Greetings everyone, here is the patch note for our newest update, 0.0.112. As we have highlighted previously we will still enjoy some rest until the first of February where we will resume proper development and communication. We, however, still wanted to give out some bugfixes.
Update 0.0.112 fixes and improves the following reported issues:
Removed power plant requirement for building barracks
All Hong building construction props scales standardised
Unit crushing abilities deactivated when vehicle is destroyed
Units inside the bunker can no longer be selected
Units inside a bunker can no longer be accidentally run over
Upgrades display the correct cost in it's tooltip
Captured buildings can no longer be sold
Units can only crush other units that are lighter than they are and that "can be crushed"
Imperials now properly spawn above Airfields and are selectable
Proper building requirement for Hong and Scav have been implemented
Supply trucks now properly spawn and do not phase through walls to get to their collection target
Text overlap during interaction with the old UI have been fixed
Cease Fire is now properly implemented and will count down to the start of the skirmish
"Claim Building" upgrade has been added to the Barracks
The Needletail's behavior and overall movement has been significantly improved
UI now properly scale when it comes to large scale resolution such as 3440x1440
Thank you again for keeping up with the development of Commanding Nations, and as always you can report any bugs you find, add any balancing/gameplay idea you may have or see which issues are being worked on for our next update over at our website; feedback.sevenvolts.io
Holiday break
Hey Everyone,
2022 has had many ups and downs. We worked as hard as we could to get Commanding Nations into Early Access and then even more, non stop on fixing as well as improving the game thanks to all the feedback and suggestions which were provided by all of you. At the same time we had countless roadblocks and setbacks which were extremely mentally demanding and made us cherish each other more, as well as be grateful not just the team we formed but also the friends we’ve become over the past years.
We are heading into 2023 with a lot of hope and confidence. We learned much from the past year and our game launch was a huge success for us. We are humbled by the sales numbers and while they are not in the millions, they are indeed the lifeline we needed to finish this game.
Our focus for next year will be to invest more time in the single player aspect of our game. While we all enjoy a good multiplayer match, we know that most of you are waiting for a fun experience which you can play in your own time without the stress of having to compete with other people. We will share more about our plans starting February 2023.
For now, I want to thank all of you for supporting us and let you know that we won't be communicating or sharing much news until February 2023 as we take time to enjoy the holidays.
Seven Volts Team ❤️
Update 0.0.111 - Capturable Buildings
Greetings everyone, here is the patch note for our newest update, 0.0.111. It introduces the oil pumpjack as a building to capture on the map, as well as destructible obstacles for heavy units to crush. Alongside it comes 12 bug fixes and improvements.
Update 0.0.111 fixes and improves the following reported issues:
Map buildings introduced to Goldhorn, consisting of an oil extraction pumpjack which gives a steady income to the player that has captured it. Standard infantry unit such as the Vanguard and Guerilla Soldier are able to capture them.
Capturing buildings now changes its color and ownership, as well as update the map of players having vision over the building.
Heavy vehicles such as the Monarch are now able to crush certain obstacles to gain access.
Stormrunner Bunker function improved with "eject all occupant" button and "eject single unit" function.
Selling buildings did not work as intended in multiplayer. This has been fixed.
Production time text for some units did not display properly and has been corrected.
Some units were able to move over water, this has been fixed.
Cranes spawning during construction sequence no longer cause buildings to appear raised above the ground.
Buildings were able to be sold multiple times before, this has been corrected.
Selling process of buildings is now visible to all players having vision over the area.
FPS drop when some buildings were completed has been investigated and resolved.
Placement collision bounds for buildings has been increased to prevent overlap.
Cursor and selection drag box have been realigned to prevent confusion.
Thank you again for keeping up with the development of Commanding Nations, and as always you can report any bugs you find, add any balancing/gameplay idea you may have or see which issues are being worked on for our next update over at our website; feedback.sevenvolts.io
Guerilla Engineering
Greetings everyone, we would like to inform you all that due to the size of our next update we have decided to take an additional week to work on it and test it fully.
Not to leave you empty handed, we have decided to instead give you another teaser in the form of an early look at Scav's construction design that will soon appear in-game!
We thank you for your time and wish you a good weekend!
Ramming Speed!
Hello everyone, this week we wanted to take a moment to give you a look at a work in progress feature that will be introduced soon to Commanding Nations, vehicle crushing!
Depending on the vehicle, you'll be able to crush a variety of obstacles to create new access points or clear the field.
But that's not all, we're also looking at being able to crush other units as well, such as infantry and even vehicles if your own is large enough to do so!
Once again, this is a work in progress and will be improved as we get closer to integrating it in the main build.
Thank you again for your time, and we'll see you next week!
Playtest Now Open
Greetings everyone, we've just opened the playtest for Commanding Nations.
If you wish to help the game further by testing the latest pre-release builds before they go out and reporting any bugs you may find, you can send your application by going to CN's steam page and applying there. All feedback you wish to give us will have to pass through our bug-report website at feedback.sevenvolts.io
The playtest build is a few weeks ahead of the public build which is available right now to purchase and play. Our goal with the playtest is to gather more feedback from people who are passionate in helping us, but perhaps not yet ready to make a purchase.
The build will open and close depending on the schedule of upcoming releases, and may not always be available to play.
We thank you in advance for helping make the game even better for everyone!
Update 0.0.110 - New Construction Visuals
Greetings everyone, here is the patch note for our newest update, 0.0.110! It contains the new construction visuals we teased last week for Hong's buildings as well as 17 fixes, including amongst them improvements to the collector truck's queue system, fixes for the Scav's RPG Nest and additional tooltips.
