Full notes
Full Zeta Leporis RTS update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- UI and audio
- Server
- Performance
- Balance
Zeta Leporis RTS changes
Changelog
Improved the appearance of most units.
Fixed issue where the human player defaulted to player 1 instead of noone.
Unit selection is now more efficient.
Fixed an issue with one of the scout VO lines being played too frequently.
HUD now displays current shield/max shield, same as HP display.
Changed some variables that were needlessly present in all units to global variables.
Unit selection code is now handled in a single step by the game controller, improving efficiency and multiplayer compatability.
Refactored targeting grid system to be compatible with an engine update.
Reworked intro video to be compatible with (presumably a bug introduced by) an engine update.
Buildings and battlestations now play vo sounds when box selected; units now play vo sounds when hotkey selected.
Stored resource counts in endgame stats now properly account for resources lost when cargo barges are destroyed. Counts are likely still inaccurate though.
It is now potentially possible to target enemy units via the minimap (though imprecise).
multiplayer
Removed redundant network packets when creating client units.
Player color now applied correctly to all client units.
Fixed crash caused by clients not properly being told who the host is.
Added code to update unit HP and shields.
Client units now draw HP and shield bars.
Fixed bug preventing the host from closing the lobby properly when exiting the match.
Unit icons now display for client when fully zoomed out.
Worked on logic for client unit control. Still not functional.
Source
Changelog.gg summarizes and formats this update. How we read updates.
