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Steam News3 July 20242y ago

Devlog #4 : Buildings and explosions - Prototype V0.12!

Test the latest version of the prototype here: Itch - Avant-Garde What's new: Buildings: There are now buildings on the battlefield. When a unit enters it, it gains a serious defensive advantage.

In this update6

Full notes

Full Avant-Garde: Napoleonic Battles update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions3 changes2 removals
  • Maps
  • Gameplay
  • Balance
  • Fixes
changedBuildings:There are now buildings on the battlefield. When a unit enters it, it gains a serious defensive advantage. Be careful, however, not to leave your unit in the building when it collapses. The same goes for bridges. Bridges and buildings can be targeted by artillery fire.
addedLeave horses/cannons behind:Artillery and cavalry units can now separate from their mounts. Useful when your cannons are running out of ammo. Riders can recover unmounted horses, and gunners can recover loose cannons. All units have the option to destroy the cannons or free the horses.
addedCannonballs dirt explosions:This time, the cannonballs cause a small dirt explosion when they hit the terrain. This is a minor change that adds a lot to the game. Also, before this version, damage from artillery fire was applied when firing the cannonball. Now they are applied when the cannonball hits the ground.
removedImproved points in this version:The sun rotates continuously and no longer step by step (in a discreet manner) as before.
removedImproved points in this version:Artillery damage is calculated on impact of the cannonball and no longer at the time of firing.
changedCorrected bugs:The automatic attack always ended up being the one recalculated, even after a specific attack order.

Avant-Garde: Napoleonic Battles changes

changedThere are now buildings on the battlefield. When a unit enters it, it gains a serious defensive advantage. Be careful, however, not to leave your unit in the building when it collapses. The same goes for bridges. Bridges and buildings can be targeted by artillery fire.
addedArtillery and cavalry units can now separate from their mounts. Useful when your cannons are running out of ammo. Riders can recover unmounted horses, and gunners can recover loose cannons. All units have the option to destroy the cannons or free the horses.
addedThis time, the cannonballs cause a small dirt explosion when they hit the terrain. This is a minor change that adds a lot to the game. Also, before this version, damage from artillery fire was applied when firing the cannonball. Now they are applied when the cannonball hits the ground.
removedThe sun rotates continuously and no longer step by step (in a discreet manner) as before.
removedArtillery damage is calculated on impact of the cannonball and no longer at the time of firing.

Test the latest version of the prototype here: Itch - Avant-Garde

What's new:

Buildings:

There are now buildings on the battlefield. When a unit enters it, it gains a serious defensive advantage. Be careful, however, not to leave your unit in the building when it collapses. The same goes for bridges. Bridges and buildings can be targeted by artillery fire.

Leave horses/cannons behind:

Artillery and cavalry units can now separate from their mounts. Useful when your cannons are running out of ammo. Riders can recover unmounted horses, and gunners can recover loose cannons. All units have the option to destroy the cannons or free the horses.

Cannonballs dirt explosions:

This time, the cannonballs cause a small dirt explosion when they hit the terrain. This is a minor change that adds a lot to the game. Also, before this version, damage from artillery fire was applied when firing the cannonball. Now they are applied when the cannonball hits the ground.

Improved points in this version:

  • The clock is more precise, making up for the difference in rotation with the sun in the scene.

  • The sun rotates continuously and no longer step by step (in a discreet manner) as before.

  • Artillery damage is calculated on impact of the cannonball and no longer at the time of firing.

Corrected bugs:

  • The automatic attack always ended up being the one recalculated, even after a specific attack order.

  • Other minor bugs.

Source

Steam News / 3 July 2024

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