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Release 36 - Aircraft Carrier and major updates

[h3]If you are waiting for Line War single-player content - make sure to read our next Steam announcement within the next couple of days about single-player content coming in Release 37 - meanwhile we have some very exciting news to share! [/h3]

Release 36 is now out which brings you not only the Aircraft Carrier but also tons of big improvements to multiplayer lobbies, graphics, camera control, replay control, settings, balance changes, and 100 new in-game video tutorials to methodically guide new players only to name a few things.

[h3]Watch the Aircraft Carrier trailer here:[/h3]
[previewyoutube][/previewyoutube]

[h3]Cinematic trailer to showcase new graphics, camera control & replay features:[/h3]
[previewyoutube][/previewyoutube]

We are excited about this release as it is an important step to continue to mature Line War to a stable, enjoyable, competitive RTS game. The beta period was longer than we would have liked which split the already small concurrent player pool for a period so we hope that we can now enjoy some better matchmaking possibilities. The lobby system has been improved so you can create and browse lobbies better.

[h2]Release 36 - Aircraft Carrier - full release notes[/h2]

[h3]AIRCRAFT CARRIER[/h3]
Mobile airbase with a capacity of 3 aircraft.
[h3]AUDIO[/h3]
  • New UI audio for events in lobby and chats - if game is out of focus, you know when someone joins lobby
  • Global volume control in settings
  • Independent volume control of menu music and in-game music
  • Independent volume control of in-game, UI, and ambience sound effects
  • Audio listener is better placed in the world depending on what camera is showing

[h3]CAMERA CONTROL[/h3]
  • Camera zooming now zooms to proper extents without jittering
  • Added strategic overview camera mode in game, zoom past max distance or press Slash key to toggle
  • Increased zoom extents allowing closeups
  • Zoom now moves camera forwards and backwards and changes field of view (instead of just altering field-of-view)
  • Zooming combines camera movement, field-of-view and tilting at different distances
  • Camera extent perfectly aligns with navigable areas of the map in north and south
  • Improved settings for camera zoom, zoom sensitivity, and panning speed
  • Overview camera always show special sites icons in-game, replay, and lobby
  • Improved middle-mouse click-drag panning of map for better mouse pointer accuracy
  • Improved zoom-to-mouse-pointer handling
  • Added automated smooth camera panning over time in replays for content creation (see keyboard legend)
  • Free-flight camera mode added to replays

[h3]GRAPHICS[/h3]
  • Shadows casting on units and structures
  • Smoothing enabled for many units and structures
  • Reflective and smoothness settings for units now gives them a higher quality look
  • Fixed layer sorting, structures, units, commands, territory border, water are now sorted correctly
  • Improved trees, corrected normal maps, enlarged, solidified
  • Ambient occlusion enabled
  • Improved shadow quality with cascading on Very High setting
  • Added Subpixel Morphological Anti-aliasing SMAA (if you want antialiasing under water)
  • Improved VSync and framerate handling to avoid GPU running at full speed
  • Opacity control for borders, icons, commands, and co7mmand decorations
  • Underwater bubbles and torpedo trails improved and always visible
  • Improved water trail visuals for ships
  • Ship splashes are now arced in direction of travel instead of circles
  • Added under-water bubbles for sunken ships and debris
  • Added under-water mesh and particles for energy wells at sea
  • Added energy icon over energy wells to make them easier to find
  • All aircraft now have rigidbody crash animations as they break apart and crash on land or at sea
  • Improved water splashes for debris and crashing aircraft
  • Replaced special sites icons in overview with new colorful ones
  • New Aircraft Carrier unit mesh
  • Higher wrapped texture-based damage on units and structures
  • Changed to neutral color rotor blades on helicopters - they always had blue tips before
  • Improved mountain-based structures, should never have mountains penetrating airports any longer
  • Improved deforestation masks for structures and units to make them easier to see in forests
  • Added normal-based slope shading for mountains to compensate for removed terrain shadowcasting
  • Increased forest tree density
  • New unit production animations - they don't penetrate buildings or fling parts at ridiculous distance
  • Removed tesselation for territory borders as it had minimal impact and caused graphic artifacts

