Progress Update 6
[p]Since the last update we released the demo during the Wargames fest, providing support for it during that time, and have since gotten back to regular development work after closing the demo. We've been working on adding many new maps, some new units, campaign updates, bug fixes and optimizations, and more. [/p][p]
[/p][p]
[/p][h3]UI[/h3]
[/p][h3]AI[/h3]
[/p][h3]Map-Based campaign[/h3]
[/p][h3]Text Based campaign[/h3]
[/p][h3]Graphics[/h3]
[/p][h3]Army Lists and Units[/h3]
[/p][h3]Terrain[/h3]
[/p][h3]Added Maps[/h3]![]()
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[/p][h3]Misc[/h3]
- [p]player side indicator on unit selection[/p]
- [p]fixes to manual popup charts[/p]
- [p]added many newer unit portraits[/p]
- [p]improved in-battle popup messages[/p]
- [p]unit card centering improvements[/p]
- [p]banner improvements in style[/p]
- [p]loading screen bar[/p]
- [p]fixes to settings page layout[/p]
- [p]fix to navigable setting on some battle map UI[/p]
- [p]added AAR (after action report) feature for battles[/p]
- [p]fixed various AAR bugs[/p]
- [p]added scrolling to AAR[/p]
- [p]added link to quick start guide to menu[/p]
- [p]many small improvements to tutorial and manual texts[/p]
- [p]many fixes to cluster analysis AI, including much better reaction to player flanking[/p]
- [p]use of reserve to meet to face player flanking better[/p]
- [p]improved AI use of majority light horse armies[/p]
- [p]fix skirmisher broad movements, improve initial group move of them for better screening[/p]
- [p]fix AI pursuing moving target issues[/p]
- [p]improvements to AI shooters getting out of one another's way[/p]
- [p]improvements to evade direction intelligence[/p]
- [p]better use of med foot armies[/p]
- [p]ranged light cav more independently minded[/p]
- [p]fix to major issue with AI main line group movement in some circumstances[/p]
- [p]improved AI exploitation of ranged superiority[/p]
- [p]made cav flanks more aggressive[/p]
- [p]improvements to raw pike deployments[/p]
- [p]improvements to reserve spacing and movement[/p]
- [p]improve angling to player main line and facing[/p]
- [p]improve ai main line group move in general[/p]
- [p]added basic march and diplomacy rolls, turn carry over, reset[/p]
- [p]added dedicated map for Sicily campaigns[/p]
- [p]added fleet moves with unit losses[/p]
- [p]improvements to generate armies and move them on map, battles and return to map with battle result[/p]
- [p]finished about half of new Diadochi campaign with some better campaign-specific battle AI[/p]
- [p]switched to improved grass shader gpu instancing integration and performance[/p]
- [p]significant improvement of animation play speed matching velocity[/p]
- [p]deployment improvements[/p]
- [p]improved zooming[/p]
- [p]cav evade speed changes[/p]
- [p]improvement to flank attack visuals[/p]
- [p]edits to ranged unit ranges[/p]
- [p]increase nonlight shooter effectiveness a bit[/p]
- [p]nonlight cav a bit faster and better at pursuing light foot[/p]
- [p]many fixes to lien shift, one overlap other combats, shift distance reduced, re-enabled guard mode[/p]
- [p]removed auto drop from infantry flankers but retains +200[/p]
- [p]added threshold change victory so you can win at 45% with high (>30) delta[/p]
- [p]shooting death rate vs fully armored changed[/p]
- [p]fixes to overlap charges[/p]
- [p]increase number elephant deaths in combat[/p]
- [p]large improvement to combat logging performance that was causing stuttering on large battles[/p]
- [p]some optimizations of debugging[/p]
- [p]fixed pause/unpause issues[/p]
- [p]fixed drag and drop of dispersed and routed unit cards[/p]
- [p]some erroneous recoil fixes[/p]
- [p]fix to overlap pursuit bugs[/p]
- [p]fixed issues with final %results from ad hoc commanders[/p]
- [p]fixed major battle map camera zoom bug that broke close zooms on some maps by height[/p]
- [p]more fixes to ugly unit turn arounds[/p]
- [p]fixed French translations mixing up Indian and Italian[/p]
- [p]fix to multiple units selected right click attack bug distance check[/p]
- [p]border disappear fix[/p]
- [p]fix bug with historical reenactment AI[/p]
- [p]fix to longstanding yoyoing bugs on charge[/p]
- [p]fix bug with calculating deaths on charge with immediate recoil[/p]
- [p]fixed bug with some units missing from Raphia map causing crashes[/p]
- [p]improved marching sounds[/p]
- [p]improved start battle sounds[/p]
- [p]more unit card/info sounds[/p]
- [p]added Cataphract horse archers, Illyrian hoplites, steppe infantry, steppe bowmen and steppe light archers, and Pantadopoi pikemen[/p]
- [p]fixes to bruttian allies list[/p]
- [p]update saka cataphracts[/p]
- [p]fix to thebes list error[/p]
- [p]minor edits to later carthage and polybian roman units and generals' ratings[/p]
- [p]split early successors into Macedonian and Asiatic, overhaul macedonian early successor and antigonid lists[/p]
- [p]fixes to some hellenistic army names and descriptions[/p]
- [p]changed roman army display names to be like "Roman (Polybian)" instead of "Polybian Roman"[/p]
- [p]minor improvement to Rhoxolani visuals[/p]
- [p]further work on stil wip elephant visuals[/p]
- [p]various minor map visual fixes (especially to tiling)[/p]
- [p]more custom border layouts[/p]
- [p]Northern Hills [/p]
- [p]Norther Flat Field[/p]
- [p]Seaside[/p]
- [p]Rolling Hills by Lakes[/p]
- [p]Rolling Hills by River[/p]
- [p]Woods and Fields[/p]
- [p]Grassy Flatland (med) 2[/p]
- [p]Desert 2[/p]
- [p]Northern Woods and Rough[/p]
- [p]Desert Hills[/p]
- [p]Norther River and Hills[/p]
- [p]Mountain Pass[/p]
- [p]steam stats (including display steam name)[/p]