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Rusted Warfare - RTS News

Update - v1.13.3

  • New map: Many Islands Large (10p)
  • New unit: Mech Engineer - T2 Mech builder with AA attack
  • Path finding system has 2x-3x better performance and uses less memory.
  • Team layout changer when hosting a game or in advanced skirmish. (eg easily switch to 5v5, 3v3v3, FFA and shuffle players)
  • Better AI that is more aggressive late game.
  • A new mod importer on android to make installing mods easy
  • Support for loading compressed mods
  • Game handles more mods installed at the same time

    • Significantly reduced texture memory use on PC version
    • Game doesn’t load data from inactive mods by default to save memory
    • Running out of memory loading a texture replaces it with a placeholder and warns instead of crashing
    • Running out of memory loading mod audio just warns instead of crashing
  • Long list of new modding features for people to make cool mods with including creating their own custom resources, attaching units together, and controlling unit behaviour
  • Advanced sandbox game setup
  • New 'modded' tab in sandbox to sort through a large number of modded units
  • Fixing desyncs playing multiplayer survival
  • Any required mods now shown before joining a server in server list
  • Lots of bug fixes

== Balance Changes ==
  • Experimental Tank - Larger damage AoE, slightly slower attack
  • Tesla Mech - Removed air attack
  • Artillery Mech price changed $1700 -> $1400
  • Heavy Artillery price changed $3800 -> $3100
  • Artillery Turret - Larger AoE and slightly more damage

Minor update - v1.13.2 (New maps, surrendering, context map pings, new features)

Main new features:
-Surrender voting system added to multiplayer
-Map ping with context (eg ‘attack here’, ‘build here’), extra useful when playing with people from other languages
-Allow players to change their own teams in multiplayer even if they aren’t hosts
-New map: Valley Arena (10p) [by uber]
-New map: Kingdoms (10p) [by Vulkan]
-Start advanced skirmish from a custom map screen
-Double click to attack-move setting added

Other changes:
-Units better follow paths and take a wider gap around obstacles when in a group
-Fixed replays and saves played on maps that were streamed to you from a server
-Fixes for map vibration on some zoom/resolutions
-Preview which units will be selected by box selection before releasing
-Better interactions with dedicated servers, battleroom interface improvements
-Show colored HP bars by team
-Fix useless T2 upgrade showing on mech factory
-Random values are more random
-Fixed attack-move melee units pushing targets
-Fixed attachedTo and effect shadows
-Smarter ally / enemy team starting locations in skirmish
-AI now starts building immediately on game start
-Remove blur from map at some zoom levels
-Fix client ids if game with preferences.ini copied to another machine
-Fixes for setting teams on dedicated servers
-Resync and rejoins are now much faster
-French and Dutch translations
-Keep current unit selection after resyncs
-Don’t make screen blank while resyncing
-Fix for ‘unit cap reached’ shown at multiplayer start
-Fog revealer is now unselectable
-Capture neutral in multiplayer

Balance:
-Flame turret damage: 3 -> 4
-Fire Bee: Hp 5400 -> 4900, Build speed: 59.5s -> 83s
-Fabricator: Build time 11.9s -> 27.7s
--Fabricator T2 Upgrade time: 41.6s -> 55.5s
--Fabricator T3 Upgrade time: 55.5s -> 83.3s
-laser tank: Added track animations, more HP but higher cost
-Scout and Light gunship build times increased


New modding features:
-Added numberOfUnitsInTeam(withTag, withinRange, incompleteBuildings=true/false, factoryQueue=true/false, ...) logic boolean - Useful for building prerequisites, tech unlocks, hero respawning, etc.
-added self.kills() and self.isOnNeutralTeam() logic booleans
-[leg/arm]hidden now allows a logic boolean
-[turret]invisible now allows a logic boolean
-New effects on victory screen
-added [turret]image_applyTeamColors
-added [turret]image_drawOffsetX / Y
-added [effect]teamColorRatio
-added isUnselectable and canNotBeDirectlyAttacked
-added IGNORE ini value, to skip keys and not load key in [core]copyFrom target
-[action] text and description support multiple languages
-[action] iconImage added
-[graphics]icon_zoomed_out added
-[action] deleteNumUnitsFromTransport added
-[core]canBuild_X_isVisible added (logic boolean)
-[core]canBuild_X_isLocked added (logic boolean)
-[core]canBuild_X_isLockedMessage added (text)
-[leg] drawLegWhenZoomedOut, drawFootWhenZoomedOut (boolean) - for performance
-[core]extraBuildRangeWhenBuildingThis (float)
-[core]disableAllUnitCollisions - (boolean)

Major release - v1.13 (Huge performance boost, 100s of new modding features, 8 new units, smarter AI, ...)



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
  • 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 countered
  • 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:
  • Around 250 new options and systems added
  • 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, and 32 boolean flags for misc mod usage
  • Turret angle restrictions
  • Starting units can be added to with custom units
  • Many many more new features - see full list in the Modding Reference doc


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:
  • 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
  • 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

Major release - v1.12 (Workshop modding for units/missions/maps! Also new units, faster performance and extra shrapnel)



  • Large performance boost handling lots of units and large battles. Up to 10x the framerate in some special test cases
  • More efficient pathfinding and prioritization of path solving threads
  • Steam workshop support for units and maps!

    • Mods and workshop items can be added or uploaded from mods screen
    • Thank you to the modders who have already added content!
    • Maps will be automatically streamed from the host, but units require everyone to have them installed right now
  • Placing lines of buildings by click dragging (very useful)
  • New Heavy artillery - T2 artillery with limited laser defence
  • New Heavy Missile Ship - powerful long range
  • New T3 anti-air sam, and flak anti-air
  • Many old units have been converted into the newer moddable format
  • Added reload unit data button to sandbox - Modders should now never need to restart
  • Logic bug causing AI to get stronger on very easy & easy settings (I'm so sorry!!)
  • Game statistics now show on victory screen
  • Translation files are now under 'assets/translations' for people to add their own translations. Send them in for official inclusion
  • Mobile turret nerf, now cannot move over water
  • Missile tank renamed to AA Missile tank, buffed for anti-air but cannot attack land
  • Faster rendering code for minimap, selections, image drawing
  • The 'Live Reload' option is now multithread to remove any freezes
  • Fixed cleared key binding being reset
  • Fixed crashes loading save with missing modded units
  • Fixed crash bugs
  • Lots of little details (that most of people might not notice)

    • Most unit turrets have recoil
    • New trees of different types
    • Leaves when trees fall
    • Better graphics on lots of projectiles
    • Dust on reversing units
    • Better water waves on ships
    • Shrapnel bits fly of units when they explode
    • Better laser effects
    • Nicer render of the map when zoomed out