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Stellar Warfare News

Building placement improvements

Alt + left mousebutton click = center the camera on an object in 3D space. Using that feature building construction now works as follows:

  • When you alt-click on a building or asteroid in 3D the camera jumps to it. If you then click on a building to place then it will place it at the same height.
  • When you try to place a new building it will try to place it at the same height as the last building you placed. With exception of alt-clicking beforehand.
  • Buildings you place are now being hit-checked on a certain height below the camera rather than 0 height ('ground height'). This makes placing buildings really high up or very far down way easier.


[previewyoutube][/previewyoutube]

FPS improvements, colored missiles and Iron Dome/Laser Defense warning

  • Missiles now have a color based on their damage type (anti light = green, anti medium = orange, anti heavy = blue, anti building = red
  • Fixed a bug with unit kills tracking
  • Fixed a bug with muzzle flares and explosions never being removed causing a memory leak and lower framerates
  • Fighters and bombers efficiecy improvements
  • Made stuff blowing up from a player losing more efficeint
  • Big rework: Added a team component to all ships and projectiles. When a projectile is created it inherits the TeamID, playerName, playerID and some other stuff from the ship that fires now. Bombers, Fighters, Ships, Buildings, Projectiles, Missiles, Beams and some other elements all have this component now.
  • Uploaded backers build to the steam test branch
  • Replaced a lot of team checks in over 153 files and read through about 5.000 lines of code
  • Removed variables and added teamcomp to the bomberhangar and cleaned up variables from unitproperties that were unused
  • Testbranch missile defense now shoots down 4 enemy missiles instead of 5 per Laserdef. Reduced cooldown from 30 seconds to 20 seconds. Also lowered the amount of 'checks' from 1x per frame to 1x per second, making it hundreds of times more efficient.
  • Tweaked the amount of colored visuals added to missiles. There were 2 visuals added per missile. Instead I am now adding 1, but making it 30% bigger to keep the same visual effect.
  • Made the Iron Dome more responsive by checking for new targets/if it can hit targets ever .5 seconds rather than ever 2 seconds. Will no longer try to get a new target over network if it is the same as the previous target to prevent a network call being made every .5 seconds.
  • Fixed bug of allied shipyards in multiplayer not having a team assigned
  • Tweaked Iron Dome, fighter script, bomber script, carrier script, teamsettings, wave defense settings, projectile settings
  • Made laser defense twice as responsive + increased the range by 20 @Brackman
  • Fixed memory leak with impact explosions and muzzle flares thanks to @Algor
  • Increased power income of powerplans to 25% because of @Brackman (CET)s suggestion


Warning: These fixes will improve FPS. However I have noticed a bug with the Laser Shield modules no longer working correctly (the built in laserdefense of the Destroyer MKII for instance does still work. The Iron Dome has some similar issues currently because of all the changes I made. Fighters do still work as anti-bombers though, so please use those temporarily until I have time to fix this. I discussed uploading this build with some players to see if I should upload this build or not. I decided to do it even with these 2 bugs because the FPS framerate fix outweighs the downsides of the Iron Domes and Laser Shield Modules temporarily not working.

Hopefully I can have those last 2 bugs fixed by the end of the week though!

Gameplay in action while discussing stuff:
[previewyoutube][/previewyoutube]

Fixed reported bug on 32:9 monitors

  • Fixed a bug on 32:9 where the buy menu was not accessible (thank you Bristolbulldog for reporting it on the Steam community forum)
  • Added a description to singleplayer game modes
  • Added a description to multiplayer game modes
  • Fixed some miscellaneous bugs

New singleplayer game mode: Base Assault

I have added a singleplayer base assault mode. In this mode you face off with your fleet against an enemy base. Neutral repair stations help you survive and to win you need to destroy all enemy structures.



Beware! Enemy reinforcements do show up! And if you lose all your ships then you will lose the match.

  • 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


This new feature is another big step closer to getting the game to where I want it to be eventually. A healthy mix of singleplayer and multiplayer game modes is one of the goals I have for this game.

Recently other often requested features have also been added. The main ones being Carriers, Bombers, Fighters, CIWS systems, new shipyard upgrades and the return of colored missiles.

I have other things planned as well like improved controls and more quality of life features. I also want to improve on the campaign and be more informative to the players about the possibilities of the game since there are so many features that only a few people know about.

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