Update log
Full Zeta Leporis RTS update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Gameplay
Changelog
-Removed redundant button location variables from production buildings and mechbots. -Selecting battlestations of different classes no longer prevents VO from playing and unit UI from displaying. -Sprite alpha of units under construction now decreases when they take damage. -AI now properly takes into account the overall shipyard limit when determining how many of each type of shipyard to make. -AI construction can no longer get stuck trying to make more shipyards than are allowed.
multiplayer (work in progress) -Host and client controllers are now created as intended upon multiplayer match creation. -Host now handles client mouse input...somewhat. Production menus still don't work. -Client view is now set to the proper starting location at match start. -Host and clients now use the same units (special client versions of units proved to be impractical). -Client construction now displays somewhat more properly. Various related issues remain. -Clients no longer attempt to control the AI players. -Client buildings now register construction completion and switch properly to constructed state. -Upgraded client buildings now replace their previous versions properly. -Multiplayer clients no longer display alliances from the host player's perspective. Allied units are still improperly labeled as enemy units.
Source