[h3]LOBBY[/h3]
  • World seed favorites
  • World seed voting
  • World seed history
  • Drawing/collaboration/inspection features on the world of the lobby
  • Full owner editing support for Public lobbies
  • Public lobby means passive hosting only (no more auto-merge)
  • Using 3 600 sec duration for lobby hosting (instead of silent termination)
  • Full lobby browser support in lobby (i.e. manually connecting to another lobby as a party)
  • Improved lobby design with more intuitive management of teams and players
  • New in-game camera mode in Lobby view allowing zooming and toggle between tilt and overview
  • Tab key toggles full screen and windowed map view
  • Navigation test tool (Q key) - ensure that narrow straits can be navigated through
  • Air range overlay tool (W key) - shows the ranges of short, mid, and long range aircraft
  • Rocket range overlay tool (E key) - shows the range of rockets from launchpads
  • Energy pipeline range overlay tool (R key) - shows maximum range of an energy pipeline connection
  • Vote Up / Vote Down buttons to help lobby owner decide which map to player
  • World favorites functionality with screenshots of world seeds
  • World seed history with vote statistics
  • New lobby browser from within a lobby to merge capability to compatible lobbies
  • GeoSignal (Alt + G) now possible to send in lobby

[h3]LOBBY BROWSER[/h3]
  • More information in the list
  • Also lists ongoing matches

[h3]PERFORMANCE[/h3]
  • Graphics jobs enabled to offload graphics onto separate thread for improved client performance
  • GPU instancing for many of the objects
  • Improved VSync-handling to avoid running at unnecessary high framerates
  • Removed shadowcasting for terrain - it had minimal visual effect for millions of triangles
  • Removed trees from west and east no-go zones

[h3]REPLAYS[/h3]
  • Better backward compatibility
  • Paging when # of replays grow beyond 1000
  • The overview mode (Slash key or zoom out past max zoom) with territory control highlighting
  • F key toggles fog-of-war modes between on, off, and hybrid
  • New hybrid fog-of-war mode showing the shading of what a player can see, but shows all units and structures
  • Space key toggles between player views
  • 1-8 keys selects specific players
  • Z key activates the new free flight camera mode (useful for content creation)
  • C key toggles commands from own (default), none, and all players
  • V key toggles command routes from none (default), player view (as in game), and all players
  • T key toggles time and messages (useful for content creation)
  • R key toggles mouse cursor visibility (useful for content creation)
  • U key toggles UI (useful for content creation)
  • Comma (,) key and Period (.) key sets start and end points for smooth camera panning
  • Shift 1-0 pans camera smoothly between start and end points set with comma and period keys

[h3]TEAM[/h3]
  • Spectate mode when defeated with 1 or more allies still alive

[h3]TUTORIALS[/h3]
  • 100 new tutorials covering Basic, Intermediate, Advanced techniques
  • Strategic tutorials added
  • Improved tutorial navigation

[h3]SETTINGS[/h3]
  • Settings are always accessible through F10 in any game state
  • New settings system with categorized and paged settings
  • New hints in settings to explain what settings do
  • Reset button for all settings to restore to default setting
  • Quality presets from Lowest to Ultra balancing performance and visuals
  • New Audio controls to independently control global in-game and menu music, menu ambiences, and sound effects
  • Replay default settings
  • Prepared pages and information about coming keyboard remapping and localization
  • New player count and status dropdown at the top in menu and lobby screens
  • Settings are context based and only visible if they can be modified in combination with others

[h3]UI[/h3]
  • Dialog windows and modals improved for consistency
  • UI animations
  • New disconnect and player states in the team view in-game
  • Picking guide moved to right side to not overlap players
  • Picking guide hides older steps to not run out of screen-space
  • New higher quality energy and capital icons
  • New icons special sites in overview modes
  • Improved tool-tip appearance and placements
  • Added confirmation dialog to resign - no more accidental resigns
  • Added confirmation dialog to leaving lobby
  • Improved consistency of Esc-key to back out of everything behavior
  • New Discord information to guide new players to discord to make friends and find players

[h3]COMMAND LINE WORLD IMAGE EXPORTER[/h3]

Use command-line argument to batch export screenshots of world seeds.
Usage: LineWarClient.exe -batchmode -export-world -seed

Required paramters:
-export-world Exports world(s) as an image file(s)

-seed Specifies which seed(s) to export
e.g. -seed 9 or -seed 9,10,11 or -seed 1-1000

Optional Parameters:
-path Specifies path to write images to
e.g. -path "c:\An Existing Directory"
default path is "%appdata%\..\LocalLow\Studio Centurion AB\Line War"
-resolution Specifies resolution of image file
e.g -resolution 3840x2160
default is 1920x1080
-jpg Forces JPG image insted of PNG
-hide-overlay Hides overlay icons
-hide-seed Hides seed overlay in top-left corner
-batchmode Unity parameter to run silent instead of launching game

