted-warfare-has-a-major-new-release Rusted Warfare Major Update 1.14Nov 16, 2020 - Community AnnouncementsRusted Warfare Major Update 1.14 A new update to Rusted Warfare is out! New Unit: Modular Spider {STEAM_CLAN_IMAGE}/29174792/2e65aecefaa8742965fc0804f7b7622e59517d32.png -A walking mobile base -Starts with no weapons but has 6 slots where turrets, or modules can be built and upgraded. -Is a Starting unit only, picked from the Game Options (cannot be built normally unless using mods) -Possible add-on modules: ---Shield Gen, Anti-Nuke, Fabricator T1 & T2, Laser Defense, Lightning, Flak, Artillery, Sam T1 & T2, Gun T1 & T2, Plasma T1 & T2 -Very heavily armored but slow -Base speed is reduced if any weapons are attached -Can build units and buildings -Auto repairs nearby units -Can move over water -Built-in Fabricator -Goes nuclear on death (if nukes are enabled) New Turrets and buildings {STEAM_CLAN_IMAGE}/29174792/d3457edec1e81525c3f13becf779ef6317fb5c7c.png -Lightning Turret T1 & T2 - Upgraded from basic land turret -Artillery Turret T2 - Upgraded from artillery turret -Watch tower - Sees through fog in a large range, built from T2 builders Extractor T3 upgrades {STEAM_CLAN_IMAGE}/29174792/fcde7993f6abdcf8a477c9e0a4a93ce933d8b4ff.png New optional upgrades, only one can be picked at a time: -Overclock: Much less health. Generates credits faster. Can be reverted back to T3 for a 50% refund. -Reinforce: More health. New Unit: AA Beam Gunship {STEAM_CLAN_IMAGE}/29174792/5f2f33abac7d2afea2bdccfcbdd6470ae95905b4.png -Anti-air particle-beam weapon -Beam weak vs shields -Can not attack land -Slow speed unless using afterburner action -Balance wise this unit is meant to counter Amphibious Jets but be countered it's self by Heavy Interceptors (creating a triangle) New Unit: Heavy Anti-Air Mech {STEAM_CLAN_IMAGE}/29174792/da57d351d2ba7e9f5846384885bb95cba17520c3.png -Strong and long range air attack -Area affect anti-air -Weak land attack New servers -Relay servers for easier hosting of games (useful when mixing in Android/iOS clients that cannot use steam invite) ---To setup a relayed game use 'direct join' to one of: us1.relay, us2.relay, asia1.relay ---Other players will be able to join your game by entering the shown Room Code into direct join. ---Games aren't public yet, so share your room id with friends or on the discord server. -Modular Spider FFA battle royale servers (with up to 100 players!) ---Closing borders to force battles between players ---Crates randomly drop around the map that can be reclaimed ---(This was setup before AoE also did this lol) Releasing on iOS very soon -Store page here: https://apps.apple.com/au/app/rusted-warfare-rts/id1514329124 -Cross-platform multiplayer between Windows, Linux, Mac, Android, and iOS -Any support on release would be great. (Pre-orders would be helpful too but I know people don't like to do that.) Other major changes. -New maps: Hills (2p), Manipulation (4p), Two Large Islands (10p), Wetlands (10p) -Spectator support, players can be set as spectators to just watch games. And all players can be set as spe...Update - v1.13.3Sep 7, 2019 - Community AnnouncementsNew map: Many Islands Large (10p) New unit: Mech Engineer - T2 Mech builder with AA attack Path finding system has 2x-3x better performance and uses less memory. Team layout changer when hosting a game or in advanced skirmish. (eg easily switch to 5v5, 3v3v3, FFA and shuffle players) Better AI that is more aggressive late game. A new mod importer on android to make installing mods easy Support for loading compressed mods Game handles more mods installed at the same time Significantly reduced texture memory use on PC version Game doesn’t load data from inactive mods by default to save memory Running out of memory loading a texture replaces it with a placeholder and warns instead of crashing Running out of memory loading mod audio just warns instead of crashing Long list of new modding features for people to make cool mods with including creating their own custom resources, attaching units together, and controlling unit behaviour Advanced sandbox game setup New 'modded' tab in sandbox to sort through a large number of modded units Fixing desyncs playing multiplayer survival Any required mods now shown before joining a server in server list Lots of bug fixes == Balance Changes == Experimental Tank - Larger damage AoE, slightly slower attack Tesla Mech - Removed air attack Artillery Mech price changed $1700 -> $1400 Heavy Artillery price changed $3800 -> $3100 Artillery Turret - Larger AoE and slightly more damage Minor update - v1.13.2 (New maps, surrendering, context map pings, new features)Mar 2, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/29174792/870ad77c0d6d310291217857c474d55d2c193e8a.png Main new features: -Surrender voting system added to multiplayer -Map ping with context (eg ‘attack here’, ‘build here’), extra useful when playing with people from other languages -Allow players to change their own teams in multiplayer even if they aren’t hosts -New map: Valley Arena (10p) -New map: Kingdoms (10p) -Start advanced skirmish from a custom map screen -Double click to attack-move setting added Other changes: -Units better follow paths and take a wider gap around obstacles when in a group -Fixed replays and saves played on maps that were streamed to you from a server -Fixes for map vibration on some zoom/resolutions -Preview which units will be selected by box selection before releasing -Better interactions with dedicated servers, battleroom interface improvements -Show colored HP bars by team -Fix useless T2 upgrade showing on mech factory -Random values are more random -Fixed attack-move melee units pushing targets -Fixed attachedTo and effect shadows -Smarter ally / enemy team starting locations in skirmish -AI now starts building immediately on game start -Remove blur from map at some zoom levels -Fix client ids if game with preferences.ini copied to another machine -Fixes for setting teams on dedicated servers -Resync and rejoins are now much faster -French and Dutch translations -Keep current unit selection after resyncs -Don’t make screen blank while resyncing -Fix for ‘unit cap reached’ shown at multiplayer start -Fog revealer is now unselectable -Capture neutral in multiplayer Balance: -Flame turret damage: 3 -> 4 -Fire Bee: Hp 5400 -> 4900, Build speed: 59.5s -> 83s -Fabricator: Build time 11.9s -> 27.7s --Fabricator T2 Upgrade time: 41.6s -> 55.5s --Fabricator T3 Upgrade time: 55.5s -> 83.3s -laser tank: Added track animations, more HP but higher cost -Scout and Light gunship build times increased New modding features: -Added numberOfUnitsInTeam(withTag, withinRange, incompleteBuildings=true/false, factoryQueue=true/false, ...) logic boolean - Useful for building prerequisites, tech unlocks, hero respawning, etc. -added self.kills() and self.isOnNeutralTeam() logic booleans -hidden now allows a logic boolean -invisible now allows a logic boolean -New effects on victory screen -added image_applyTeamColors -added image_drawOffsetX / Y -added teamColorRatio -added isUnselectable and canNotBeDirectlyAttacked -added IGNORE ini value, to skip keys and not load key in copyFrom target - text and description support multiple languages - iconImage added -icon_zoomed_out added - deleteNumUnitsFromTransport added -canBuild_X_isVisible added (logic boolean) -canBuild_X_isLocked added (logic boolean) -canBuild_X_isLockedMessage added (text) - drawLegWhenZoomedOut, drawFootWhenZoomedOut (boolean) - for performance -extraBuildRangeWhenBuildingThis (float) -disableAllUnitCollisions - (boolean) Major release - v1.13 (Huge performance boost, 100s of new modding features, 8 new units, smarter AI, ...)Dec 1, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/29174792/bfc78e8153cd1d8924920c66544d7e3068b2729d.png Main new features: A new set of units Light gunship - Very weak but cheap Underwater probe - weak scout Plasma tank - Strong land attack, Shield weak vs lightning Heavy Interceptor - Heavily armed with shield, Shield weak vs lightning Telsa Mech Fire bee Nautilus - Amphibious submarine Aircraft carrier Heavily armed and armored, Builds air units (at x5 speed), Laser defence & repairbay, Anti-air, Can build anti-nuke missiles Better smarter AI. Better able to defend itself, expand, smarter experimental spider usage, etc Large performance improvements and much better at handling large maps (like the 1500*1500 crazy maps in the workshop) 3 new maps 1 new mission Patrol order - will move between points forever, or guard an area will help repair/build any nearby units, will move to attack any nearby targets or anything that damages it. Guard order - will follow a target, repairing it and helping it build. Will move to attack any nearby targets or anything that damages target. Cloud effects Lightning attacks now bypass shields allowing many units to be countered Music and sound system (with faster startup speed and reduced memory usage) Improved effects and graphics Converted over many core units into the mod ini format for people to change and use in mods Lots of bugs fixes. Main new modding features: Around 250 new options and systems added Keyframe animation system (including arm/leg animations for smooth opening blast doors, etc) Automatic action triggers (eg convert unit when it’s over water, low HP, etc) Ability to embed images into maps to include your own custom tileset graphics Custom price system. Custom sounds (with custom sounds on order) Multi-Targeting/Target per turret system Teleporting, units spawning Pre unit turret limit upped to 30 Reduced memory usage of each mod and inactive mods Manual turret firing (eg moddable nuke launchers) Shield damage bypass and unit armour Flexible custom moddable effects. (Create custom projectile explosions, turret shooting effects, etc) Enhanced boolean logic with many more functions. (Including ‘and’, ‘or’, and brackets) Adds self.isOverPassableTile(type), self.tags(includes), self.energy(greaterThan/lessThan/empty/full), self.transportingCount(...), self.ammo(...), etc Projectile intercepting projectiles (eg moddable anti-nuke) Ammo variable, and 32 boolean flags for misc mod usage Turret angle restrictions Starting units can be added to with custom units Many many more new features - see full list in the Modding Reference doc Try the 1.13 beta for the next version now.Oct 29, 2018 - Community AnnouncementsBeta for the next update is live for steam under 'beta - 1.13' in game properties under the beta tab. (The game must be stopped when switching.) Please report any problems, no dedicated servers for 1.13 are up yet, and android beta should be up in a few days. Use this build to fix and update your mods but please don't upload any 1.13 only features to the workshop yet. Main new features: A new set of units Light gunship - Very weak but cheap Underwater probe - weak scout Plasma tank - Strong land attack, Shield weak vs lightning Heavy Interceptor - Heavily armed with shield, Shield weak vs lightning Telsa Mech Fire bee Nautilus - Amphibious submarine Aircraft carrier Heavily armed and armored, Builds air units (at x5 speed), Laser defence & repairbay, Anti-air, Can build anti-nuke missiles Better smarter AI. Better able to defend itself, expand, smarter experimental spider usage, etc Large performance improvements and much better at handling large maps (like the 1500*1500 crazy maps in the workshop) 3 new maps 1 new mission Patrol order - will move between points forever, or guard an area will help repair/build any nearby units, will move to attack any nearby targets or anything that damages it. Guard order - will follow a target, repairing it and helping it build. Will move to attack any nearby targets or anything that damages target. Cloud effects Lightning attacks now bypass shields allowing many units to be counted Music and sound system (with faster startup speed and reduced memory usage) Improved effects and graphics Converted over many core units into the mod ini format for people to change and use in mods Lots of bugs fixes. Main new modding features: Keyframe animation system (including arm/leg animations for smooth opening blast doors, etc) Automatic action triggers (eg convert unit when it’s over water, low HP, etc) Ability to embed images into maps to include your own custom tileset graphics Custom price system. Custom sounds (with custom sounds on order) Multi-Targeting/Target per turret system Teleporting, units spawning Pre unit turret limit upped to 30 Reduced memory usage of each mod and inactive mods Manual turret firing (eg moddable nuke launchers) Shield damage bypass and unit armour Flexible custom moddable effects. (Create custom projectile explosions, turret shooting effects, etc) Enhanced boolean logic with many more functions. (Including ‘and’, ‘or’, and brackets) Adds self.isOverPassableTile(type), self.tags(includes), self.energy(greaterThan/lessThan/empty/full), self.transportingCount(...), self.ammo(...), etc Projectile intercepting projectiles (eg moddable anti-nuke) Ammo variable for misc usage Turret angle restrictions Starting units can be added to with custom units Many many more new features Major release - v1.12 (Workshop modding for units/missions/maps! Also new units, faster performance and extra shrapnel)Feb 4, 2018 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/29174792/29d2041ea8e467539e024f185ce11559e1d821a1.png Large performance boost handling lots of units and large battles. Up to 10x the framerate in some special test cases More efficient pathfinding and prioritization of path solving threads Steam workshop support for units and maps! Mods and workshop items can be added or uploaded from mods screen Thank you to the modders who have already added content! Maps will be automatically streamed from the host, but units require everyone to have them installed right now Placing lines of buildings by click dragging (very useful) New Heavy artillery - T2 artillery with limited laser defence New Heavy Missile Ship - powerful long range New T3 anti-air sam, and flak anti-air Many old units have been converted into the newer moddable format Added reload unit data button to sandbox - Modders should now never need to restart Logic bug causing AI to get stronger on very easy & easy settings (I'm so sorry!!) Game statistics now show on victory screen Translation files are now under 'assets/translations' for people to add their own translations. Send them in for official inclusion Mobile turret nerf, now cannot move over water Missile tank renamed to AA Missile tank, buffed for anti-air but cannot attack land Faster rendering code for minimap, selections, image drawing The 'Live Reload' option is now multithread to remove any freezes Fixed cleared key binding being reset Fixed crashes loading save with missing modded units Fixed crash bugs Lots of little details (that most of people might not notice) Most unit turrets have recoil New trees of different types Leaves when trees fall Better graphics on lots of projectiles Dust on reversing units Better water waves on ships Shrapnel bits fly of units when they explode Better laser effects Nicer render