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Full Xuhivan's Autonomous Cube update
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What changed
- UI and audio
- Fixes
- Gameplay
Xuhivan's Autonomous Cube changes
Hola,
The release now lies less than a week in the future! And today brings another big update, with two main features.
The biggest one: A Rewatch System! You can now click on a tiny little button in the top right, to repeat the visuals of the last unit movement that happened. This does not sound like much, but it was actually a monumental coding effort, taking over a week of 10+ hours coding days, requiring code reworks for more or less any single unit. But it is actually done now!
Secondy, there was a Reworked of the visuals of the unit placing UI. There are now bases the units stand on!
Of course there are some QoL and bugfixes as well:
Overhead UI also now shows 0 and negative HP if always show HP option is activated (this happens briefly after a unit is killed)
Fixed Fallen Deluder and Lung of Mythenmetz having parts of their model turn into brass that should not exis.
Fixed Xuhivan water freezing when stepped on not actually changing the ground, instead of just doing visuals
Fixed a weird lighting square on the ground bug in the library
Fixed Phoenix attack pattern
Added the game's name and a logo to the taskbar
Addendum of 16th of June
Another Update! Right before release, ha! With two briefly describable changes: There is now a "Classic Visual Rotation" option in the settings menu. This will make the right mouse cube rotation feel more in line with what you might expect from other Rubik's Twistable Magic Cube programs. I strongly feel that this option is subpar to standard movement, as it tends to make the cube end up in a position that is not "square" and tends to change the viewing angle of the cube face you are trying to look at. But if you prefer that, no judgment of you, just click the option!
On the other hand, the visual movement of your units now starts a tiny bit earlier than those of enemy units, to make it more clear how the movement actually works (your units first, then enemies, but deaths only happen at the end of movement). This was not as much of a monumental task as the Rewatch system, but still took a lot of coding reworks. So, enjoy! See you on Wednesday.
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