Resulting images will be named .png, e.g. 9.png
A json-metadata file is written named .txt containing information about the world
A log file is written .txt with information about time taken to generate each seed

[h3]MISC[/h3]
  • Showing number of Line War players currently online
  • Client offline mode supporting replays, tutorials & sandbox
  • Brand new settings dialog giving granular control

[h3]GAMEPLAY[/h3]
  • Display names of allied players in sharing dialog
  • Major tooltip overhaul (incl lobby world)

[h3]BUGS[/h3]
  • Better AFK detection reducing the risk of "lobby kidnapping"
  • Very long public lobby host/search process (it used to end silently after X minutes, now it's 1 hour with a clear ending)
  • Adding unit to production queue cancels current unit production
  • 16-bit integer (short) causes overflow in summary
  • Tutorial popup not showing when playing for the first time
  • Bypass password if through invite
  • Unit production animations now accurately show what is being produced as producers go in and out of fog-of-war
  • Ships now always sink properly instead of sometimes getting stuck at the surface
  • Many lobby management bugs addressed with quirky UI and lobby management issues
  • Enemy command routes and artifacts removed in replay toggling
  • Capping VSync steps (preferred) or setting target frame rate now reduces framerate to avoid overload

[h3]GAME BALANCE[/h3]
  • Territory income 12 => 10
  • Slightly less probability of spawning > 5 Cities
  • Slightly decreased max in randomization-range for conquerable sea territories
  • Compensate map eco loss of above with
  • Industries per City (3,3) => (2,5)
  • Industries further away from City
  • Max Towns 12 => 15
  • 20% increase of conquerable water territories
  • Bomber never drops two bombs on a single target in a single flyover
  • Bomber speed cruise 2.1 => 2.35
  • Bomber bombing speed 70% of cruise speed
  • Bomber bombs 23 x 10 => 19 x 12
  • Bomber HP 150 => 145
  • Bomber AA priority slightly increased
  • Interceptor missile count 4 => 6
  • Interceptor AA cannon count 8 => 6
  • Defender's Grenade bonus 15% => 25%
  • Defender's range bonus 0.2 => 0.3 (absolute)
  • Rocket blastwave direction taken into account for entrenched units (90 degree rear sector means zero armor bonus)
  • Tank production cost 50 => 52
  • Tank conquer rate 7 => 6.2
  • Infantry production cost 17 => 18
  • Infantry speed 0.39 => 0.40
  • Infantry and Commando buffs
  • Forest firepower 10% => 20%
  • Forest armor 10% => 20%
  • 4% lower energy consumption for sea units (now same as tanks)
  • Energy consumption for units in combat is always 25% even if not moving
  • Entrenching 40% faster
  • Helicopter HP 125 => 135


If you missed it earlier, Release 35 brought Teams and FFA support for up to 8 players:
[previewyoutube][/previewyoutube]

We're exited as we begin development on Release 37 - Singleplayer content.
We have now performed some of the important architectural changes to the game that needed to be in place before we could fully focus on single-player content. We began to develop a basic practice AI last year, but it would not be compatible with the architectural changes required for teams which is why we prioritized completing that.

For the future success of the game, we hear the feedback and understand that single-player content is desired so it is our focus. If you are excited about single-player modes, you can support this step of the development process by grabbing a copy of Line War now and you will get single-player content in the next update. We are working towards a basic AI to play against and scriptable capabilities for in-house and community-created scenarios and challenges.

Teams & FFA has landed!



Hi fellow gamers,

Yes, you read it: Teams & FFA is now live!

As many of you may already know, we've been working hard this autumn to bring you Line War's next important update. We know that many of you have waited long enough already for these features to arrive, and we sincerely apologize for the delay and missed ETAs.

[h3]FEATURES INCLUDE[/h3]
  • Gameplay with up to 8 participants
  • Teams (e.g. 2v2, 3v3, 2v2v2, 3v2 and 4v4)
  • FFA mode with up to 8 players - last man standing
  • New lobby and matchmaking system
  • New menu and lobby UI
  • Revised Picking Phase
  • Detailed match summaries with diagrams
  • Ranked mode (currently 1vs1 only) - this will update your leaderboard position and affect your skill score
  • Unranked modes - all other team and FFA modes are currently unranked - no need to worry about wins or losses. Have fun 🙂
  • Balance changes
Please note that any kind of single-player mode (except from the already existing Sandbox) is NOT included in this release.