of the map when zoomed out http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/29174792/28f4c3aae5c1933d51ac53a9c140b20987c6e817.gifMajor release - v1.12 (Workshop modding for units/missions/maps! Also new units, faster performance and extra shrapnel)Feb 4, 2018 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/29174792/29d2041ea8e467539e024f185ce11559e1d821a1.png Large performance boost handling lots of units and large battles. Up to 10x the framerate in some special test cases More efficient pathfinding and prioritization of path solving threads Steam workshop support for units and maps! Mods and workshop items can be added or uploaded from mods screen Thank you to the modders who have already added content! Maps will be automatically streamed from the host, but units require everyone to have them installed right now Placing lines of buildings by click dragging (very useful) New Heavy artillery - T2 artillery with limited laser defence New Heavy Missile Ship - powerful long range New T3 anti-air sam, and flak anti-air Many old units have been converted into the newer moddable format Added reload unit data button to sandbox - Modders should now never need to restart Logic bug causing AI to get stronger on very easy & easy settings (I'm so sorry!!) Game statistics now show on victory screen Translation files are now under 'assets/translations' for people to add their own translations. Send them in for official inclusion Mobile turret nerf, now cannot move over water Missile tank renamed to AA Missile tank, buffed for anti-air but cannot attack land Faster rendering code for minimap, selections, image drawing The 'Live Reload' option is now multithread to remove any freezes Fixed cleared key binding being reset Fixed crashes loading save with missing modded units Fixed crash bugs Lots of little details (that most of people might not notice) Most unit turrets have recoil New trees of different types Leaves when trees fall Better graphics on lots of projectiles Dust on reversing units Better water waves on ships Shrapnel bits fly of units when they explode Better laser effects Nicer render of the map when zoomed out http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/29174792/28f4c3aae5c1933d51ac53a9c140b20987c6e817.gifMajor release - v1.11 (Replays, new mechs, lots of optimisations, etc)Sep 23, 2017 - Community Announcements-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)Major release - v1.11 (Replays, new mechs, lots of optimisations, etc)Sep 23, 2017 - Community Announcements-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)Major release - v1.10 (Shared control, mechs, maps, better AI)Aug 13, 2017 - Community AnnouncementsShared ally control can be setup for multiplayer games Disconnected players automatically get all their units shared to allies till they return Mech Factory added, with a set of initial mechs Basic mech - Land only Anti-air mech - Area effect anti-air only Plasma Mech - Long range air & ground attack Flame Mech - Short range flamethrower with high HP T3 gun turret upgrade New map: Enclosed Island (10p) Spider mech now costs $70000 and uses up 5 transport slots. And it's death nuke is disabled when 'no nukes' game setting is on. New building gird placement system and reworked footprint of many buildings Modded units are now loaded from 'mods/units/' and can be enabled or disabled in-game Lots of new modding features Modded units can now have upgrade actions Can dynamically switch any property with convert actions Custom projectile graphics with more options Modded units can override builtin units Lots more Fixed pathing issues causing builders with queued buildings to pause Fixed pathing issue causing units from factories to sometimes pause before moving to rally Builders now wait up to ~15 seconds if there is not enough money to place a building before giving up Fixed pathing issues with units loading into transports in multiplayer Softer speedups on laggy networks and better handling of high ping Builder ships can build more building types All builders can reclaim buildings Repairbay automatically repairs allies units and helps build buildings More robust server networking code Spider mech automatically repairs units When a unit can both repair damaged transport or load into it will toggle between load up and repair 'lava votex' map balance fix T1 builder can no longer build nuke launchers Lots of AI improvements and fixes AI can better use modded units AI builds anti-nuke, repairbays, and laser defenses AI cannot hijack the sandbox editor to build units (haha) Builds attacking units more reliability Expands better Major release - v1.10 (Shared control, mechs, maps, better AI)Aug 13, 2017 - Community AnnouncementsShared ally control can be setup for multiplayer games Disconnected players automatically get all their units shared to allies till they return Mech Factory added, with a set of initial mechs Basic mech - Land only Anti-air mech - Area effect anti-air only Plasma Mech - Long range air & ground attack Flame Mech - Short range