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Stellar Warfare News

Added a singleplayer Base Assault game mode!

  • Added a base assault mode
  • Enemy reinforcements now spawn in base assault
  • Base assault buildings are now based on difficulty
  • Amount of reinforcements in base assault is now dependant on difficulty
  • Enemy ships in base assault mode now update their target to attack every 10 seconds
  • When your flagship is destroyed in base assault you a new one is now the new flagship
  • Added custom win/lose conditions to base assault
  • Added warp entry flashes for both enemy and friendly untis spawning in
  • Enemy units in base asasult mode now use random loadouts
  • The enemy will spread out its bases more above difficulty 20 and even more above difficulty 40
  • Medium and heavy ships are now unlocked by default in base assault
  • You now get starting funds of 4000/4000 in base assault. This number is modified based on difficulty
  • You now get full population in base assault without having to build habitat stations
  • Added 20 neutral repair stations to Base assault
  • Added script that prevents buildings from being placed inside eachother

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?