Update 0.0.110 fixes and improves the following reported issues:
All of Hong's buildings were improved to use new construction visuals. Scav's buildings will follow soon
Garrisoned buildings now show indicators for current number of units inside them, their type and an eject button
Collector Trucks have had their queue logic improved to allow them to better collect in sequence
RPG Nests now properly despawn when destroyed and their attack pattern has been tweaked
Soldiers used to angle themselves weirdly when firing at close-range targets. This has been fixed
Collectors can now be reassigned properly to another supply point when their current one runs out of supplies
Unit healthbars would sometime stay behind after their death, this has been fixed
Collectors would sometime auto-collect from points even when given other orders. This has been fixed
Tornadoes used to be able to take damage beyond their intended toughness. This has been tuned
RPG Troopers were slightly too large compared to other infantry units. Their model has been adjusted
Collector Trucks would sometimes appear through the fog of war when loaded. This has been fixed
The Scav's building requirement were not properly implemented. Scav buildings are now correctly locked behind other buildings
The sound played during the construction process of buildings used to cut and restart strangely. Their loop has been improved
Units sometimes incorrectly displayed their damaged VFX before attaining that health state. Their state behavior has been improved and this has been fixed
Buildings were able to be placed on water. This has since been corrected
The Storm Runner and its variants now have tooltips indicating their intended role and effect
Fire and explosion VFX could sometimes be visible through the fog of war. This has been corrected
The Reactor's construction VFX would sometimes be missing. This has been fixed
Thank you again for keeping up with the development of Commanding Nations, and as always you can report any bugs you find, add any balancing/gameplay idea you may have or see which issues are being worked on for our next update over at our website; feedback.sevenvolts.io
New Construction Visuals
Hello everyone! For this week's teaser we wanted to talk about the new construction visuals that our talented 3D artist and developers and bringing to Commanding Nations very soon.
Beforehand we used a holographic effect for buildings, but now we have spent more time and effort into bringing you a more realistic appearance to your building's construction process.
Using procedurally generated scaffolding and effects we can set a baseline that is then adjusted for each faction's building, which gives a very cool new look. See for yourself!
Hong's process of building a base has never looked better!
Furthermore, each faction will have its own look during construction to make them even more distinct.
Scav's buildings have their own rough but tough appearance compared to Hong's clean look.
In addition, we've also touched up the supply points you see appear throughout the map. The main reason for this is that we've vastly improved our collector queue system so that they line up and collect one at a time, thus with this change in design they can do so more easily from all four sides of the supply point.
As always, everything you see is a work in progress and we appreciate any feedback you may have.
Thank you for your time and see you on the battlefield!
Update 0.0.109.0 - Fog of War Added
Fog of war is finally here.
So from now on, you can no longer see your opponent and need to use units to gather intel.
Keep in mind we are still improving and testing out balancing issues such as range etc. on top of that, we know that the fog does not show on the minimap just jet.
On top of this we have more than 30 improvements with this update. Another major element is the collectors and how they collect resources. From now on they will queue and collect once the other one is done.
[Update] - Multi-Attack functionality implemented and applied to Imperial for testing [Update] - Much Improved Healthbar system for Buildings and Units (both factions standardised - includes hover and select events for single and multiple units) [Update] - Resource queue system implemented for both commanders ( Known issue: in Multiplayer extra collectors can't be assigned) [Update] - New Camera system including 2 types of rotation (mouse wheel rotates camera around the camera, right click hold and drag rotates the camera differently) will improve playability [Update] - Faction slots on start now support multiple building and unit placement, improves system to support custom single player setup [Update] - Removed old building construction workaround as building worker managers can support multiple build positions but locked to one builder [Fix] - Selected Unit Health UI updates based on current/max health ratio [Fix] - Selected Building Health UI updates based on current/max health ratio [Fix] - Selected Resource Point UI updates based on current/max available resource ratio [New] - Added Keyboard Control Types for camera movement ready for Controls manager and key binding, assigned to up,left,down and right arrows as default [Fix] - Upgraded units remove old minimap icon and replace with new instance, no longer causes fps drop with null reference exception [Fix] - Fixed move units to position via minimap on Dandrum [Fix] - Multiple selected units area no longer displays empty boxes, grid is fully cleared when units are deselected [Fix] - Default Unit and Building hover over cursor updated on GoldHorn Island [Fix] - Fixed selection renderer material on new collector truck [FIX] - Building description of RPG Nest. [FIX] - delay in locking targets first time and reloading of units with turrets. [FIX] - missing +$$$$ text animation generated from the Black Market and Crypto Farm buildings. [FIX]- RPG Nest Netting camouflage Issue [FIX]- RPG Nest Tracking Balance changes (now will spawn 4 rpg units garrrisoned that can target air and ground units) [FIX]- When you run out of money during a build that building appears in-front of your CC [FIX]- RPG Nest Size Error [Fix] - Selling incomplete buildings no longer effects the players power consumption or generated power [Fix] - Updated all hong buildings to temporarily use a holographic style texture until construction is complete [Fix] - Power plant on built state no longer sets using power [Fix] - Bunkers now show separate icons for each unit currently occupying it [Fix] - Updated Bunker faction colour mask so it colours the full ring on top of the building [Fix] - Bunker unload removes the correct count marker [Fix] - Bunker on complete will only activate the required number of count markers for the max allowed units in it
We hope you enjoy this.
Our plans for UI and Ingame Hud of Commanding Nations