In this update7
Full notes
Full The Rebellion update
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What changed
- Gameplay
- Maps
- Server
- Performance
The Rebellion changes
Changes
So this is a big one! We don't have an exact changelog, forgive us as we've been hyper focused and working around the clock on making these new systems and fixes.
Skirmish AI
Attacking an Enemy AI
We've added in our first iteration of the Skirmish AI to the game! There is a lot more to do with this, and we'll be periodically updating the AI constantly. In order to play with AI, just create a game and click on an open slot to add an AI player.
Wave Defense Revamp
The new Hamlet!
The Wave Defense game mode was simply inadequate as a game mode, especially after the addition of Skirmish AI. We've changed the pacing and AI in order to make the mode feel more like a desperate holdout, as opposed to the sluggish flow the mode had before. We've also redone the entire Hamlet map to look and play a lot better; I'd recommend giving it a try once you get the hang of the systems! We'll also be updating and balancing this mode as we go, so stay tuned!
Teams
With the addition of Skirmish AI, it just didn't feel right keeping the preset 3v3 or 1v1 gameplay in the game. We've added in the ability to customize teams in the basic play mode; whether you want a Free For All or a fight against 5 AI players, you can do it! We've also added in 6 new team colors and the ability to choose which one you want before the game starts!
Massively Improved Lobby
We know the lobby was not in the best state since launch. We've been working on making the information and options in the lobby a lot more clear and responsive; information will display properly on the client and server now, you can select options for players, and start location selection should be easier to understand. We do have more work to do here as well; making sure the menus of the game are ergonomic is very important to us.
Crash and Bug Fixes
We've had a few breakthroughs with code that have greatly reduced the amount of crashes in the game. We aren't out of the woods yet, but save for a few pesky lingering errors we've managed to squash most blatant problems with our client.
Environment
A ruined temple on Cinderpeak
On top of the Hamlet revisiting, we've also put a lot of time into Cinderpeak and the skybox/atmosphere effects as well. Taking advantage of what UE4 has to offer in this regard has vastly improved the visual fidelity of the game; we're excited to keep iterating and making the game look as pretty as possible.
More!
The new red teamcolor in action
Things like building teamcolor, unit AI moving on from combat to attack move destinations, Idle worker handling, automating building targeting, and more! It's been a productive 2 months, and we're not done pushing for the best game possible yet. Stay tuned, as we'll be updating a bit more frequently as we flesh out this AI update completely.
As always, thank you guys and we hope to see you online!
Source
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