Try the 1.13 beta for the next version now.
Beta for the next update is live for steam under 'beta - 1.13' in game properties under the beta tab. (The game must be stopped when switching.)
Please report any problems, no dedicated servers for 1.13 are up yet, and android beta should be up in a few days.
Use this build to fix and update your mods but please don't upload any 1.13 only features to the workshop yet.
Main new features:
Main new modding features:
Please report any problems, no dedicated servers for 1.13 are up yet, and android beta should be up in a few days.
Use this build to fix and update your mods but please don't upload any 1.13 only features to the workshop yet.
Main new features:
- A new set of units
- Light gunship - Very weak but cheap
- Underwater probe - weak scout
- Plasma tank - Strong land attack, Shield weak vs lightning
- Heavy Interceptor - Heavily armed with shield, Shield weak vs lightning
- Telsa Mech
- Fire bee
- Nautilus - Amphibious submarine
- Aircraft carrier Heavily armed and armored, Builds air units (at x5 speed), Laser defence & repairbay, Anti-air, Can build anti-nuke missiles
- Light gunship - Very weak but cheap
- Better smarter AI. Better able to defend itself, expand, smarter experimental spider usage, etc
- Large performance improvements and much better at handling large maps (like the 1500*1500 crazy maps in the workshop)
- 3 new maps
- 1 new mission
- Patrol order - will move between points forever, or guard an area will help repair/build any nearby units, will move to attack any nearby targets or anything that damages it.
- Guard order - will follow a target, repairing it and helping it build. Will move to attack any nearby targets or anything that damages target.
- Cloud effects
- Lightning attacks now bypass shields allowing many units to be counted
- Music and sound system (with faster startup speed and reduced memory usage)
- Improved effects and graphics
- Converted over many core units into the mod ini format for people to change and use in mods
- Lots of bugs fixes.
Main new modding features:
- Keyframe animation system (including arm/leg animations for smooth opening blast doors, etc)
- Automatic action triggers (eg convert unit when it’s over water, low HP, etc)
- Ability to embed images into maps to include your own custom tileset graphics
- Custom price system.
- Custom sounds (with custom sounds on order)
- Multi-Targeting/Target per turret system
- Teleporting, units spawning
- Pre unit turret limit upped to 30
- Reduced memory usage of each mod and inactive mods
- Manual turret firing (eg moddable nuke launchers)
- Shield damage bypass and unit armour
- Flexible custom moddable effects. (Create custom projectile explosions, turret shooting effects, etc)
- Enhanced boolean logic with many more functions. (Including ‘and’, ‘or’, and brackets)
- Adds self.isOverPassableTile(type), self.tags(includes), self.energy(greaterThan/lessThan/empty/full), self.transportingCount(...), self.ammo(...), etc
- Projectile intercepting projectiles (eg moddable anti-nuke)
- Ammo variable for misc usage
- Turret angle restrictions
- Starting units can be added to with custom units
- Many many more new features