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Stellar Warfare News

Minor tweaks and bugfixes

  • (temporarilty) Removed civlian ships because it causes a potential fps drop
  • Also made red skybox more orange to make the icons more visible
  • Fixed some random errors in the console during playtime. Nothing major or too-often recurring though, so there should be no impact on performance.
  • Fixed center of map firing (maybe)
  • Fixed bomber hangar launching fighters while still being constructed
  • If bombers move away too far then they will now 'dock' instead of flying over the entire map (300 range)
  • Fixed that the follow camera would keep the camera-smoothing on after the target that was followed was destroyed

Auxillum support vessel

Added the Auxillum support vessel
Made cinematic camera 'calmer' and slower
Added 3 powerpoint style slides before the tutorial starts with the most important elements
Bomber health is now 18 (from 24).
Fighter health is 12
Added progression indicator to the main menu
Units now show how many kills they have in their tooltip

32:9 screen resolution fixes

  • Done a bunch of screen resolution fixes for those with 32:9 monitors. Hopefully they can see all the buttons now on their ultra-ultra-ulrta wide screens.
  • Spent 4 hours so far cleaning up and categorising the trello todo list
  • Disabled recoil visualisation for now
  • Manually set references for all weapon origin points
  • Updated Krautak visuals
  • Updated the 'unable to place here' building area visual
  • Shipyard also has a height indicator again
  • Added muzzle flares to all projectile based weapons
  • Changed the missile visuals
  • Beam weapons now have particle effects at the beginning and end of the beam again

Muzzle flare, projectile, beam and missile experiments

I've just finished some changed visualisations for all ingame weaponry. Its an experiment most of all, so I don't know if I am going to keep it like this or not. The goal is to make things look better, hence the new muzzle flares and the adjusted beam weapons.

Let me know what you guys think! Does this look better? Or the previous iteration of weapon visuals?

Tooltip scaling, campaign mission 3, 4, 5 audio

In summary I have done some polishing on campaign missions and the ingame tooltip. I have also added some voice lines and put a limited on the amount of sounds that play when you click a building.

Please note that I only just added those 3 new campaign missions. If you have any feedback on if it is too difficult or too easy please place a suggestion in the suggestions channel on discord or as a comment to this update (or the steam discussion forum).

I have also done playtests of capmaign missions 1-5. All in all it seemed good to me, but I am also awaiting some input/feedback from the people on Discord.

There is also a new weapon called the Krautak that has been added. More refinement of it will follow, but the initial implementation works. The Plasma Fortress now also has an Iron Dome attached to it.

  • Fixed some menu navigation issues
  • Added a button to go to the ship editor to the unlocked ships menu
  • Added the Dome Cruiser which has 2 Iron Domes but only 1 turret slot
  • Increased Iron Dome range from 80 to 90. Decreased size of editor slot select buttons
  • Made building upgrades in the bottom of the screen vertical (in preparation of unit thumbnails of selected units being shown which is needed in preparation of campaign objectives being shown in the right spot)
  • Fixed building selection-beeps playing too often or with a weird delay
  • Each campaign mission now also displays the current objective
  • Edited and added the first 4 voice lines to campaign mission 1
  • Edited 6 voice lines for campaign mission 2 and added them to the game
  • Edited 5 voice lines for campaign mission 3 and added them to the game
  • Edited 4 voice lines for campaign mission 4 and added them to the game
  • Edited 8 voice lines for campaign mission 5 and added them to the game
  • Edited 9 voice lines for campaign mission 7 and added them to the game
  • Edited 8 voice lines for campaign mission 8 and added them to the game
  • Done editing and adding 42 voice over lines
  • Each campaign fortress now has an additional 2 Iron Domes attached to it
  • Regular plasma fortresses now have 1 Iron Dome attached to it
  • Added a new weapon: The Krautak
  • Campaign mission 1 works as intended
  • Done testing voicelines for m1
  • Unlocked Ships button in the main menu now succesfully hides when opening the singleplayer menu
  • Enemies dont spawn in mission 2. Fixing now.
  • Changed mission 2 objective 1 to ; "Build up an economy and defenses"
  • Fixed enemies not spawning in mission 2
  • A Doomfleet now appears if you dont complete mission 3 in time
  • Mission 3 changes have been applied and checked
  • Fixed an issue with campaign mission timers not working correctly
  • Mission 4 should be good now and everything should trigger correctly. Checking mission 5 now
  • Mission 5 should be good, checking ingame tooltips now
  • Disbaled basebuilding in campaign mission 5