Testing a new feature - the fog of war The test branches of the game now feature the fog of war system.
In this update1
Full notes
Full Invasion Machine update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions3 changes0 removals
Maps
Gameplay
changedTesting a new feature - the fog of warThe test branches of the game now feature the fog of war system. From now on, you'll only be able to see the enemy and civilian units on the map if you have your own men positioned near them.
addedTesting a new feature - the fog of warHow the system works: If the camera is moved too far away from your nearest unit, the neutral and enemy units will disappear from the map. I've also added a slight visual effect to make this more obvious when it happens. Any enemies that have already been confirmed (those with the red enemy icon active) will clear the fow the same way your units do (because otherwise it would be hard to target them).
changedTesting a new feature - the fog of warWhy: I don't want the players to be able to find and destroy every single enemy unit on the map, as soon as it appears. The AI is always trying to issue some missions to it's units (like finding out where your units are, working on their relations with the locals in villages, and so on), and if you destroy every enemy on sight - none of their missions will ever affect the game.
changedTesting a new feature - the fog of warIn other news: There's still some (sligher?) issues with the pathfinding, so I'll be hunting the issues related to it. The one issue I know is that some units tend to run in circles in more "complicated" parts of the map. This happens when they're unable to path to the exact point they were trying to reach, and will require some more patching.
addedTesting a new feature - the fog of warIn terms of new content, here's my nearest plans: 1. Mortars for the enemy, to again make them a little more dangerous 2. More buildable civilian structures, like wells (promised earlier, and I will finally add them) 3. Communications (cellphones for the civilians and enemies) 4. Making the traffic stops system less annoying.
Invasion Machine changes
changedThe test branches of the game now feature the fog of war system. From now on, you'll only be able to see the enemy and civilian units on the map if you have your own men positioned near them.
addedHow the system works: If the camera is moved too far away from your nearest unit, the neutral and enemy units will disappear from the map. I've also added a slight visual effect to make this more obvious when it happens. Any enemies that have already been confirmed (those with the red enemy icon active) will clear the fow the same way your units do (because otherwise it would be hard to target them).
changedWhy: I don't want the players to be able to find and destroy every single enemy unit on the map, as soon as it appears. The AI is always trying to issue some missions to it's units (like finding out where your units are, working on their relations with the locals in villages, and so on), and if you destroy every enemy on sight - none of their missions will ever affect the game.
changedIn other news: There's still some (sligher?) issues with the pathfinding, so I'll be hunting the issues related to it. The one issue I know is that some units tend to run in circles in more "complicated" parts of the map. This happens when they're unable to path to the exact point they were trying to reach, and will require some more patching.
addedIn terms of new content, here's my nearest plans: 1. Mortars for the enemy, to again make them a little more dangerous 2. More buildable civilian structures, like wells (promised earlier, and I will finally add them) 3. Communications (cellphones for the civilians and enemies) 4. Making the traffic stops system less annoying.
Testing a new feature - the fog of war
The test branches of the game now feature the fog of war system. From now on, you'll only be able to see the enemy and civilian units on the map if you have your own men positioned near them.
How the system works: If the camera is moved too far away from your nearest unit, the neutral and enemy units will disappear from the map. I've also added a slight visual effect to make this more obvious when it happens. Any enemies that have already been confirmed (those with the red enemy icon active) will clear the fow the same way your units do (because otherwise it would be hard to target them).
Why: I don't want the players to be able to find and destroy every single enemy unit on the map, as soon as it appears. The AI is always trying to issue some missions to it's units (like finding out where your units are, working on their relations with the locals in villages, and so on), and if you destroy every enemy on sight - none of their missions will ever affect the game.
For now I'm only keeping this update in the test branch. So far I've only seen it working exactly as expected, but I'd rather test it more before it goes fully public.
How to switch to a test branch: In your Steam application, you can right-click on the game title to reveal the Preferences panel. Inside it, it's possible to switch the current game branch that you use. The public-testing branch of the game will always include the newest (but sometimes still incomplete) features, first.
In other news: There's still some (sligher?) issues with the pathfinding, so I'll be hunting the issues related to it. The one issue I know is that some units tend to run in circles in more "complicated" parts of the map. This happens when they're unable to path to the exact point they were trying to reach, and will require some more patching.
In terms of new content, here's my nearest plans:
Mortars for the enemy, to again make them a little more dangerous
More buildable civilian structures, like wells (promised earlier, and I will finally add them)
Communications (cellphones for the civilians and enemies)