End of week two and the feedback continues to be awesome - thank you all. We've made some big changes this update, based on that feedback, and we're anxious to see people give them a whirl.
Here is an overview of the fixes and changes made to the build;
Fixes:
Units supporting an attack can now take damage.
Units take damage if outside of attack range.
Units can move multiple times until all move points are consumed.
Can now select a new unit when a unit already selected.
No longer able to give air units more readiness then they can allow.
Changes and Additions:
Added more info to back of unit card (can flip cards over).
Added phase stage icons that show the color of the current phase (to help with card understanding).
Can now create a transport daisy chain (can link transports to carry supply to a logistics unit).
Reactionary attack is random and free dice as well as it stops movement.
Display card effects on player.
Display a "ruler" for determining if a unit is in supply or not and how far out (supply line link is based in "hexes").
Supply zones have ranges, anything within the range gets supplied for free.
Supporting an attack causes reduced strength for non artillery and air units.
Better user feedback for highlighting/clicking hexes/units tutorial.
Current turn displayed.
Added button to toggle objectives list on/off.
Added ability to inspect units in wait phase.
Added combat layer cycling using '[' and ']' keys.
Beta 0.1.2556
Ground Pounders Early Access Update 1: Fixes, Feedback Implemented, and NEW DEMO!
Gather round, grunts!
It's been a great first week and we are happy to make our first major update! Testing has provided us with a lot of good feedback and allowed us to not only kill some bugs and tweak the game, but start implementing our new tutorial.
And for those who want to try Ground Pounders a bit before committing to buy - at our low Early Access introductory price! - we have created our first demo build since the Alpha Demo last year! The curious can find it on Steam, with others to follow shortly.
Here's the overview of the fixes, changes, and additions this week;
Critical Fixes:
Initial version of new tutorial, based on player feedback.
Split tutorial into several tutorials (2 available, the rest under construction)
Fixed CTD with Air Bases
Fixed discovered end turn CTD
Fixed discovered audio CTD
Fixes:
Fixed free unit spawning in Placement phase during skirmishes
Fixed friend list update after accepting request
Fixed victory point capture events
Fixed windowed mode not fitting in smaller screen resolutions
Changes & Additions:
Allow players to auto-assign defensive support
Only allow 1 readiness level to be repaired per unit per turn
Show faction avatars in skirmish select
Added "Forfeit" button to the in game pause menu
Allow attacking for 1 turn without supply, but only at half strength
Show briefing dialog to player when they join a multiplayer game
Tuned issues in various battles
Demo:
We made an updated demo (live by 02/24/14)
Beta 0.1.2439
First weekend!
Hello All!
First weekend over, first update (we'll be doing them regularly, so stay tuned) A big thanks to everyone who picked up the game and gave it a try. Even bigger thanks to those who helped us identify and kill some crashes.
We will be putting out our first update this Friday, which will cover the following;
Various tutorial fixes as well as work on tutorial clarity
Auto-defense support option
CTD when attacking air bases (for now just sit on them)
End turn CTD
Fix being unable to click buttons at the bottom of the screen for lower resolution monitors
Various card issues
These are the known issues. If you find any more issues, please address them to the bug reporting section here or follow our tech support on our forums and we will work to try and get some of them in for Friday as well.