Added arrow (2 versions) and cross-shaped sticky notes
Added a wet floor sign
Added stone holders for castle walls
Added some furniture objects (oven, fridge, closet, sink, countertop, toilet)
Added barbed wire wood barricade
Added food items (can be spawned and teleported by scripts)
Added bullet impact wall decals
Added blood stain wall decals
Features and improvements
Custom zombie passives/corpses can now be created
Scripting features (new nodes)
AddElement to add an element to an array (1024 elements max)
RemoveAt to remove the element a the given index
IndexOf to find the index of an element in an array
ExecOrder node to execute something after a loop (or similar graph) ran
Event for when the player attacks (OnAttack)
Event for when the player shoots (OnShoot)
Node to teleport triggers (Teleport)
Node to activate/deactivate or reset triggers (SetActive, IsActive, Reset)
Node to get the current animation frame of a custom unit (GetAnimFrame, GetAnimFrameF)
Node to play partial passive animation frames (PlayAnimExF)
String concat node to combine two texts (Concat)
ReplaceUnit node to quickly replace a unit with another unit
OnConsume event to detect when the player consumes food items
A lot of small items can now be placed on tables and shelves
Player equipment can now be loaded from a custom unit save file
Custom unit type will now be displayed correctly
Update filter UI in the placement list
Bug fixes
Fixed a bug that allowed entering of unsupported vehicle seats
Fixed placement of objects on apartment walls
Fixed that dying inside vehicles could cause problems in conquest mode
Fixed that the update event node would run while the game is paused
Fixed air vehicles spawned by scripts
Fixed from targeting evaluations in some cases
Fixed that static player scripting events would no longer work after the player respawned
Fixed that units spawned from scripts in guard mode had wrong attack distances
Fixed that the player could rotate the head through walls to interact with objects
Fixed wrong symbol on the NotEquals scripting node
Fixed a bug that broke the player hands when using siege weapons
Next update I'm currently experimenting with some new features, so not sure what exactly will be in the next update. Make sure to join the discord server for development previews and update release dates: https://discord.gg/jnigames
Update 0.36.2
Content
Added new hats: bearskin cap, shako, peaked cap
Added a black sticky note
Added LED matrix objects (1x1, 2x2, 3x3, 4x4, 5x5, 10x10) with adjustable RGB pixels by the scripting system
Features and improvements
Ground vehicle controls
Players can now control tanks and other ground vehicles (ONLY allied ground vehicles, NOT static object vehicles or enemy vehicles)
Seats in the vehicle can be switched to take control of the scout or gunner, while the AI continues to drive the vehicle
Improved player siege weapon controls:
Hitmarker for siege projectiles
Aim up/down with supported siege weapons
Preview arc instead of point
Change distance with mouse movement instead of keyboard input
Skill slider does now affect siege weapon accuracy and reload speed
Melee units will now attack siege weapons more reliably
Animal AI improvements
Horses will now attack more reliably
Fixed various problems which caused horses to not move at all and melee units to not attack horses
Elephants will now try to stomp on units below them
Added support for ranged animal units
Water looks less blue now
Performance improvements
Fixed long navigation generation loading freezes on certain maps
Improved modular building placement performance on maps with many building parts
Reduced RAM usage while playing a battle
Fixed a lot of reasons for lag spikes while playing to provide a smoother experience
Scripting features (added scripting nodes)
Get which weapon the player is holding
Get primary, secondary, ... weapon of the player
Get support equipment and shield of the player
OnFire, OnPoison event nodes
Comment node to describe sections of a script
Get right direction vector of a unit
Get squad units
Add squad members
Remove squad members
2 dimensional array input and related functions
Array input elements can now be set while the script is running (SetElement node)
Increased max array size to 100
Array nodes can be collapsed to hide the indiviudal elements
Perlin noise node
Color input and related functions (Split, Merge, Lerp)
Interaction raycast node to get the world position where the player is looking
IsInTrigger node to test if a position is inside of a trigger
Improved script compilation speed
Bug fixes
Fixed EndDialog node functionality
Fixed that teleporting units in wander mode would break their AI
Fixed Dialog::Answer event reference selection
Fixed wrong input types for some cast nodes
Fixed that short weapons could destroy shield backpack from the inside
Fixed foundation stair placement for old prefabs
Fixed a bug that caused the load/save UI to move off the screen
Fixed missing water reflections option
Fixed the selection of units with dialogs for scripting nodes
Fixed duplication of stacked paper-like objects (however, it's not recommended to stack paper for performance reasons)
Fixed UI problems with the ControlUnit scripting node
Fixed a loading UI bug while loading scripts
Fixed that destroyed vehicles couldnt be placed on objects
Fixed that scripting arrays larger than 20 elements would not be saved correctly
Fixed that renaming a scripting variable would not update already placed node names
Fixed that some kind of kills didnt trigger the OnDeath scripting event
Fixed that units from spawners did not throw their grenades
Fixed a bug that caused the player's legs to be rendered in front of everything
Fixed reloading animation of muskets and flintlock pistols
Next update
I'm going to continue the biweekly update schedule (+- a few days). The next update will contain more requested features for the scripting system and new content.
