- V1.3.43 - 16 July 2023
Fixes bug in "The Signal" campaign - second planet, 3rd map, the purple door incorrectly required a blue key.
- V1.3.34 - 21 April 2023
On popular request I finally decided to cave in and change the controls so that it is now tap to move and drag to attack. Vs. the previous setup where you used drag to move and tap to attack. I've added two additional features as part of this (the last of which wasn't really possible with the previous scheme): 1. With a selected mech, your movement boundaries are now clearly shown on the map. 2. When attacking, the mechs attack cone is visually rendered on the map, and as you drag in the direction you wish to attack, the mech rotates accordingly and highlights potential targets. Pt.2. means you now have much more control of what gets hit in an attack. You can, for example, aim between two units to hit both, where previously you were only able to hit one of them. In addition to this, build 1.3.34 has the following fixes: * Fix crash after finishing first map in Omol Cleansing * Fix occas…
- V1.2.29 - 13 April 2023
An initial batch of 17 Steam Achievements has been added.
- V1.2.28 - New Improved Tutorial Mission - 12 April 2023
This update includes a new 3-map tutorial mission which tries to address the onboarding situation for new players by giving more explicit hints for every step in a game turn. I'm fully aware that I have been developing this game in a vacuum, and probably invented some UX or game mechanics along the way that are not entirely intuitive. It's hard for me to tell, though, having worked with it for so long, so any feedback is appreciated.
- V1.2.25 - 19 February 2023
This patch is primarily aimed at fixing the Omol Cleansing which was broken because of the drag-to-move fix in 1.2.24. (I simply forgot to apply the fix across all campaigns which left "The Omol Cleansing" in a strange non functioning hybrid state). It does, however, also include a couple of minor features and fixes: Tapping a tile will now show line-of-sight markers from that tile in all directions Ambient occlusion had been accidentally disabled in a previous build. Tile markers were using a silly amount of material switches and texture memory which is now fixed for a small performance boost. Mechanic Skill now requires line of sight (this was always the case, but implicit when tiles could not block on edges. Since walls now allow two units to be adjacent without actually being able to see each other, an explicit line-of-sight check was needed) Added colliders to mechs and map visuals…
- The Signal Part 2 - 8 February 2023
V1.2.23 This is a *major* update - So much so that I was tempted to call it "Master of Puppets 2". The focal point is the next 8 chapters of "The Signal", but with it comes a number of tweaks, gameplay adjustments and changes: The Signal Second part of "The Signal", all 8 chapters of it, is now available free of charge, and it has a lot more nuance to it than any previous map. There are doors and bridges, buildings and machinery. Oh, and it's hard. Like proper difficult. Most of the maps are all about finding the right approach, so don't despair if you don't succeed at first attempt. New Map Structure The single biggest change is the complexity of the game maps which now supports interior as well as exterior tiles as well as walls that sit on the edges between tiles. This has some obvious visual implications and some (maybe?) less obvious strategic implications: You cannot lop grenades…
- Dev Update - 27 January 2023
Stories are being written... The lack of updates recently is not because I've been idle but rather because I've opened several cans of worms that I was kind of hoping I wouldn't have to. As I've been trying to complete the next chapter in "The Signal" story campaign, I have had to come to terms with the fact that the game was never really designed for detailed manual map layouts. I could have stuck within the limitations and accepted that the story missions would not be all that different from the procedurally generated ones, but that felt like betrayal and a lost opportunity. So, I decided to fix whatever needed fixing to be able to create truly unique manual expansions. I've already mentioned some of the hurdles in previous updates, from manually ordering the progress tree to creating custom objectives and special triggers, but as it turns out, those were only the tip of the iceberg.…
- V1.1.22 - 11 January 2023
Build 1.1.20 will not correctly load new locations for story based campaigns because of a silly mistake I made in the last minute before building. I quickly tested on Mac, Windows and iOS but didn't do a clean install on any of them. Should have know better, but there you go... Also in this build: * Improved event queue for mech actions - now pop texts for e.g. shield during overwatch should happen at the right time and not long before the mech is shot at. * Story triggers allow more engaging stories to be constructed - this will be much more evident in the second half of "The Signal" * Reduced difficulty of the first locations in "The Signal" - I had managed to crank them up to 11 - you kind of loose perspective after hours of testing the same map over and over again :)
- V1.1.19 - 8 January 2023
There's a new update in the pipeline which adds an additional campaign type: "Story". These are campaigns where each location, and the connections between the locations, are manually set up and tied together with a bit of narrative. It's not Shakespeare or LOTR, but it does add a bit of purpose to the missions.
- V1.0.16 - 1 January 2023
V1.0.16 introduces a simple hint system that should make it easier to get started playing the game. Don't hesitate to let me know if there are still dark spots in the ruleset :)
- V1.0.14 - 28 December 2022
V1.0.14 fixes a major save-game issue that would cause the game to not launch properly on most Windows installations (everyones by mine, apparently :( ) ...
- V1.0.13 - 23 December 2022
A final pre-holidays update on popular request: Volume controls under Options for music, 3D sound effects and UI sounds. Merry X-mas :)
- V1.0.11 - 22 December 2022
This is a fairly small update with a large impact: The New Campaign options now includes configurable skirmishes which allow you to use an existing deck in a special single-location game where you have a large degree of control over size, enemies and difficulty. * Improved configuration options for randomly generated campaigns * Support configurable single-location skirmishes * Allow deletion of generated campaigns
- V1.0.10 - 20 December 2022
V1.0.10 Fixes a problem with savefiles that I had missed as well as some general UX updates Changed campaign generation logic (or planet location, more specifically) Optimized planet route generation (x2 faster) UX tweaks to support touchscreen input (for non touch screen, move now requires an additional click) Ad and IAP support for mobile platforms Fixed bug that could cause rockets to miss their targets and fly around in circles Redesigned main into/campaign selection UI to match new UI look Fix potential sharing violation with save-game file Fix occasional issue with next turn button disappearing Show player name in player color in header to make it more obvious what the players own color is.