Jump to content

All Activity

This stream auto-updates     

  1. Earlier
  2. New Features and Enhancements New Decal module in Map Editor New indicators when micro’ing units into cover and firepoints Win and Loss music tracks now play when a match ends Maps now have preview images in the Lobby Game settings can now be changed while a match is in progress (press Escape and select Options from the menu) Ruhks now grunt when they perform a leap attack Players can now select a Team in the Lobby to form alliances (allied players share line of sight and victory conditions) The capture meter on buildings has an updated look and feel Fixes Fixed some issues with map saving in the Map Editor Tactical View is now back and can be toggled with Tab (default key bind) Fixed a bug where units would attack-move when told to enter a building even though the player didn’t issue an attack-move order Other Notes Rats Nest has been temporarily removed
  3. Consolidated some serialization properties so things like props and structures no longer have health and armor Removed logic for managing weapon clip size and reloading because we decided not to use that as a mechanic Removed the Tech Building flag from all structures and added capture points to smaller structures so everything is consistent now (things like Stores won't cap instantly anymore) Stores now have 50 capture points Barracks now has 100 capture points down from 300 Factory now has 150 capture points down from 200 Workshop now has 100 capture points down from 200 The Surgeon's weapon now applies a 3 second bleed instead of debuffing incoming healing Fixed a bug where the cursor would not properly swap to a pointer when in menus or other UI elements The selection indicator will now tint from green to yellow to red to indicate a unit's health Selection indicators will show up on unselected and enemy units for a brief time whenever they take damage or are healed Holding down Left Control while issuing a move order will now cause units to Attack Move Fixed a bug where player actions could be issued out of order in multiplayer Units can now only be micro moved up to 15 meters from the center of their squad. An indicator appears on screen when micro moving to display this range Fixed a bug where units exiting a structure that were within sight range of a unit would not register as visible for that unit
  4. Units now space themselves out when moving and attacking Units in buildings now stand farther apart by default Vehicles have slightly more realistic steering (still needs work) Added Fanatic unit to Children of the Ancients Added Sharpshooter unit to Laperia Surgeon heal amount increased from 5 to 12 Radiance radius decreased from 25 to 12.5 (now matches skill effect) Increased Toss Canister radius from 5 to 7.5 Toss Canister now applies an accuracy debuff instead of blocking line of sight Added a particle attractor library Removed the ability for units to have interior only weapons Removed Tab key toggling tactical map temporarily since we don't tell players how to toggle it off and folks were getting stuck in it Added a small graphical effect to the hotbar when a skill comes off cooldown Added a no-enter cursor for mousing over a transport with a selection of units that can't be passengers Changed default reflection quality to Low since some folks were getting stuck on the loading screen for a long time Restored flavor text for structures that broke in last update Players can now bring up structure/territory info by tapping Alt instead of having to hold it down Simplified structure prequisites for some units so they become available earlier in the game Lots of cleanup to old code and refactoring for future things
  5. Hey shurupin thanks for the bug report! Can you provide a bit more information? What map were you trying to load?
  6. FracturedStateException: Unable to parse map data. FracturedState.Game.Data.DataUtil.LoadMapObject (System.String name, FracturedState.Vec3String posString, FracturedState.Vec3String rotString) (at <8a21fee151b648f3b8e460ee52095dd5>:0) FracturedState.Game.Data.DataUtil+<LoadMap>c__Iterator0.MoveNext () (at <8a21fee151b648f3b8e460ee52095dd5>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <1a66af796f444633a0746edfb31d3980>:0) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) FracturedState.Game.<Start>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
  1. Load more activity
×