Update 0.36.1
Content & Features
Added a shield generator backpack
Updated some silenced gun sounds
Improved the shield rendering performance
New scripting features
Units spawned by script can now start in wander mode
Spawning of transport vehicles with units from scripts
Added a global death event node which runs every time a unit died
Added time since battle start node
Added a node to get the player position delta
Added an event node for when the player picks up equipment, money or keys
Increased max array size to 30
Added support for arrow key input
Interactable objects (key, money) can now be teleported
Unit dialog integration:
Action nodes for begin/end dialog
Event nodes for when a player answers
Custom passive unit integration:
Events for when the animation starts/ends
Action nodes to start/pause or play a specific range of an animation
Bug fixes
Fixed that spawned equipment objects would not be added to campaign inventories
Fixed camera rotation snapping after loading certain maps
Fixed invisible speed slider while editing rivers
Fixed that opening the scripting mode in the prefab editor would change the lighting
Fixed that setting the player health would not update the HUD
Fixed an error while hovering over particle effects
Fixed a bug that prevented object selection from outside the map
Fixed clipping of roman garnments under the arms
Fixed a UI bug which showed the wrong spawn delay
Fixed UI problems with the scripting variable panel
Fixed teleporting of units with siege weapons and animals
Fixed a bug that caused various interaction problems when hovering the mouse in certain areas
Fixed selection problems of custom lights and triggers
Fixed a bug that could cause unit targeting to pause for 2 seconds
Scripting & Triggers Update
Video summary of this update: https://www.youtube.com/watch?v=08Na0yIaWxM
Individual light settings
Selecting light objects in the editor, can now deactivate by default (to enable them later) Shadows can also be deactivated (default setting) to improve the performance while using a lot of lights
Alarm objects
There are two alarm objects with different sound, volume and range settings, which can be controlled by the scripting system
Interactable scripting objects
To enable more interactions between the player and the scripting system, there are various different objects like buttons, levers, switches, locks, codelocks and status lights.
Triggers
Cube and sphere triggers can be placed to detect when units enter, stay or leave an area.
Custom lights
Custom point lights can be placed to create a certain atmosphere. You can adjust the light range, intensity and RGB-color.
Visual Scripting System
The visual scripting system can access various parts of the game to modify the way how a battle plays and works. Based on events, actions can be chained when something happens. The basics like spawning/killing a unit are really easy to implement, but you can also use the scripting system to do quite advanced stuff like custom game modes. For more in depth information about the scripting system, check out this steam guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2467984141
Bug fixes
Fixed that UI sliders didnt work in some cases
Fixed that rotating an object while snow is enabled would cause lag spikes
Fixed barrel attachment positions on HSG12 weapon
Renamed some objects
Fixed a bug that allowed two players to be controlled
Fixed slow reloading of some weapons
Fixed that using horses could cause incorrect player vision
Fixed that the player couldnt look up/down while riding a horse
Fixed a crash that could happen while drag placing modular parts at certain angles
Fixed a bug that caused invalid prefab placed for prefabs which were created with the drag modular placement
Fixed that changing the player equipment would cause an invalid pose for one frame
Fixed that shooting with delayed weapons would spawn the projectile at the wrong position
Fixed clipping of modern arm/leg armor
Fixed squad "send to position" on elevated positions
Fixed that choosing a bullet modification and switching the weapon would cause the new weapon to use the wrong caliber (still works for laser/energy bullets)
Fixed that dying in first person would show the helmet
Fixed some vanilla passive unit poses
Fixed a bug that caused some UI elements to be rendered very small
Fixed a bug that caused the in-game workshop browser to load the wrong icons
Fixed that after placing a vehicle dropoff point the UI could no longer be used
Fixed that pausing would cause arrows to fly straight down
Fixed that changing a custom unit animation using the edit feature in the editor, would show an invalid animation until reloading the map
Fixed a bug that caused the wrong animation pose to be shown while a bone is selected
Fixed safe doors
Fixed that the terrain edit discard button would discard the changes before confirming the change
Fixed that the player could die while standing on a destroyed platform
Update 0.35.9
The trigger and scripting features are still being worked on and Alpha 0.36.0 will be released soon. This update will be the last one of the 0.35 cycle.
