In this update2
Full notes
Full Powerplay update
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What changed
- Store
- Gameplay
- Events
- Compatibility
- UI and audio
- Balance
Powerplay changes
2273 commanders purchased the game as of this writing! Thanks a lot guys ːsteamhappyː
I've been working hard on feedback, fixes, and responding on discord and forums. Here are the most pressing issues that were recently added:
Tactical Pause
It is now possible to pause the game, and issue or cancel orders to units. It adds a nice tactical dimension to the game, and makes it less stressful. I didn't explore all the edge cases, particularly related to managing the industry. If you find any issues or have additional improvements to the tactical pause, please let me know.
Save Game
It is now possible to save ongoing skirmish, campaign, and custom games. This introduces some edge cases particularly in the campaign, which I will fix as soon as the new skirmirsh AI is done.
So bare with me a little and try not use the save feature in campaign mode over the upcoming week. The main reason is that the campaign is full of scripted events and triggers (for ex. releasing reinforcements), and my implementation was not made in a save-friendly manner. Some events might be triggered twice and others not at all, upon recovering a saved game. So I will rewrite the campaign to fix this, and while at it I will also fix all issues that have been found and incorporate feedback.
An interesting aspect of the save game, is that unit orders (move and attack) are not saved. For now, this is intentional: I figured that when you restore a saved game, the unit orders should not be applied because you don't want your units to rush into danger, while you are still recollecting your memory of the game.
Of course, persistent orders (like cargo trucks moving between destinations) are restored correctly.
Campaign missions 7-10
These missions are fully designed (thanks @Alex) and will be top priority as soon as the new skirmish AI is finished, and as soon as missions 1-6 are rewritten with a better flow, zero issues, and proper save game compatibility.
New Skirmish AI
To all those who find the Skirmish AI too easy or brain dead, I hear you! This has been brewing in my mind all week. This is now my top priority and will be dealt with swiftly and decisively over the next couple of days.
Localization Soon
Translation to German, Spanish (Latam), and Chinese (Simplified) has been completed. It is done by humans at ccjk.com. Translation to French will also be done by a human who is a member of the community (thanks @Craigychou). I need to do final testing to the localization system, and then hook it.
I am a bit afraid of long German words messing with the UI. But we must do it considering the outstanding popularity of this game in Germany.
New Content
I just commissioned new Art for the campaign, by the great @GnioProductions. We will have a proper briefing / situation room before the missions. This will open the possibility of making cutscenes and seeing the characters from up close. I am also thinking of commissioning VO, but I am not sure if we should do it for every line of dialog, or just some important lines. And if we do it partially, is it going to feel weird? I need to figure this out soon.
Updates
Version 0.2.40
fix crago trucks not connecting to certain buildings (as broadcast to the planet by OrbitalPotato :)
Joint Strike Ship: increase damage, vision, and attack range
Show costs of nukes and construction center upgrade
Prevent AI from triggering combat music while fighting each other
Ensure music intensity is updated in Skirmish mode
Clarify errors when advanced buildings can't be built (must have construction center upgrade)
fix building selection being prevented by warning icon
add 5140x1440 resolution
See you soon Commanders!
-Amine
Source
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