What changed
2 fixes1 addition3 changes0 removals
- Performance
- UI and audio
- Balance
- Maps
changedfast performance. better controls. tons of bugfixes. more to come.
changed// performance
fixedgenerated readonly symbols for constants, localization keys, research definitions - converted 80% of managed systems to value types - reduced network traffic significantly - parallelized region inspector jobs - fixed 4ms layout bug in rally inspector - discarded legacy universe-simulation significantly reducing memory usage and increasing load times - removed huge number of unused assets - better audio performance - proactively cull non-visible objects to lighten network load
addednew movement system: route units to specific locations with more conventional rts controls - added critical damage system with increasing chance based on health - new graphics menu for adjusting graphics settings
fixedfixed inspector accidentally opening sometimes - fixed loading overlay sometimes never going away - disabled discharge friendly fire - prevented supplies spawning on top of existing supplies or workers - fixed terrain normal strength to ensure works and props aligned correctly - fixed cursor not updating correctly over UI nor respecting UI scale settings - fixed escape in beginning of new match destroying entire scene - fixed multiple extra codex upgrades possible when clicking fast - fixed scenarios starting multiple times if enter pressed in quick succession
changedadjusted map size for Contact scenario - weakened Spore health, attack, battery - increased Sled attack rate - minor adjustment to human props - ensured fighters always automatically respond to attackers
CHAOTIC ERA changes
changedfast performance. better controls. tons of bugfixes. more to come.
changed// performance
fixedgenerated readonly symbols for constants, localization keys, research definitions - converted 80% of managed systems to value types - reduced network traffic significantly - parallelized region inspector jobs - fixed 4ms layout bug in rally inspector - discarded legacy universe-simulation significantly reducing memory usage and increasing load times - removed huge number of unused assets - better audio performance - proactively cull non-visible objects to lighten network load
addednew movement system: route units to specific locations with more conventional rts controls - added critical damage system with increasing chance based on health - new graphics menu for adjusting graphics settings
fixedfixed inspector accidentally opening sometimes - fixed loading overlay sometimes never going away - disabled discharge friendly fire - prevented supplies spawning on top of existing supplies or workers - fixed terrain normal strength to ensure works and props aligned correctly - fixed cursor not updating correctly over UI nor respecting UI scale settings - fixed escape in beginning of new match destroying entire scene - fixed multiple extra codex upgrades possible when clicking fast - fixed scenarios starting multiple times if enter pressed in quick succession
fast performance. better controls. tons of bugfixes. more to come.
// performance
- generated readonly symbols for constants, localization keys, research definitions - converted 80% of managed systems to value types - reduced network traffic significantly - parallelized region inspector jobs - fixed 4ms layout bug in rally inspector - discarded legacy universe-simulation significantly reducing memory usage and increasing load times - removed huge number of unused assets - better audio performance - proactively cull non-visible objects to lighten network load
// features
- new movement system: route units to specific locations with more conventional rts controls - added critical damage system with increasing chance based on health - new graphics menu for adjusting graphics settings
// bugfixes
- fixed inspector accidentally opening sometimes - fixed loading overlay sometimes never going away - disabled discharge friendly fire - prevented supplies spawning on top of existing supplies or workers - fixed terrain normal strength to ensure works and props aligned correctly - fixed cursor not updating correctly over UI nor respecting UI scale settings - fixed escape in beginning of new match destroying entire scene - fixed multiple extra codex upgrades possible when clicking fast - fixed scenarios starting multiple times if enter pressed in quick succession
// tweaks
- adjusted map size for Contact scenario - weakened Spore health, attack, battery - increased Sled attack rate - minor adjustment to human props - ensured fighters always automatically respond to attackers