[h3]REVISED PICKING PHASE[/h3]
The Territory Picking Phase has been updated to support the new team modes. The new picking phase lets players select "Zones of Interest" where they would like to start. When there are conflicts additional rounds will let players continue to pick zones until there are enough territories for players to start in. During the final picking phase you select one or more adjacent territories that you will control when the match starts. A new picking guide UI has been introduced to guide you through the process and new tutorials will come to help you understand this better.

[h3]IMPROVED MATCH END SCREEN[/h3]
After a match, the end screen has been updated with graphs and more team / player statistics.

[h3]REPLAY UPDATES[/h3]
When you watch replays, they will now end to the match end screen and include all the statistics and graphs.

[h3]NEW MULTIPLAYER LOBBY[/h3]
Before you start a new match you will enter a newly created lobby system. You can create, browse, or automatically find lobbies. Use the PLAY button to find matches, or use CREATE to create a custom private or public lobby that can be configured as you wish.

[h3]BALANCE CHANGES[/h3]
  • Infantry territory conquering rate 2 -> 2.5 (25%)
  • Commando territory conquering rate 4 -> 4.2 (5%)
  • Commando HP 90 -> 80 (-11%)
  • SAM/Missile Ship AA cannon damage 10 -> 9 (-10%)
  • SAM/Missile Ship missile targeting buff (now targets the weakest unit)
  • Bomber HP 135 -> 150 (11%)

[h3]FRESH VIDEOS FROM TEAMPLAY[/h3]
https://www.youtube.com/watch?v=SjPziLxuxM4
https://www.youtube.com/watch?v=eRGEAsjcieU
https://www.youtube.com/watch?v=R7h9gwcc1Pg
https://www.youtube.com/watch?v=eufW-aiSKlk&t=7s
https://www.youtube.com/watch?v=RkvXKMCf7so
[h3]COMING NEXT[/h3]
  • Basic AI: A single-player sparring partner for practicing your skills and testing manouvers
  • New unit: The Aircraft Carrier
  • Technologies: Probable candidates from among 30 planned technologies are Tank as Infantry-Fighting Vehicle, Submarine cargo-hold, Cruiser tomahawk missiles, Structure construction duration, SAM/Artillery parachutes
  • T1 tournament: We are moving from a quarterly to a tertiary tournament schedule. More information will follow in early January.

[h3]ADDITIONAL NOTES[/h3]
  • The anonymous mode is removed as a result of the new lobby system and the new unranked modes
  • New tutorials will be created to cover the new picking phase and team modes
  • Minor polish updates will follow this new teams release to fix minor UI and user experience issues


We hope that you will enjoy Teams & FFA as much as we do.

Anyone up for some games? We're waiting in the lobby! 🙂



Sincerely
Basantos & Imphenzia

Teams & FFA



Hi fellow gamers,

We got some happy news for you today!

As many of you may already know, we've been working hard this autumn to bring you Line War's next important update: Teams & FFA. We know that many of you have waited long enough already for these features to arrive, and we sincerely apologize for the delay and missed ETAs (see REASONS FOR DELAY further down).

Now, at last, the beta is open as a Steam opt-in to anyone that has a copy of Line War! In fact, this has been the case since December 12 when we made an announcement on the Line War Discord. If you haven't yet joined our terrific and wholesome gang of intellectuals and gentlemen at Discord, be sure to do so now by following this link: https://discord.com/invite/ZReTqqk4FV.

If everything goes well, the proper release of Teams & FFA could be shipped before New Year.

[h3]INSTALLING LINE WAR BETA[/h3]
  1. Go to the "Manage / Properties..." dialog of your game in Steam
  2. Enter "LineWarPioneer" in the beta access code field
  3. Make sure the dropdown is set on "beta - Line War Beta"
  4. Wait for download to complete
The beta is very stable and all critical bugs have been fixed. Many gamers are playing it on a daily basis, which also explains some of the increased matchmaking duration of the released version (which the beta is competing with).

[h3]FEATURES INCLUDE[/h3]
  • Gameplay with up to 8 participants
  • Teams (including assymetric teams like 3v2)
  • FFA
  • New lobby and matchmaking system
  • New menu and lobby UI
  • Revised Picking Phase
  • Detailed match summaries with diagrams
  • Balance changes
Please note that any kind of single-player mode (except from the already existing Sandbox) is NOT included in this release.

