Fog of War and enemy mortar teams now part of the main game build
[h2]Released version 0.8.2 - including fixes and new content[/h2]
The fog of war
The biggest and most noticeable change, if you weren't playing on one of the test branches - is the fog of war. From now on, you will not be able to see enemy or civilian units, unless you have your own men positioned nearby. You can still see the details of the houses, events in the villages, and so on, but all the cars and men will remain hidden.
Enemy mortar teams
The enemy AI is now able to call in mortar strikes on your units.
The way this works, is if the AI spotter (some enemies on the map have a "spot any player units and report back to the AI commander" tasks assigned) finds your men, he'll now most likely call in a mortar strike on you. That is, a new (or an already pre-positioned) mortar team will head your way and open fire.
Mortar teams will remain firing for a set amount of time (or until engaged), and then try to change their position. They will keep attacking the known locations of your units, until found and destroyed.
[h2]Other fixes:[/h2]
There has always been an annoying issue with preselecting the units (you had to very strategically place your cursor in order for the blue preselection icon to appear). This is now greatly improved and should work much easier, and much faster.
There has been a pathfinding issue, where some of the units kept calling for new paths on every single frame, causing FPS dropouts.
There has been an issue, where for some players all enemy units only got equipped with the Dragunovs, in every single case. Issue found and fixed.
The full changelog:
* NEW: added enemy Mortar Teams to the game. They act similarly to foot patrols, but with some notable differences. 1) they will only target areas where other enemy spotters already found your units before. So, if an enemy spotter passes by your units undetected and manages to leave the map - the game creates a "known player locations" list, and might decide to send a mortar team your way. 2) they will stick to one area of attack for 2-3 minutes and later run away, if you can't find them. They can attack you from afar, usually they try to find the most concealed part of the map to post the mortar at 3) if no player units are known to the AI, the mortar team will just wait somewhere on the map.
* FIX: greatly improved the unit preselection system (the blue icon that shows up when you hover over a game unit). This makes it much easier and faster to target the units you actually wanted to.
* FIX: the Fog of War UI should be a little less overwhelming - it now takes much less space on the screen
* FIX: in some cases, after you loaded the game that included your wounded units on the map, it might have been causing errors with trying to carry them into vehicles
* FIX: fixed an annoying camera behavior, which made it change rotation when you requested it to move near one of the units (usually by pressing the space bar). From now on, the camera's rotation will always be preserved.
* OPTIMIZATION: fixed a bug where in some cases the paths for your units would get recalculated each frame, causing a huge and unnecessary CPU spike, especially when your camera has been pointed at a large section of the map (visible units got a repathing instruction on each frame. A bigger visible section of the map meant more visible units to update).
* fixed the areas near the main roads on the map, where units would sometimes get stuck when trying to cross the road
The fog of war
The biggest and most noticeable change, if you weren't playing on one of the test branches - is the fog of war. From now on, you will not be able to see enemy or civilian units, unless you have your own men positioned nearby. You can still see the details of the houses, events in the villages, and so on, but all the cars and men will remain hidden.
Enemy mortar teams
The enemy AI is now able to call in mortar strikes on your units.
The way this works, is if the AI spotter (some enemies on the map have a "spot any player units and report back to the AI commander" tasks assigned) finds your men, he'll now most likely call in a mortar strike on you. That is, a new (or an already pre-positioned) mortar team will head your way and open fire.
Mortar teams will remain firing for a set amount of time (or until engaged), and then try to change their position. They will keep attacking the known locations of your units, until found and destroyed.
[h2]Other fixes:[/h2]
There has always been an annoying issue with preselecting the units (you had to very strategically place your cursor in order for the blue preselection icon to appear). This is now greatly improved and should work much easier, and much faster.
There has been a pathfinding issue, where some of the units kept calling for new paths on every single frame, causing FPS dropouts.
There has been an issue, where for some players all enemy units only got equipped with the Dragunovs, in every single case. Issue found and fixed.
The full changelog:
* NEW: added enemy Mortar Teams to the game. They act similarly to foot patrols, but with some notable differences. 1) they will only target areas where other enemy spotters already found your units before. So, if an enemy spotter passes by your units undetected and manages to leave the map - the game creates a "known player locations" list, and might decide to send a mortar team your way. 2) they will stick to one area of attack for 2-3 minutes and later run away, if you can't find them. They can attack you from afar, usually they try to find the most concealed part of the map to post the mortar at 3) if no player units are known to the AI, the mortar team will just wait somewhere on the map.
* FIX: greatly improved the unit preselection system (the blue icon that shows up when you hover over a game unit). This makes it much easier and faster to target the units you actually wanted to.
* FIX: the Fog of War UI should be a little less overwhelming - it now takes much less space on the screen
* FIX: in some cases, after you loaded the game that included your wounded units on the map, it might have been causing errors with trying to carry them into vehicles
* FIX: fixed an annoying camera behavior, which made it change rotation when you requested it to move near one of the units (usually by pressing the space bar). From now on, the camera's rotation will always be preserved.
* OPTIMIZATION: fixed a bug where in some cases the paths for your units would get recalculated each frame, causing a huge and unnecessary CPU spike, especially when your camera has been pointed at a large section of the map (visible units got a repathing instruction on each frame. A bigger visible section of the map meant more visible units to update).
* fixed the areas near the main roads on the map, where units would sometimes get stuck when trying to cross the road