Full notes
Full Rusted Warfare - RTS update
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What changed
- Compatibility
- Gameplay
- Workshop
- Maps
- Performance
- Balance
Rusted Warfare - RTS changes
Beta for the next update is live for steam under 'beta - 1.13' in game properties under the beta tab. (The game must be stopped when switching.) Please report any problems, no dedicated servers for 1.13 are up yet, and android beta should be up in a few days. Use this build to fix and update your mods but please don't upload any 1.13 only features to the workshop yet. Main new features:
A new set of units
Light gunship - Very weak but cheap
Underwater probe - weak scout
Plasma tank - Strong land attack, Shield weak vs lightning
Heavy Interceptor - Heavily armed with shield, Shield weak vs lightning
Telsa Mech
Fire bee
Nautilus - Amphibious submarine
Aircraft carrier Heavily armed and armored, Builds air units (at x5 speed), Laser defence & repairbay, Anti-air, Can build anti-nuke missiles
Better smarter AI. Better able to defend itself, expand, smarter experimental spider usage, etc
Large performance improvements and much better at handling large maps (like the 1500*1500 crazy maps in the workshop)
3 new maps
1 new mission
Patrol order - will move between points forever, or guard an area will help repair/build any nearby units, will move to attack any nearby targets or anything that damages it.
Guard order - will follow a target, repairing it and helping it build. Will move to attack any nearby targets or anything that damages target.
Cloud effects
Lightning attacks now bypass shields allowing many units to be counted
Music and sound system (with faster startup speed and reduced memory usage)
Improved effects and graphics
Converted over many core units into the mod ini format for people to change and use in mods
Lots of bugs fixes.
Main new modding features:
Keyframe animation system (including arm/leg animations for smooth opening blast doors, etc)
Automatic action triggers (eg convert unit when it’s over water, low HP, etc)
Ability to embed images into maps to include your own custom tileset graphics
Custom price system.
Custom sounds (with custom sounds on order)
Multi-Targeting/Target per turret system
Teleporting, units spawning
Pre unit turret limit upped to 30
Reduced memory usage of each mod and inactive mods
Manual turret firing (eg moddable nuke launchers)
Shield damage bypass and unit armour
Flexible custom moddable effects. (Create custom projectile explosions, turret shooting effects, etc)
Enhanced boolean logic with many more functions. (Including ‘and’, ‘or’, and brackets)
Adds self.isOverPassableTile(type), self.tags(includes), self.energy(greaterThan/lessThan/empty/full), self.transportingCount(...), self.ammo(...), etc
Projectile intercepting projectiles (eg moddable anti-nuke)
Ammo variable for misc usage
Turret angle restrictions
Starting units can be added to with custom units
Many many more new features
Source
Changelog.gg summarizes and formats this update. How we read updates.
