Improved city dominant force calculations (which determines ownership) so that it’s harder to conquer a city when there are still a lot of enemy units in it. Reduced the influence of proximity to the city center and required a larger force difference for a switch to happen.
Change cursor to a pencil when you are drawing orders so you know you are in drawing mode.
Improve colors and outline changes on strategic actions to make it clear when they are hovered or selected.
Improved fading distances for strategic orders to avoid blocking the view of what’s going on in that area when zooming in or controling in first person.
Smoothed out the shapes of strategic orders to avoid strange zigzags when drawing at low angles. Also make the orders look way more polished.
Allowed area strategic actions to close properly when the drawing almost forms a valid loop, even if it has a small overlap between the start and end of the path drawn by the player. This avoids drawing a full loop just to have the order canceled because it didn’t form a nice area.
Fixed visibility issues with unit indicators and hierarchy groups indicators at different distances.
Drawing a new strategic action for a specific company now deletes the previous strategic order for that company (if any).
Added an eraser tool to easily delete multiple strategic actions when redesigning your strategy. Added eraser cursor for it too.
Improved the line that shows connections between companies and their orders to go to a more relevant place inside the order’s area.
Added a clearer title to the panels for actions that create a new company (when a company is not currently selected).
Now helis can orient themselves properly (using pitch and yaw) to aim and shoot at detected targets.
Improved unguided rockets to follow a more realistic trajectory which should fall way less than they were falling.
Removed construction ghost preview if the construction is hit and interrupted/destroyed.
Fixed the main crash affecting the alpha! From time to time something would randomly trigger the catastrophic destruction of hundreds of thousands of physics objects at the same time, causing the game to freeze and crash a few seconds later. With a lot of detective work with the alpha testers and a helpful unrelated bug report from @giraffe2.0, I finally managed to reproduce this catastrophic event consistently (by shooting at factories while being built), and was able to figure out and fix the issue!
Implemented a centralized danger system so units can report different threats and dangerous positions or areas to other units.
Implemented many different types of dangers that can be used by different types of units and hierarchy groups to make decisions.
Made units spotted and explosions contribute to the dangers knowledge for each player.
Made perceived dangers fade and disappear over time.
Made soldiers and vehicles react to dangers nearby and move away from it.
Made soldiers react to dangers by crouch to become a smaller target for direct projectile, or stand and run away from explosive dangers like artillery, tank shells or drones in the future.
Added voice communications when cities are captured or lost.
Added locking and locked target sounds to know the status of guided missiles launchers.
Improved helicopter controls so they are easier to control with WASD on the keyboard. Now A/D will apply both roll and some yaw, and you can still use Q/E to change yaw specifically if you need to (and those keys are all remappable).
Fixed problem with companies not getting deselected properly when clicking on the ground.
Made a new basic animation system. Used it to rotate the ZU234 radar, Legion CRAM cannon, drone propellers, and to add recoil to tanks cannons.
Added SED13 kamikaze drone and setup new flight controller rules to allow them to violate height constraints when going for the final dive.
Make planes and drones have their preferred altitudes and minimum safe altitudes and different maneuverability levels that the AI can use to control them better.
Added QBD1 combat drone and HL5 missiles.
Improved Legion C-RAM model to have better quality in first person.
Changed first person camera on L2A4 to match the gunner view.
Made a new tool to create material mask maps easily so adding new units is much faster now.
Improved sound distance attenuation curves.
Added FPV-L drone with a SFRPG head attached, with dynamic propeller sound, indicators, first and third person controls and camera noise/distorsion/interference.
Made system for independent explosions unrelated to projectiles, and switched kamikaze drones and proximity fuse projectiles to use it. This system also allows chain reactions of explosions making other things explode.
Improved performance on explosions particles when near the camera. Later they will go away fully when I switch to volumetric particles.