Full notes
Full The Old War update
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Repeated intro
Hello everyone!
What changed
- Gameplay
- Performance
The Old War changes
It's been a while, but I have a number of very solid excuses so I hope you will forgive me.
I lost my job, got a new job, went to Scotland and got married. It's been a hell of a year. All that being said, I still do have some pretty solid updates for The Old War, and I can't wait to share them with you.
First and foremost, I switched from using Unity's Universal Render Pipeline (URP) to the High Definition Render Pipeline (HDRP). This was a tough choice for me, because I have always been that guy with a potato for a PC. I want people to be able to freely play this game with their friends regardless of their bank accounts. All that being said, the limitations on the number of lights were an unacceptable trade-off.
Secondly, I switched from using Mirror to Netcode for GameObjects. I'm still unsure if this was the right call, but I really wanted to try out Netcode as it is being developed. Mirror also doesn't allow you to change the Enter Play Mode settings, which allows dramatically faster testing for the game.
The final major change is that I am no longer using Unity's NavMesh, I have switched to the A* Pathfinding Project. This is a brilliant library that eases a lot of the navigation issues I have been running into.
Just about every change here was a major improvement to the Old War universe, so I hope you like it.
Dan Warchest Studios
Source
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