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Rusted Warfare - RTS News

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


Major release - v1.11 (Replays, new mechs, lots of optimisations, etc)

-New Multiplayer Replays!
--Watch recorded multiplayer games at up to 64x speed
--You can create saves at any point in a replay to start a new multiplayer game from or edit in sandbox
-3 new mechs
--Mobile Turret - Deploys for extra range and a shield
--Artillery Mech - Long range, can move while firing
--Minigun Mech - Fast firing, speeds up as it fires
-New mission: 'Spider battle' (Note: this is a fun setup in multiplayer!)
-List of all selected units showed in the side bar (left click: select only that type, right click: unselect that type)
-Lots of path finding optimisations
--Solved paths are shared between clients to reduce load
--Units are more responsive to new orders in multiplayer
--Spamming orders shouldn't make your units pause movement in multiplayer
-Dynamic step rate in multiplayer to allow smoother games
-UI system has been optimised.
--Lobby screen with 100s of servers should no longer drop framerate.
-Nerf to light/heavy hovertank units, missile airship
-Buff to sea units to better survive fights vs hovertanks
-Mech factory can no longer build light/heavy hovertanks
-Large mechs now use 2 transport slots
-Plasma mech rechanges 15% faster
-Added 'disablePassiveTargeting', 'action_X_addEnergy' for modders to better create custom nuclear silo like buildings/units
-Leg positions on units better saved and synced
-Survive waves stop after being defeated
-Shield information shown under unit HP text
-List of selected units shown on PC
-Old chat log messages shown when menu is shown
-Better icons shown when zoomed out
-Send '.share off' and '.share on' in multiplayer to disable shared control for yourself in case of trolls
-Starting credits now goes up to $200,000
-Buffed: Missile ship, Artillery, Missile mech
-Less HP on basic sub
-Basic mech, missile mech build times longer to match tanks
-Missile airship, heavytank, heavy hovertank build times longer to reduce spamming
-Buffed bomber HP and damage
-Extra splash damage on experimental tank
-Fixed plamsa mech sometimes not firing after recharging
-Fixed UDP networking memory leak with some use cases
-Fixed crash after picking last server in the list sometimes happening after refresh
-Fixed rare desync issue caused by purchases ordered just as a unit dies
-Fixed desyncs warnings when a modded unit was transformed into a new unit without actions that were already queued (they will now be refunded)

Major release - v1.11 (Replays, new mechs, lots of optimisations, etc)

-New Multiplayer Replays!
--Watch recorded multiplayer games at up to 64x speed
--You can create saves at any point in a replay to start a new multiplayer game from or edit in sandbox
-3 new mechs
--Mobile Turret - Deploys for extra range and a shield
--Artillery Mech - Long range, can move while firing
--Minigun Mech - Fast firing, speeds up as it fires
-New mission: 'Spider battle' (Note: this is a fun setup in multiplayer!)
-List of all selected units showed in the side bar (left click: select only that type, right click: unselect that type)
-Lots of path finding optimisations
--Solved paths are shared between clients to reduce load
--Units are more responsive to new orders in multiplayer
--Spamming orders shouldn't make your units pause movement in multiplayer
-Dynamic step rate in multiplayer to allow smoother games
-UI system has been optimised.
--Lobby screen with 100s of servers should no longer drop framerate.
-Nerf to light/heavy hovertank units, missile airship
-Buff to sea units to better survive fights vs hovertanks
-Mech factory can no longer build light/heavy hovertanks
-Large mechs now use 2 transport slots
-Plasma mech rechanges 15% faster
-Added 'disablePassiveTargeting', 'action_X_addEnergy' for modders to better create custom nuclear silo like buildings/units
-Leg positions on units better saved and synced
-Survive waves stop after being defeated
-Shield information shown under unit HP text
-List of selected units shown on PC
-Old chat log messages shown when menu is shown
-Better icons shown when zoomed out
-Send '.share off' and '.share on' in multiplayer to disable shared control for yourself in case of trolls
-Starting credits now goes up to $200,000
-Buffed: Missile ship, Artillery, Missile mech
-Less HP on basic sub
-Basic mech, missile mech build times longer to match tanks
-Missile airship, heavytank, heavy hovertank build times longer to reduce spamming
-Buffed bomber HP and damage
-Extra splash damage on experimental tank
-Fixed plamsa mech sometimes not firing after recharging
-Fixed UDP networking memory leak with some use cases
-Fixed crash after picking last server in the list sometimes happening after refresh
-Fixed rare desync issue caused by purchases ordered just as a unit dies
-Fixed desyncs warnings when a modded unit was transformed into a new unit without actions that were already queued (they will now be refunded)

