What changed
1 fix0 additions0 changes0 removals
fixedSomehow GC returned.. Yes, we are back and ready for round two with a new demo that will be available ONLY during Steam's Strategy Fest August 28- September 5 We have addressed numerous bugs that were identified by our community during our previous blitz playtest: -The most significant improvement has been made to the AI, which now operates consistently without any pauses. -We've introduced the feature to kick players from your lobby. -Overhauled tooltips are now available for all upgrades and abilities. -Helicopters and planes now fall from the sky in a more realistic manner. -Visual indicators have been added to EDU doctrines to show the currently selected doctrine. -Abilities can now be cast on the minimap as well as waypoints. -There's now a visual indicator for when a bounty is captured. -Select all now excludes expansion units. -Fixed a bug with targeting entrenched units. In addition we bring forth a short introduction to our game mechanics and universe. It is still wip with many placeholders but it offers a very good idea of what we have in mind for later. Although there are still many issues we intend to address, this is the progress we've managed to achieve in a limited timeframe. So, what's next? Finishing the Campaign would be the main focus, we have some very ambitious plans for this one that we wish not to spoil just yet. With that out of the way we will add more unit upgrades and abilities to increase every faction's flavor. Asymmetry is a very expensive and hard aspect to nail down but we are committed to go all in on this. Next will be more QOL mechanics and overall gameplay improvements : Raycast targeting, attack ground, civilian garrison, unit info panel, replays and many other small things that increase the enjoyment of the game.
Global Conflagration changes
fixedSomehow GC returned.. Yes, we are back and ready for round two with a new demo that will be available ONLY during Steam's Strategy Fest August 28- September 5 We have addressed numerous bugs that were identified by our community during our previous blitz playtest: -The most significant improvement has been made to the AI, which now operates consistently without any pauses. -We've introduced the feature to kick players from your lobby. -Overhauled tooltips are now available for all upgrades and abilities. -Helicopters and planes now fall from the sky in a more realistic manner. -Visual indicators have been added to EDU doctrines to show the currently selected doctrine. -Abilities can now be cast on the minimap as well as waypoints. -There's now a visual indicator for when a bounty is captured. -Select all now excludes expansion units. -Fixed a bug with targeting entrenched units. In addition we bring forth a short introduction to our game mechanics and universe. It is still wip with many placeholders but it offers a very good idea of what we have in mind for later. Although there are still many issues we intend to address, this is the progress we've managed to achieve in a limited timeframe. So, what's next? Finishing the Campaign would be the main focus, we have some very ambitious plans for this one that we wish not to spoil just yet. With that out of the way we will add more unit upgrades and abilities to increase every faction's flavor. Asymmetry is a very expensive and hard aspect to nail down but we are committed to go all in on this. Next will be more QOL mechanics and overall gameplay improvements : Raycast targeting, attack ground, civilian garrison, unit info panel, replays and many other small things that increase the enjoyment of the game.
Somehow GC returned.. Yes, we are back and ready for round two with a new demo that will be available ONLY during Steam's Strategy Fest August 28- September 5 We have addressed numerous bugs that were identified by our community during our previous blitz playtest: -The most significant improvement has been made to the AI, which now operates consistently without any pauses. -We've introduced the feature to kick players from your lobby. -Overhauled tooltips are now available for all upgrades and abilities. -Helicopters and planes now fall from the sky in a more realistic manner. -Visual indicators have been added to EDU doctrines to show the currently selected doctrine. -Abilities can now be cast on the minimap as well as waypoints. -There's now a visual indicator for when a bounty is captured. -Select all now excludes expansion units. -Fixed a bug with targeting entrenched units. In addition we bring forth a short introduction to our game mechanics and universe. It is still wip with many placeholders but it offers a very good idea of what we have in mind for later. Although there are still many issues we intend to address, this is the progress we've managed to achieve in a limited timeframe. So, what's next? Finishing the Campaign would be the main focus, we have some very ambitious plans for this one that we wish not to spoil just yet. With that out of the way we will add more unit upgrades and abilities to increase every faction's flavor. Asymmetry is a very expensive and hard aspect to nail down but we are committed to go all in on this. Next will be more QOL mechanics and overall gameplay improvements: Raycast targeting, attack ground, civilian garrison, unit info panel, replays and many other small things that increase the enjoyment of the game.
That is all, looking forward to hearing the feedback and please wishlist our game to support our efforts!