Full notes
Full Micro Wars update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Fixes
- Maps
- Performance
- Balance
Features:
Initial Ukranian text localization
New fonts for all languages
New mountain models!
Bug Fixes:
Fix for simulation deadlock in certain situations
Fixed bugs where army loadouts and/or campaign progress could very occasionally not reflect the latest changes on relaunching game
Armadillo tanks in Riptide transports no longer 'crush' infantry loaded into other Riptide transports.
Maps that use walls now allow the players' first building to build quickly
Officer buff no longer persists when the officer dies
Continued performance improvements
The temporary loadout persists across games now rather than randomizing to allow for adjustments and refinements, and using the temporary loadout for matchmaking no longer results in a new random army in game (different from what was shown while queueing/searching)
Fix for additional cases where units could occasionally get stuck on top of each other.
Improved unit pathing when attack move is issued that better takes into account the unit's position within its hex. Issuing attack commands while a unit is moving should feel a lot better now.
Fix for rare crashes that could occur when issuing attack orders on the same frame that units are destroyed.
Fix for randomly selecting units/buildings when dragging the selection box exactly horizontally or vertically.
Balance:
M.A.D. Trooper attack delay reduced from 5s to 3s. It was just too long in between the two models firing and frustrating to work with.
Source
Changelog.gg summarizes and formats this update. How we read updates.
