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Reassembly News

May 14th Update

Hello!

If you're working on an AI mod or interested in working on one, we would love to hear from you! We can write additional documentation, expose more interfaces/hooks, etc. If you are having trouble getting things working, we would love to help. Please get in touch!

Update Changes:
* Add confirm dialog when loading code from mods
* Add angle concept to editor console cursor to allow spawning fleets/ships with a certain facing
* Fix crash when saving blueprints
* Fix random crash
* Fix crash when mousing over certain blocks with the editor console enabled

Announcing AI Modding

We are proud to announce that Reassembly now supports AI mods. This has been a long time in the coming but we are really excited at the possibilities.

DETAILS for modders:
* This is the very first release! We expect to encounter and fix bugs. Please contact us with questions or issues.
* Mods are written in C++, same as Reassembly, and loaded as dlls. Steam Workshop is supported.
* See the example mod github page for details and docs. We recommend forking the example and modifying as needed. https://github.com/Akaito/reassembly-ai-mod-example
* For AI modding related questions, we recommend using the "Issues" page on the ai mod example github page. Make sure to "label" your "issue" as a "question". We are also available over email at [email protected] and [email protected].
* Documentation is available on the previously linked github page. Contributions to the github wiki are greatly appreciated - we anticipate a back and forth interaction with modders and will doing our best to provide support. Please let us know about any problems!
* AI Modding for Reassembly was developed by Chris Barrett (Akaito). Chris will be doing his best to provide support but please keep in mind that he also has a 9 to 5 job. He is mostly available on weekends. Arthur (manylegged, Reassembly dev) is also available for support.
* Chris wrote an example AI Mod that lets ships fly around using guns as thrusters. This is pretty cool! and may also be useful as a reference. https://steamcommunity.com/sharedfiles/filedetails/?id=1368421298 and on github: https://github.com/Akaitwo/Reassembly-Weapon-Engine-Assist-AI

March 9th 2018 Update

Hello!

We are working on a system to allow Reassembly to load code from mods, with the initial version focusing on AI modding. This release is about publishing all the changes that have been languishing in beta so that we can resolve any issues with them before the AI modding stuff comes out.

* Update libraries OpenAL and SDL
* Update Visual Studio Runtime from 2013 to 2017 (with fallback)
* Fix some crash bugs, improve crash reporting messages
* Add modding block flags "NORECOLOR" (prevents automatic recoloring of block) and "NOPALETTE" (prevents block from show up in the block databank).
* Add CVARs allowing mods to control particle colors: kParticleSmokeTime, "kParticleFireColor0", "kParticleExplosionColor0" etc.

AI Mods will be written in C++, just like Reassembly, to allow for maximum performance and flexibility. We plan to publish that update together with documentation in a few weeks.

You may be wondering what Anisoptera Games is doing with most of our time these days, now that Reassembly updates have slowed down. I have been working hard on a new game. It's not a sequel but it's also about spaceships.

Arthur

March 9th 2018 Update

Hello!

We are working on a system to allow Reassembly to load code from mods, with the initial version focusing on AI modding. This release is about publishing all the changes that have been languishing in beta so that we can resolve any issues with them before the AI modding stuff comes out.

* Update libraries OpenAL and SDL
* Update Visual Studio Runtime from 2013 to 2017 (with fallback)
* Fix some crash bugs, improve crash reporting messages
* Add modding block flags "NORECOLOR" (prevents automatic recoloring of block) and "NOPALETTE" (prevents block from show up in the block databank).
* Add CVARs allowing mods to control particle colors: kParticleSmokeTime, "kParticleFireColor0", "kParticleExplosionColor0" etc.

AI Mods will be written in C++, just like Reassembly, to allow for maximum performance and flexibility. We plan to publish that update together with documentation in a few weeks.

You may be wondering what Anisoptera Games is doing with most of our time these days, now that Reassembly updates have slowed down. I have been working hard on a new game. It's not a sequel but it's also about spaceships.

Arthur

November 10th update

* autozoom / autoaim / hud settings and control settings are now saved as part of the save slot
* mod authors can now create a file "credits.txt" in the "data" directory to get on the credits page. One author per line.
* fix memory corruption bug
* fix "fleetpalette 8". console commands that used to accept only faction numbers now accept faction names as well.
* update xcode and visual studio versions
* some minor block description / localization tweaks