Major release - v1.10 (Shared control, mechs, maps, better AI)

  • Shared ally control can be setup for multiplayer games
  • Disconnected players automatically get all their units shared to allies till they return
  • Mech Factory added, with a set of initial mechs

    • Basic mech - Land only
    • Anti-air mech - Area effect anti-air only
    • Plasma Mech - Long range air & ground attack
    • Flame Mech - Short range flamethrower with high HP
  • T3 gun turret upgrade
  • New map: Enclosed Island (10p)
  • Spider mech now costs $70000 and uses up 5 transport slots. And it's death nuke is disabled when 'no nukes' game setting is on.
  • New building gird placement system and reworked footprint of many buildings
  • Modded units are now loaded from 'mods/units/' and can be enabled or disabled in-game
  • Lots of new modding features

    • Modded units can now have upgrade actions
    • Can dynamically switch any property with convert actions
    • Custom projectile graphics with more options
    • Modded units can override builtin units
    • Lots more
  • Fixed pathing issues causing builders with queued buildings to pause
  • Fixed pathing issue causing units from factories to sometimes pause before moving to rally
  • Builders now wait up to ~15 seconds if there is not enough money to place a building before giving up
  • Fixed pathing issues with units loading into transports in multiplayer
  • Softer speedups on laggy networks and better handling of high ping
  • Builder ships can build more building types
  • All builders can reclaim buildings
  • Repairbay automatically repairs allies units and helps build buildings
  • More robust server networking code
  • Spider mech automatically repairs units
  • When a unit can both repair damaged transport or load into it will toggle between load up and repair
  • 'lava votex' map balance fix
  • T1 builder can no longer build nuke launchers
  • Lots of AI improvements and fixes

    • AI can better use modded units
    • AI builds anti-nuke, repairbays, and laser defenses
    • AI cannot hijack the sandbox editor to build units (haha)
    • Builds attacking units more reliability
    • Expands better

Major release - v1.10 (Shared control, mechs, maps, better AI)

  • Shared ally control can be setup for multiplayer games
  • Disconnected players automatically get all their units shared to allies till they return
  • Mech Factory added, with a set of initial mechs

    • Basic mech - Land only
    • Anti-air mech - Area effect anti-air only
    • Plasma Mech - Long range air & ground attack
    • Flame Mech - Short range flamethrower with high HP
  • T3 gun turret upgrade
  • New map: Enclosed Island (10p)
  • Spider mech now costs $70000 and uses up 5 transport slots. And it's death nuke is disabled when 'no nukes' game setting is on.
  • New building gird placement system and reworked footprint of many buildings
  • Modded units are now loaded from 'mods/units/' and can be enabled or disabled in-game
  • Lots of new modding features

    • Modded units can now have upgrade actions
    • Can dynamically switch any property with convert actions
    • Custom projectile graphics with more options
    • Modded units can override builtin units
    • Lots more
  • Fixed pathing issues causing builders with queued buildings to pause
  • Fixed pathing issue causing units from factories to sometimes pause before moving to rally
  • Builders now wait up to ~15 seconds if there is not enough money to place a building before giving up
  • Fixed pathing issues with units loading into transports in multiplayer
  • Softer speedups on laggy networks and better handling of high ping
  • Builder ships can build more building types
  • All builders can reclaim buildings
  • Repairbay automatically repairs allies units and helps build buildings
  • More robust server networking code
  • Spider mech automatically repairs units
  • When a unit can both repair damaged transport or load into it will toggle between load up and repair
  • 'lava votex' map balance fix
  • T1 builder can no longer build nuke launchers
  • Lots of AI improvements and fixes

    • AI can better use modded units
    • AI builds anti-nuke, repairbays, and laser defenses
    • AI cannot hijack the sandbox editor to build units (haha)
    • Builds attacking units more reliability
    • Expands better