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  1. Earlier
  2. Updated engine to 2017.1 Changed networking architecture from Unity to Photon Thunder Reworked the skill bar so it works with any number of squads selected and displays the number of units/squads who can currently cast each ability Added keyboard hotkeys to abilities Removed Take Cover squad ability for both Laperia and CotA Surgeon: Changed ability swapping to display a button over each unit’s head in the world Grenadier: Changed Place Mine ability so player picks a spot on the ground instead of it being placed at the Grenadier’s location immediately Transport: Changed Disembark ability to display a button over each unit’s head in the world Flamethrower: Added ground indicator to Canister Toss and gave it a max range Ancient Fist: Changed Radiance ability so player picks a spot on the ground instead of it being placed at the Fist’s location immediately Warden: Changed Shield ability – It’s now placed by the player; squad mates do not automatically move under it; it remains up until the player cancels it or it gets destroyed; updated graphics and effects; increased health of shield to 1500 Vicar: Changed Heal ability to display a button over each unit’s head in the world Ruhk: Changed Slam ability so player picks a spot on the ground instead of it being placed at the Ruhk’s location immediately Fixed a bug where multiple ragdolls could spawn when a unit died Fixed a bug in the lobby where new players would get incorrect information about which faction other players had selected Fixed the scrolling speed on the color selector in the lobby Fixed a sync error that could occur when a unit dies while exiting a building Fixed a bug in the resolution dropdown in the Settings menu where it would apply the wrong resolution Territories with rally points now get an indicator at the edge of the map. This indicator changes to the color of the team that owns the territory. Clicking on it opens your recruitment panel and defaults new squads to that territory Made the world reflection probe taller and the center higher to have better reflections and prevent weird lighting artifacts that happened on taller buildings when reflections were turned off Spaced out the spawn positions for new squads so units don’t spawn on top of each other Improved world lighting Added a static background to the world Added logic so units can handle player orders to attack enemies in different world states. Now outside units told to attack inside units and vice versa will act accordingly instead of doing nothing or breaking themselves General improvements to how the Surgeon works Fixed a bug where unlocked units wouldn’t lock again between matches Fixes a bug where cover points would be permanently lost if the player told the unit to do something else before they reached the cover point Known Issues LAN multiplayer is currently not working
  3. - Update engine to 5.6 - Removed XML based processing of menus (this basically meant re-doing all the menus) - Added RSS feed to landing page - Added options to change screen resolution - Added option to run game in windowed mode - Added lore to menus
  4. Thanks for the bug report! I was able to reproduce this and it will be fixed in the next update.
  5. Start single player. choose color for player 1 and AI player - do not choose faction for either (I missed the drop down) hit start - game crashes. ArgumentNullException: Argument cannot be null. Parameter name: key System.Collections.Generic.Dictionary`2[System.String,FracturedState.Game.Data.Faction].TryGetValue (System.String key, FracturedState.Game.Data.Faction& value) FracturedState.Game.ModdableCache`2[System.String,FracturedState.Game.Data.Faction].get_Item (System.String key) CompassUI.Init () FracturedState.Game.Network.GlobalNetworkActions+<LoadMap>c__Iterator18.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) FracturedState.Game.Network.GlobalNetworkActions:RpcLoadmap(String) FracturedState.Game.Network.GlobalNetworkActions:InvokeRpcRpcLoadmap(NetworkBehaviour, NetworkReader) UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
  6. We're super appreciative that you've chosen to help make Fractured State a better game by providing us with feedback and bug reports. Here's a few things to keep in mind and some tips to ensure that the info you give us is of the utmost quality and usefulness. If the game throws an exception (you see the !Error! prompt in the lower right corner) Copy the error to your clipboard and paste it here in its entirety Explain, in the most detail you can, what was happening when the error occurred. This includes things like Were you playing against AI bots, humans, or a mix of both? What map were you playing? (if a custom map provide a download link or attach the map file) What faction were you playing? What faction were your enemies playing? Did you observe any other odd behavior in the game world before the error happened? If you notice odd behavior in the game Describe the behavior in the most detail you can - or even better, upload a video of the weird behavior and post a link here All of the above applies with a tenfold emphasis on what was happening when the behavior occurred? If you're requesting that we add a new feature or some other new functionality please take a moment to check out our Development Roadmap to ensure that we don't already have the thing you're suggesting planned for a release in the future. If we do have it planned but you feel the feature in question should be bumped up in the roadmap then please state your case! Thank you again for helping to make Fractured State an awesome RTS game!
  7. Error report on 2 maps

    The bug should be fixed in the next update. Thanks again!
  8. Error report on 2 maps

    When you say "quits" what do you mean exactly? I've logged the error as a bug. Thanks for the feedback!
  9. The AI quits about 2 min into the match. I played 2 maps, Crossing lanes and close quarters combat. Plus I got the following error report NullReferenceException: Object reference not set to an instance of an object FracturedState.Game.Network.GlobalNetworkActions.RpcEndMatch () FracturedState.Game.Network.GlobalNetworkActions.InvokeRpcRpcEndMatch (UnityEngine.Networking.NetworkBehaviour obj, UnityEngine.Networking.NetworkReader reader) UnityEngine.Networking.NetworkIdentity.HandleRPC (Int32 cmdHash, UnityEngine.Networking.NetworkReader reader) UnityEngine.Networking.ClientScene.OnRPCMessage (UnityEngine.Networking.NetworkMessage netMsg) UnityEngine.Networking.NetworkConnection.InvokeHandler (UnityEngine.Networking.NetworkMessage netMsg) UnityEngine.Networking.LocalClient.ProcessInternalMessages () UnityEngine.Networking.LocalClient.Update () UnityEngine.Networking.NetworkClient.UpdateClients () UnityEngine.Networking.NetworkIdentity.UNetStaticUpdate ()
  10. Got the following Error report after playing a match on the 3 Player Map, Ternion. Me against 2 AI. Side note: The AI never seemed to get started playing. As I advanced and gained ground the match ended like 2 minutes in without a single battle. Territories all showed as White, except for the ones I was taking over. This occured three times in a row. NullReferenceException: Object reference not set to an instance of an object FracturedState.Game.Network.GlobalNetworkActions.RpcEndMatch () FracturedState.Game.Network.GlobalNetworkActions.InvokeRpcRpcEndMatch (UnityEngine.Networking.NetworkBehaviour obj, UnityEngine.Networking.NetworkReader reader) UnityEngine.Networking.NetworkIdentity.HandleRPC (Int32 cmdHash, UnityEngine.Networking.NetworkReader reader) UnityEngine.Networking.ClientScene.OnRPCMessage (UnityEngine.Networking.NetworkMessage netMsg) UnityEngine.Networking.NetworkConnection.InvokeHandler (UnityEngine.Networking.NetworkMessage netMsg) UnityEngine.Networking.LocalClient.ProcessInternalMessages () UnityEngine.Networking.LocalClient.Update () UnityEngine.Networking.NetworkClient.UpdateClients () UnityEngine.Networking.NetworkIdentity.UNetStaticUpdate ()
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