Content
Added a full auto shotgun (HSG12)
Added an open shirt clothing item
Added pants with knee protection
Added bomb suit body, head, arm and leg armor
Added a keffiyeh hat
Added a WW1 trench armor
Features & Improvements
You can now place multiple modular foundations, floors and walls at once, by holding the left mouse button while placing an object
Bug fixes
Fixed a shadow bug which caused the head to be invisible while aiming in first person
Fixed a bug that triggered a leg animation when changing custom unit equipment or creating custom unit icons
Fixed a problem with wrong window resolutions on ubuntu
Fixed the category of some furniture objects
Update 0.35.8.1+2
Features & Improvements
The mouse sensitivity is now reduced while aiming through scopes
Squad units can now be chosen without placing a player and whenever a player spawns, those units will work like regular squad units
Added an in-game option to report workshop items which are offensive
This feature will allow more advanced features related to user content in future updates and a fast removal of offensive content
Items will NOT be banned automatically, every report will be reviewed by a moderator
Bug fixes
Fixed multiple problems related to editing units that got placed in a formation
Fixed visibility problems for units on high positions
Fixed that when updating a workshop item the new version would not be downloaded automatically on the author's end
Fixed a bug that prevented navigation balance areas to not load correctly on structures
Fixed rendering of water while the spectate mode is paused
Fixed some issues when trying to edit crouching units in the editor
Fixed some problems that caused inaccurate aiming through sights
Fixed that horse/elephant riders could go prone
Fixed a bug that could cause data corruption in some cases
Fixed bolo machete damage setup
Fixed a bug that allowed units to run while crouching
Fixed tooltip problems after creating a custom unit from the editor
Fixed wrong culling of winter pants
Fixed helmet rendering problems when switching helmets mid battle
Fixed a crash that could happen when switching from the unit creator to the menu
Fixed spawning problems when placing flags without ever selecting them
Next update
Next week there will be a small content update to keep the game fresh until then
Alpha 0.36.0 with the trigger/scripting features is still in progress with a private beta test planned for the last week of april and public alpha access for the first week of May. Below is a small preview clip in which triggers and visual scripting is being used to reduce the player health in a certain area.
https://youtu.be/P_emXRQlNTA
Update 0.35.8
This update is a bit smaller than usual, because a lot of work is being done for Alpha 0.36.0 which will feature more advanced battle editing tools an mechanics. There will be triggers and visual scripting to create events and custom battle rules. That update is planned to be released later in April and there will be bug fixing patches until then (if required).
Content
Added some single horn variations for custom units
Features & Improvements
New map size: Medium
Some units in guard mode can now:
Use an idle pose (animations are not available for all unit types, but for most of them)
Crouch
Lay down
The gladiator arena is available again
Added some variants of the tattered battle banner object
A message is shown when a unit cant be controlled
Bug fixes
Adjusted the position of certain weapons in first person
Fixed some problems when aiming through scopes
Fixed some attachments and weapon settings
Fixed a bug that caused incorrect lighting in first person in some biomes
Update 0.35.7
Content
Added 9 decorative horn variations for custom units
Added a trench shotgun (WMC reward)
Features & Improvements
First person improvements The first person view is now properly implemented. Started as a small feature with just a different camera position, we now have a 'real' first person mode. The perspective got changed, so that more of the weapon is visible. The fov does no longer affect how the weapons look and the overall feel of weapons got improved. Instead of being static, they are now a bit disconnected from the player while moving and pre-move slightly while rotating. Depending on the weapon, they are more or less sluggish. To further improve the first person view, there are small animations when jumping and landing.
First person view by default With the changes made to first person and the increased amount of options for players to interact with objects in the world, it was time to make first person the default view when starting a battle to make interactions easier.
Animation improvements The rifle animations got slightly adjusted to have better default poses. There was a lot of snapping in some repeating animations, which got fixed now and everything is smooth. In addition, there are new animations for pump shotguns, repeat rifles and bullpup reloads. The pistol animations got reworked. Units will now hold the pistols closer and more centered which also fixes the annoying off center aiming when playing as a player with a pistol. Also, ranged weapons will now be blocked when the muzzle hits a wall in first person, which means you can no longer glitch shoot through walls.
Recoil improvements Recoil got completely reworked and will now continue after a lot of shots. Previously the recoil stopped when the weapon reached a certain point. Weapons will now move more with more horizontal recoil, which can be difficult to predict and control when shooting fully automatic weapons. Shooting while moving is also more difficult. Overall, rifles have much more recoil than before and submachine guns are very easy to control. You can see the individual recoil values for each weapon in the arsenal.
Overview The best way to experience the changes to the weapon feeling by playing, but here is a small video to show some of the changes above: https://www.youtube.com/watch?v=4u8HGXWe5gc
Other improvements
The OKP and PSO sights can now be attached to the S12 rifle
Taking damage repeatedly in very short time is now more obvious
Attachments modify how sluggish a weapon is
Shotguns will now reload 50% faster, but pump shotguns require to be pumped before shooting again
Bug fixes
There are a lot of bug fixes in this update to improve the overall experience of the game
Fixed shadow flickering while aiming down sights
Fixed a lot of problems related to prefab placement and duplicating selected objects
Fixed that shooting too fast after running would cause the weapon to get stuck in the run animation
Fixed that spamming the weapon key (1, 2, 3, 4) would reset the recoil
Deleting custom units will now directly remove them from the game and always delete their icons correctly (when deleting from the embedded unit editor in the battle editor, you can still place deleted units in the editor until you restart it)
Fixed that custom zombie units could not be added to zombie spawners
Fixed that keyboard shortcuts for selected units did not work while the mouse was hovering the UI
Fixed a bug that caused unit animations to randomly turn into T-poses (very rare)
Fixed a bug that allowed units to clip between foundations if many units got placed in one spot
Fixed a bug that caused wrong placement collisions after rotating objects
Fixed that searching for a face equipment and selecting it would reset all other face equipments
Bugs related to editing units from within the battle editor
Changing to a weapon with different animations would trigger the T-pose