Physics-Based Vehicles In the last playtest, vehicles behaved strangely. They could climb over walls or sink into the ground, all because they weren’t using proper physics.
In this update4
Full notes
Full Drone Sector update
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What changed
0 fixes2 additions2 changes0 removals
Performance
UI and audio
Gameplay
changedPhysics-Based VehiclesIn the last playtest, vehicles behaved strangely. They could climb over walls or sink into the ground, all because they weren’t using proper physics. That was partly intentional for performance reasons. Now I’ve found a simple but convincing way to give vehicles physics without hurting performance. Wheels have suspension, explosions can push vehicles around, and they can even collide and shove each other.
addedSquad Order QueueYou can now queue up multiple movement orders for squads. This makes it easier to plan their exact route with the full path displayed on the UI. They’ll follow it step by step until the last waypoint. If plans change, you can quickly cancel everything and set up a new path instead.
changedProjectile PredictionNow you can see how long a projectile will take to land, often a few seconds. This works alongside the highlighting system, showing the target’s movement direction and where they’ll be by the time the explosion hits. This makes it much easier to lead shots and land them exactly on a moving target, assuming they don’t change course.
addedStatus Effects on TanksTanks can now be temporarily disabled in different ways. Regular bullets might not do much to the hull, but they can take out optics, blinding the tank for a while. Explosions can break the tracks, immobilizing the vehicle but still leaving it dangerous since the turret can keep firing. The strongest effect comes from certain explosions that concuss the crew, knocking them out temporarily so the tank just sits there until they recover.
Drone Sector changes
changedIn the last playtest, vehicles behaved strangely. They could climb over walls or sink into the ground, all because they weren’t using proper physics. That was partly intentional for performance reasons. Now I’ve found a simple but convincing way to give vehicles physics without hurting performance. Wheels have suspension, explosions can push vehicles around, and they can even collide and shove each other.
addedYou can now queue up multiple movement orders for squads. This makes it easier to plan their exact route with the full path displayed on the UI. They’ll follow it step by step until the last waypoint. If plans change, you can quickly cancel everything and set up a new path instead.
changedNow you can see how long a projectile will take to land, often a few seconds. This works alongside the highlighting system, showing the target’s movement direction and where they’ll be by the time the explosion hits. This makes it much easier to lead shots and land them exactly on a moving target, assuming they don’t change course.
addedTanks can now be temporarily disabled in different ways. Regular bullets might not do much to the hull, but they can take out optics, blinding the tank for a while. Explosions can break the tracks, immobilizing the vehicle but still leaving it dangerous since the turret can keep firing. The strongest effect comes from certain explosions that concuss the crew, knocking them out temporarily so the tank just sits there until they recover.
Physics-Based Vehicles
In the last playtest, vehicles behaved strangely. They could climb over walls or sink into the ground, all because they weren’t using proper physics. That was partly intentional for performance reasons. Now I’ve found a simple but convincing way to give vehicles physics without hurting performance. Wheels have suspension, explosions can push vehicles around, and they can even collide and shove each other.
Squad Order Queue
You can now queue up multiple movement orders for squads. This makes it easier to plan their exact route with the full path displayed on the UI. They’ll follow it step by step until the last waypoint. If plans change, you can quickly cancel everything and set up a new path instead.
Projectile Prediction
Now you can see how long a projectile will take to land, often a few seconds. This works alongside the highlighting system, showing the target’s movement direction and where they’ll be by the time the explosion hits. This makes it much easier to lead shots and land them exactly on a moving target, assuming they don’t change course.
Status Effects on Tanks
Tanks can now be temporarily disabled in different ways. Regular bullets might not do much to the hull, but they can take out optics, blinding the tank for a while. Explosions can break the tracks, immobilizing the vehicle but still leaving it dangerous since the turret can keep firing. The strongest effect comes from certain explosions that concuss the crew, knocking them out temporarily so the tank just sits there until they recover.
Question: What other status effects do you think would be interesting for tanks or infantry, besides blind, immobilize, and stun?