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Week 25


I'm a bit short on time this week, but here is what has been done this week:

  • Weapon booster now has the proper icons
  • Fixed objects position in tutorial
  • Added a crossfade to the combat music. The combat music now starts/stops more gradually
  • Disabled power and metal income indicators until it becomes smooth/reliable enough
  • Fixed Terroriser 2nd weapon slot @Algor (GMT+3)
  • Fixed auto brawler angle
  • Forced smartlasers to hide, just in case
  • Fixed scorescreen scaling
  • Fixed score screen scaling and options screen scaling (at least mostly)
  • Also improved the looks/readability/replacing as much of the ugly old GUI as i can
  • Increased artillery ranges
  • Increased artillery range, changed minimap and toggle buttons
  • Removed build-lines temporarily (with the exception of buff buildings)
  • Disabled combat music for now because the check to see if you are in combat is messy
  • Cursor now flashes red when targeting enemies
  • Updated our todo list and project board to prioritise what we should do next better and make sure we dont forget anything for early access
  • Simplified all 53 ship mesh colliders to increase performance
  • Checked if new colliders work in MP (they do)
  • Redid mesh colliders on 30 buildings
  • You now have to press N to enable FPS
  • Removed flagship label in regular lobby
  • I think i fixed teams
  • Removed Hostname on transport tooltip
  • Removed unneeded column inside lobby
  • Fixed transport icons in BR


Next week I will be on a holiday with my mother and brother. As soon as I get back I want to make sure 1 thing works well and then announce the official Early Access release date. Although I think steam also has to approve something before then.

All in all a fairly light week, but I'm excited for early access!