flamethrower with high HP T3 gun turret upgrade New map: Enclosed Island (10p) Spider mech now costs $70000 and uses up 5 transport slots. And it's death nuke is disabled when 'no nukes' game setting is on. New building gird placement system and reworked footprint of many buildings Modded units are now loaded from 'mods/units/' and can be enabled or disabled in-game Lots of new modding features Modded units can now have upgrade actions Can dynamically switch any property with convert actions Custom projectile graphics with more options Modded units can override builtin units Lots more Fixed pathing issues causing builders with queued buildings to pause Fixed pathing issue causing units from factories to sometimes pause before moving to rally Builders now wait up to ~15 seconds if there is not enough money to place a building before giving up Fixed pathing issues with units loading into transports in multiplayer Softer speedups on laggy networks and better handling of high ping Builder ships can build more building types All builders can reclaim buildings Repairbay automatically repairs allies units and helps build buildings More robust server networking code Spider mech automatically repairs units When a unit can both repair damaged transport or load into it will toggle between load up and repair 'lava votex' map balance fix T1 builder can no longer build nuke launchers Lots of AI improvements and fixes AI can better use modded units AI builds anti-nuke, repairbays, and laser defenses AI cannot hijack the sandbox editor to build units (haha) Builds attacking units more reliability Expands better Mac support added (beta), change game speed, larger unit capJul 28, 2017 - Community Announcements-Mac support added. Let me know if there are any issues. (Steam overlay might be broken on Mac, I'm working on a fix) -Can speedup or slow down or pause singleplayer games with +/- buttons. Btw you can queue up commands while game is paused. -Doubled unit cap in singleplayer (and added hidden setting to customise it) -Fixed bug in adv mode skirmish unit cap causing it to be lower than it should (so it's unit cap is now quadrupled with above change) -Fixed click and drag mouse actions being ignored when placing buildings -Fixed click and drag action being ignored when using in-game buttons -Fixed mouse wheel zoom not working just after using the mini-map This again should be compatible in multiplayer with the last version. Let me know if there are any issues.Mac support added (beta), change game speed, larger unit capJul 28, 2017 - Community Announcements-Mac support added. Let me know if there are any issues. (Steam overlay might be broken on Mac, I'm working on a fix) -Can speedup or slow down or pause singleplayer games with +/- buttons. Btw you can queue up commands while game is paused. -Doubled unit cap in singleplayer (and added hidden setting to customise it) -Fixed bug in adv mode skirmish unit cap causing it to be lower than it should (so it's unit cap is now quadrupled with above change) -Fixed click and drag mouse actions being ignored when placing buildings -Fixed click and drag action being ignored when using in-game buttons -Fixed mouse wheel zoom not working just after using the mini-map This again should be compatible in multiplayer with the last version. Let me know if there are any issues.Another Small updateJul 23, 2017 - Community Announcements-Added cycle fabricator, land factory and air factory hotkeys -Detect missing or bad openGL drivers and show a message with info -Fixed crash from out of range keyboard input -Switching to advanced skirmish not transferring AI difficulty -Crash details show in popup (helps modders if they make syntax errors) -More reliable shutdown after exception -Fix AI showing as disconnected -Fixed sandbox editor not showing till units are deselected (due to builder being auto selected) This update should be compatible in multiplayer with the old version.Another Small updateJul 23, 2017 - Community Announcements-Added cycle fabricator, land factory and air factory hotkeys -Detect missing or bad openGL drivers and show a message with info -Fixed crash from out of range keyboard input -Switching to advanced skirmish not transferring AI difficulty -Crash details show in popup (helps modders if they make syntax errors) -More reliable shutdown after exception -Fix AI showing as disconnected -Fixed sandbox editor not showing till units are deselected (due to builder being auto selected) This update should be compatible in multiplayer with the old version.Small update (from before)Jul 20, 2017 - Community AnnouncementsForgot to post this before sorry: -Add idle builder & extractor hotkey. -Quick rallypoint option (change rally with just move orders), can be turned off in the settings. -German and Italian translations. -Disconnected shown on player's units if they aren't in the game. -Fixes to hotkey saving. -Builders/spiders now selected automatically when starting a game -New options: '-width', '-height', '-fullscreen', '-nomusic' added for troubleshooting