[h3]FRESH VIDEOS FROM TEAMPLAY[/h3]
https://www.youtube.com/watch?v=eRGEAsjcieU
https://www.youtube.com/watch?v=R7h9gwcc1Pg
https://www.youtube.com/watch?v=eufW-aiSKlk&t=7s
[h3]REASONS FOR DELAY[/h3]
Some have expressed their dissapointment or frustration over the pace of development for the various features. Once again, we would like to take this opportunity to apologize for failing to deliver according to our planned schedule as shown on the home page. We can assure you that laziness or general disregard for the game's development are NOT one of the reasons for the delay!

First of all, Imhenzia undertook a permanent move to Australia with his family in October. We failed to fully anticipate how much this would affect the game development in general, the time difference between Sweden and Australia being what it is. But we're getting better and better at organizing our work and daily schedules over time.

Then we have a number of other factors that contributed to this situation. The codebase, for one, was completely unprepared for teamplay but hardwired to 1vs1. The Picking Phase had to be reworked from the ground up to facilitate picking between teams or FFA. Not to mention the lobby and netcode that was plagued by a few really nasty bugs that took the better of us during a 3-week long grind. Special thanks goes to SomeoneSaidThatMyNicknameSucks, akamisc, Dåseåbneren, ElMeheecan, valithor, RoMad, notoriousnubs, CrimsonGiant and all the other beta testers for helping us along the way! We couldn't have done this without your support.

[h3]COMING NEXT[/h3]
Once the Teams & FFA modes have been fully released, we will focus our efforts on implementing a Basic AI to practice against, but also pick some of the low hanging fruits such as the Aircraft Carrier and Technologies. We are also sketching on plans for the future of Line War single-player gaming, involving the development of a Campaign Editor with AI Scripting. This would enable users to create their own content.


We hope that you will enjoy Teams & FFA as much as we do.

Anyone up for some games? We're waiting in the lobby!

;-)



Sincerely
Basantos & Imphenzia

Basic AI and Teams



We hope that you all have had a great summer! Last week we returned from our vacation, and now we're back in full development mode, primarily focusing on two major features:
  • Basic AI (an AI opponent to practice against)
  • Teams (2v2, 3v3, 1v2, FFA/free-for-all)
Basic AI


The Basic AI is an interim implementation that we have prioritized based on feedback and reviews. It’s important to know that this is not the full single-player implementation, but you can see it as an offline sparring partner where you can practice as much as you want without worrying about rank or feeling uncomfortable about anyone watching. The Basic AI will be non-cheating, and it’ll look at the battlefield and draw commands only using the knowledge that it can see in the clearings of the fog of war. Creating an intelligent AI opponent is complicated, so this first implementation will be used to satisfy the basic practice needs of players and provide us, developers, with knowledge for the future large scale implementation of an advanced AI.

Teams


Team modes are being worked on in parallel according to the road map. We are looking forward to implementing modes such as 2 vs. 2, 3 vs. 3. We're also aiming to include asymmetric matchups such as 1 vs. 2, where a single higher-skill player can play against two lower-skill players simultaneously and free-for-all (FFA).

Implementing teams is a major undertaking. It may not appear that way, but there are many challenges, including picking phase, matchmaking, networking, UI, Fog of War, bandwidth, replays, testing, and scaling so units and UI can support many different team configurations and colors.

We don’t have an ETA on the release of Basic AI and Teams just yet, but Basic AI should come first during September, followed by Teams.

Recent Patches


We've recently also released some minor patches to the current version. Some were well-needed balance changes, and some were bug fixes. The most important bug fix that we published today should eliminate the state that matchmaking could end up for a few hours where no matchups could be made. We had a few instances of that happening during the summer, but we've reproduced and fixed that bug now.

Keep Playing and Stay Tuned


While we are working hard on this behind the scenes, we hope that you play and enjoy Line War as much as possible. We are aware that the player count has reduced following the release, this is normal for nearly every single game, and we want to focus our efforts on continuing to develop Line War rather than allocating time and funds to marketing.

We’ve seen feedback that the release of Line War was premature, but for us two developers, it was essential that the release took place so we could fund the continued development and gather feedback on whether or not the game-play was appealing enough to continue. Nearly all the negative feedback revolves around the lack of players, AI, and additional features, and through the release, we’ve secured the funds to continue development to implement exactly that and then perform a bigger marketing drive when the time is right. The strategic gameplay and command system is receiving excellent reviews, which is exactly why we are super encouraged to continue development and evolving Line War.

Don’t worry; Line War is not dead. We have a community of hard-core players (that are now beating us, developers, in matches big time), and development continues behind the scenes.

Patch 34.13

Bug fixes
  • Timeout error message displayed upon successful matchmaking: Timeout occurred when waiting for the lobby owner to assign a game server.