It has been exactly 1 month since the early access release. Thank you for your trust in this game! It is a real pleasure for me to see players join the community and become regulars. We are just getting started!
We have been working hard on the feedback and doing regular updates. My next big milestone is the Autumn Sale on October 1st, which will coincide with a major update which I can't wait to announce.
We are working hard on completing the campaign, sorry about the delay! Many players can't progress past mission 6. This is normal, Missions 7-10 are still being finalized. Over the next 1 to 2 weeks, we will have not only the last 4 missions (which are already designed and just need to be integrated), but we will have a proper command center which Gnio has been working on. Here is a sneak peak of it:
Many improvements to balancing, like delaying some units until the late game, and nerfing machine guns versus buildings, have been made. This will certainly be a continuous effort. I would like to thank @Telecom for storming into my life. A great guy who happens to be a semi-pro at Starcraft, and who contributed a lot to playtesting. Many of his recommendations on balancing the game have been implemented.
Due to popular demand, the scripting system has been reworked to allow players to work using their own IDE, which is considered a sacred place for self-respecting programmers. So there is a new workflow that allows you to link a LUA file from anywhere on your disk, to any mission in the game.
I added a console window to show script logs and errors. This is accessible in the editor, but it also pops out in play mode, if a runtime error is encountered.
The scripting manual is available here: Powerplay Scripting Manual
I would like to thank Mr. X for his continuous support and for giving me early feedback on the scripting system. He has a god-given talent for finding bugs. And he is also making an RTS, which I am looking forward to and I will share with you in due time!
This new scripting workflow will hopefully facilitate the creation of new games modes, such as base defense, which can help us keep more players interested in the game. We are doing our best on the campaign and skirmish mode, but I think some community made game modes can make this game a lot more fun!
This has been made by Sarge, and will be used to transport vehicles across the sea. Just showing you how it looks, this is not in-game yet:
skirmish: ensure harrasment doesn't drain resources so that big attacks can happen
make some units more late game: sniper, engineer, APC, MLRS, artillery
sniper is more expensive and takes longer to make
add button in the continue game panel to send a map to the devteam for debugging
fix skirmish victory condition not triggering after all enemy bases are destroyed
skirmish: ensure unit production doesn't stall the master build plan
much better scripting workflow: write LUA in your own IDE instead of inside the game
add script console to visualize logs, compile, and runtime errors
-Amine