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Tiny Combat Arena News

0.13.3.2 is avaiable on the tester's branch

[h2]Changelog[/h2]
Improvements:
- Instant action dogfight respawned waves now appear relative to the player
+ They also respawn in the original specified configuration, with some random offsets

Bugfixes:
- Incoming wave message time reduced 600s -> 15s
- Fixed instant action dogfight friendly waves not respawning
- Fixed bug where mission failed when instant action dogfight allied planes (but not player) were destoryed
- Fixed bug where respawned waves could appear only at 1800m AGL

0.13.3.1 now available on the Tester's Branch

Hello! This patch adds IR missile launching for the AI aircraft, new Random and Waves options for instant action, and the building out of the NAV mode HUD. As was mentioned in a previous post, there are two parallel tracks of development happening in order to finish off the game's features.

Arena UI and Mechanics: Mechanically, Arena is close to completion. There are still some features remaining, most notably tactical targets and convoys, but most visible of the remaining work is actually in the UI. The way information is presented on the Arena map, particularly for strategic targets, is still essentially "debug" information. For 1.0, the Arena map is going to get a lot easier to use, and more interactive. Included in this work, is how the information gets presented during a flight, which will be through the NAV mode detailed below.

Air Combat: As was mentioned in previous posts the air combat is still missing a couple features, the most obvious being missile combat with the AI, and AI against AI. Beyond just this, how aircraft fit into the Arena campaign. Initially I was planning on doing this after a lot of the Arena work, but they go hand in hand pretty well, so I've started working on both in parallel.

[h2]AI Firing IR Guided Missiles[/h2]


This is will be an area of ongoing work that will have pretty sweeping effects on most parts of the game. As such, this is only the first part of a much larger revision to air combat, which will eventually include radar guided missiles and new tactics by the AI.

The skill level of the AI dictates how ready they are to part with their own missiles. Rookies will rarely fire missiles, only if they are tailing a target for a good amount of time. Aces on the other hard will fire basically as soon as they have a good lock.

For the time being, the AI is restricted only to firing IR guided missiles. Until chaff is functional (which will come with radar guided SAMs) I wasn't comfortable with allowing the AI to fire radar guided missiles since there'd wouldn't be much in the way of counterplay yet.

[h2]NAV Mode[/h2]


The Arena map symbology isn't meant to be overlaid while flying, but it was a convenient hack at the time. NAV mode is meant to clean up and declutter the HUD, and to give a non-combat "strategic" view of the map while flying on it. This update is just the first part of this

Shoutout to Mors on the Steam forums for planting the seed for this!

[h2]Changelog[/h2]
New Features:
- NAV Marker system to replace Arena symbology for bases while in flight (NAV mode is WIP feature)
+ When in NAV mode, strategic targets have faction-colored HUD elements with their names
+ Arena symbology (big wall of text) is no longer shown while in flight
- AI have the ability to fire IR guided missiles
+ How often missiles are fired depends on skill level (Rookies rarely fire, Aces will spam missiles)
- Wave system added to dogfight instant action
+ When waves >1 all aircraft of a faction respawn when shot down
+ Endless waves option added
+ New incoming waves spawn randomly within a 10 mile radius of their mission defined spawn
- Added "Random" option for aircraft type in Dogfight

Improvements:
- Tweaks to text rendering to make it more reliable at lower resolutions
- Optimized show/hide code for vehicle group icons
- Proximity fuzing ignores friendlies
- Dogfight lowest starting altitude raised to 3000ft
- Wings in Instant Action Dogfight/Strike spawn at 3000ft AGL or MSL, whichever is higher

Bugfixes:
- Lines no longer draw between strategic targets when not in Arena
- Fixed NRE caused by AI running out of missiles
- Missile launch notification no longer appears for AI fired missiles

JSON:
- In Arena definitions, StrategicTargets can have a "HudName" for NAV mode display

0.13.2.1 is now Live! Featuring basic mod support, Night, and Updated Island.

Hello! This one is a long time coming and the culmination of a lot of behind the scenes work and also what was effectively a weekend side project for a while.

[h2]Tiny Combat Tools[/h2]
The Tiny Combat Tools have been released on GitHub. The game has always been built with modding in mind. The game's JSON data files were meant to be edited, and with the new mod loader from last patch, no longer required overwriting the game's native files. Unfortunately adding new content is a lot more complicated, which is where the TCA Bundler comes in.

Using the new tools and TCA Bundler, you can import models and preview them exactly as they would appear in the game, using the same materials and shaders as the real game. This finally allows for the addition of new content by mods.

Check out the GitHub page for more details, along with instructions on how to import models.

Please keep in mind that there isn't a UI yet to show mods that are loaded and any errors, so if you plan on modding the game it's recommended to stick with the tester's branch in the meantime since it will print error logs to the screen.


Yak-141 by nuclearstonk and giantenemycrab

[h2]Night[/h2]

The progress on night time is both ahead of schedule and close enough that night is now selectable in the game! The time of day system has support night for a long time, waiting only on an implementation of night lighting such as streetlights, runway lights, and beacon lights. All of these are now in the game and thanks to the tech artist look fantastic! The distant point light rendering saw another revision and now looks great at all resolutions and all distances, as well added support for blinking beacon lights.

[h2]Finalized Sand Island Map[/h2]

With a couple new bases and other redesigned ones, the Sand Island map is approaching finished. Only gameplay related work remains, which means updating the Strike Instant Action missions along with the Arena UI improvements necessary to build out the first campaign.

[h2]Changelog[/h2]
New features:
- New mod loading system
- Mods can be loaded on top of each other
- Core game is now a hardcoded "mod" that gets loaded first
- Many new buildings and props placed around the updated Sand Island map
- Lights rendered as pseudo-sprites for pixel perfect point light goodness
- Night is selectable in Instant Action
- Automatic HUD dimming at night time

Improvements:
- Unified loaders for all JSON data
- Text adjusted to work better at low (800x600) resolutions
- Better runway lighting
- Updated many buildings to use the new point lights
- Added PAPI lights to Murasa

Bugfixes:
- Added quotes around the names of duplicate/overwritten data error/log messages
- Bad campaign data no longer corrupts the persistent Arena save file
- Bad campaign data no longer breaks the Arena selection UI
- MapList.json now loaded on a per-mod basis
- Vehicles initialized through the mod system
- Fixed gun display name not showing correctly
- Fixed markings not appearing correctly on Expeditionary field

Balance:
- AV8B roll rate increased 140 -> 180

JSON:
- In Loadout definitions, "Aircraft" renamed to "Name"
- In Loadout definitions, "Loadout" renamed to "Loadouts"
- "Store" in the Store definition has been removed and made part of the Store definition itself

0.13.1.3 hotfix is now available on the Tester's Branch

[h2]Changelog[/h2]
Bugfixes:
- MapList.json now loaded on a per-mod basis
- Vehicles initialized through the mod system
- Fixed gun display name not showing correctly

0.13.1.2 Hotfix is now available on the tester's branch

[h2]Changelog[/h2]
Bugfixes:
- Added quotes around the names of duplicate/overwritten data error/log messages
- Bad campaign data no longer corrupts the persistent Arena save file
- Bad campaign data no longer breaks the Arena selection UI