What changed
0 fixes0 additions1 change0 removals
changedCars will no longer block line of sight - Wood piles will no longer block line of sight - Fixed an issue with house deleting their own cover area - Fixed an issue with woodpiles not provide proper cover - Fixed an issue where soldiers would not listen to move orders if firing at an enemy. - Fixed an issue where some soldiers would interrupt their reloading sequences to take aim. - Added a feature that only experienced soldiers would keep remaining in alert stance (gun up) after a target has vanished from the line of sight. - Tweaked the rate of fire for semi-automatic weapons. Adjusted pause in between shots and length of grouping to be more realistic. - Slightly reduced the rate of fire of the bolt action rifle in order to better represent the time it takes to cycle a round in the chamber. - Semi-auto shooters' behaviour will be more dictated by the experience of the shooter. - Troops will avoid firing at enemies that are engaged in hand to hand with friendlies - Troops will make an effort (but not entirely avoid) to stop firing at a down enemy. - Changed the version text colours and format on the bottom right - German snipers are now back in the spawn tables - Added the first batch of voice lines for Axis and Allies - Coded the portraits to select the appropriate soldier when clicked - The game will highlight the soldier on the ground that is corresponding to the portrait being mouse over by the player. - You can now shift-click portraits to select more than one soldier and/or can combine to shift drag select for more flexibility. - Coded specialties for the soldiers. Upon the first promotion (10xp) the player will be able to give a specialty to his soldiers amongst the 12 available. further promotions are not coded yet - Gunner has target switching ability coded. A gunner will engage the nearest target like any other infantry unit. However, any other target within 60 degrees of that initial target has a chance to be attacked as well. - Germans who spawn with a Machine gun will have the gunner abilities - Medic healing ability coded. A medic can heal any troops within 200 px + his XP per action by 1 point. - Germans can spawn with a medic bag and has medical abilities - Added the radio pack for soldiers who will carry a radio - Added the Faust pack which will identify which Axis soldiers are packing heat! - Coded the pack code which can pretty much attach anything to the back of the soldier and follow him in his action - Officer passive ability coded which can increase the morale of nearby troops
Mud and Blood changes
changedCars will no longer block line of sight - Wood piles will no longer block line of sight - Fixed an issue with house deleting their own cover area - Fixed an issue with woodpiles not provide proper cover - Fixed an issue where soldiers would not listen to move orders if firing at an enemy. - Fixed an issue where some soldiers would interrupt their reloading sequences to take aim. - Added a feature that only experienced soldiers would keep remaining in alert stance (gun up) after a target has vanished from the line of sight. - Tweaked the rate of fire for semi-automatic weapons. Adjusted pause in between shots and length of grouping to be more realistic. - Slightly reduced the rate of fire of the bolt action rifle in order to better represent the time it takes to cycle a round in the chamber. - Semi-auto shooters' behaviour will be more dictated by the experience of the shooter. - Troops will avoid firing at enemies that are engaged in hand to hand with friendlies - Troops will make an effort (but not entirely avoid) to stop firing at a down enemy. - Changed the version text colours and format on the bottom right - German snipers are now back in the spawn tables - Added the first batch of voice lines for Axis and Allies - Coded the portraits to select the appropriate soldier when clicked - The game will highlight the soldier on the ground that is corresponding to the portrait being mouse over by the player. - You can now shift-click portraits to select more than one soldier and/or can combine to shift drag select for more flexibility. - Coded specialties for the soldiers. Upon the first promotion (10xp) the player will be able to give a specialty to his soldiers amongst the 12 available. further promotions are not coded yet - Gunner has target switching ability coded. A gunner will engage the nearest target like any other infantry unit. However, any other target within 60 degrees of that initial target has a chance to be attacked as well. - Germans who spawn with a Machine gun will have the gunner abilities - Medic healing ability coded. A medic can heal any troops within 200 px + his XP per action by 1 point. - Germans can spawn with a medic bag and has medical abilities - Added the radio pack for soldiers who will carry a radio - Added the Faust pack which will identify which Axis soldiers are packing heat! - Coded the pack code which can pretty much attach anything to the back of the soldier and follow him in his action - Officer passive ability coded which can increase the morale of nearby troops
Good day folks, the latest Mud and Blood build is shaping the game even closer to its core direction. So far we are heading full speed towards the final intent which is being this very challenging but fun to play sandbox RTT (Real Time Tactics). Here's what's in the build this week.
0.0.6
- Cars will no longer block line of sight - Wood piles will no longer block line of sight - Fixed an issue with house deleting their own cover area - Fixed an issue with woodpiles not provide proper cover - Fixed an issue where soldiers would not listen to move orders if firing at an enemy. - Fixed an issue where some soldiers would interrupt their reloading sequences to take aim. - Added a feature that only experienced soldiers would keep remaining in alert stance (gun up) after a target has vanished from the line of sight. - Tweaked the rate of fire for semi-automatic weapons. Adjusted pause in between shots and length of grouping to be more realistic. - Slightly reduced the rate of fire of the bolt action rifle in order to better represent the time it takes to cycle a round in the chamber. - Semi-auto shooters' behaviour will be more dictated by the experience of the shooter. - Troops will avoid firing at enemies that are engaged in hand to hand with friendlies - Troops will make an effort (but not entirely avoid) to stop firing at a down enemy. - Changed the version text colours and format on the bottom right - German snipers are now back in the spawn tables - Added the first batch of voice lines for Axis and Allies - Coded the portraits to select the appropriate soldier when clicked - The game will highlight the soldier on the ground that is corresponding to the portrait being mouse over by the player. - You can now shift-click portraits to select more than one soldier and/or can combine to shift drag select for more flexibility. - Coded specialties for the soldiers. Upon the first promotion (10xp) the player will be able to give a specialty to his soldiers amongst the 12 available. further promotions are not coded yet - Gunner has target switching ability coded. A gunner will engage the nearest target like any other infantry unit. However, any other target within 60 degrees of that initial target has a chance to be attacked as well. - Germans who spawn with a Machine gun will have the gunner abilities - Medic healing ability coded. A medic can heal any troops within 200 px + his XP per action by 1 point. - Germans can spawn with a medic bag and has medical abilities - Added the radio pack for soldiers who will carry a radio - Added the Faust pack which will identify which Axis soldiers are packing heat! - Coded the pack code which can pretty much attach anything to the back of the soldier and follow him in his action - Officer passive ability coded which can increase the morale of nearby troops
This is it for this week's update, I wish you all a good weekend and stay safe out there. If you have any questions let me know. The same goes for suggestions.
Cheers
-urb