"Commander, this is [REDACTED] reporting in. Several incoming hostiles detected, approaching fast, requesting backup... Holy sh... Mayday! Mayday! Unit
[REDACTED] just took a hit and is going down! Need immediate assistance! Several squid-like bogies are closing...
[SIGNAL LOST]"
-- Last transmission of the Aerial Covert Ops team
A pleasant morning or afternoon to you all!
An update has just been released focusing on optimization as well as the addition of the Squid, a kamikaze alien unit that is intended to counter human air units, though serves the purpose against ground units as well.
Some balancing changes have also made it in while the focus shifts to the planned, sweeping overhaul of AI. This will continue for some time, so stay tuned!
Without your support the game would not be half of what it is today, so a very personal thank you from the team.
Take care and see you in the skies of Baltarus!
Gameplay:
Added: Squid alien unit
Technical:
Added: Linux Dedicated Server support
Changed: Upgraded to Steamworks.NET version 20.2.0 and Steamworks SDK 1.57
Fixed: Movement values were normalized leading to reduced turning speed in vehicles
Fixed: AI pathfinding could get broken when soldiers decided to go for cover
Fixed: Linux-related screen size issue caused console spam and broken build
Fixed: AI Commander did not use human air units
Fixed: AI Commander did not use alien air units
Controls:
Added: Support for alternate keybinds and validation
Added: Sneak key to alien air
Changed: Resetting binds uses global binds as defaults if they exist
Changed: Bind validation revamp
Fixed: Various input related bugs
Fixed: Alt shift no longer resets sensitivity
Performance:
Optimized: AI Commander construction placement raycasts multithreaded
Optimized: Fog of war textures for non-player teams only created when needed
Optimized: Team losing target no longer causes frametime spikes in unit/structure heavy scenes
Optimized: Character controller spherecasts multithreaded
Optimized: Update FPS hand animations only for the locally controlled soldier
Optimized: Turret aiming raycasts multithreaded
Optimized: Hovered vehicle jets only modulated when closer than 100m
Optimized: Air vehicle jets and vfx only modulated when closer than 200m
Optimized: Check risk of friendly fire algorithm
Optimized: Animator deactivation on distance
Optimized: GetBaseGameObject, GetHighestParent and GetDamageManager now uses cached results
Optimized: Cached AIAgent, UnitCameraController and CrosshairInfo in Units automatically
Optimized: Camera, CrosshairInfo and AIAgent precached references to all units
Multiplayer:
Fixed: Player score incorrectly incremented by number of players
Fixed: Day/night cycle switching to day suddenly when a player joined
Fixed: Players remained on a team at the end of a Strategy game restart
Fixed: Voice chat no longer worked at the end of a match
Balance:
Changed: Fighter bullet range from 4000m to 600m
Changed: Fighter bullet speed from 800m/s to 1600m/s
Changed: Dropship bullet range from 2500m to 1000m
Changed: Gunship bullet range from 2000m to 1000m
Changed: Thorn Spire targeting range from 500m to 650m
Changed: Hive Spire targeting range from 300m to 450m
Changed: Hive Spire shots range from 800m to 550m
Changed: Dragonfly side-strafe speed to 25% of forward
Changed: Dragonfly rearward speed to 50% of forward
FX:
Improved: Light Quad engine sounds
Improved: Heavy Quad engine sounds