By popular request, I've gotten Save/Load into the game. Give it a try and let me know if there are any issues with it. I've tested it thoroughly, but it was a lot more difficult to implement than I thought it would be. There's a bit of a lag when loading games, but as far as I can tell it's working fine. Note that Autosave does NOT work yet, and won't until I'm certain regular saving works perfectly.
Changelist:
Save/Load
Order of Battle tree now shows unit action, so you can see a rough overview of what everyone is doing.
'X' button on unit action menu has been enlarged
The ESC button can now be used to deselect all selected units. The pause menu will only appear once all units are deselected.
Bugfixes:
Small bug where game would revert to full screen when returning to main menu if full screen had been disabled.
Numbers on HQ screen, such as casualty figures, etc, are now updated and shown properly.
Spacebar can now be used to play/pause the game timer. This was doable before, but there was no delay to prevent the button from flipping on and off rapidly.
Assigning a Supply unit to supply an area now deselects the unit properly (so that other units can be drag-selected). Previously, drag-selecting units after using "Supply Area" would cause the Supply unit to move up.
Thanks for playing!
New Construction and Supply options
Hi all,
I've now added the ability to assign construction orders without having to select units beforehand. If you don't have any units selected, you can now right-click and create construction orders as usual. Nearby units will then be assigned to the order.
Another much-requested feature was the ability to tell a Supply unit to resupply an area instead of having to manually resupply units. I've now added a "Supply Area" order when Supply units carrying supplies are selected, which will allow you to drag a box for the unit to focus on.
It seems to work quite well, to the point where I'm considering removing the original "Carry Supplies" order entirely. Try it out and let me know what you think!
Lastly, I've made some minor tweaks and fixes. First, I've added two slower timer speeds. The original speeds of 1-4 are now 3-6, and speeds 1 and 2 allow the game to run slower than before. I've also fixed a bug in which casualties inflicted/sustained weren't being recorded properly, and I've made it so that killing the enemy even between dated offensives now provides Valour points.
Thanks for playing!
New Buttons
Hi all,
Hope you're all having a good weekend. I've taken into account some of your suggestions and added a few more quality of life improvements:
The top right corner of the screen now contains some extra buttons which help highlight things such as which units need supplies or medical attention.
Players can now choose to only show units of certain types ie. only Rifle units, or only Machine Gun units, etc.
Turning off Fog of War is now an option. This can only be done from the Main Menu when starting a new game, not from the Pause menu.
Hope this extra information is helpful!
First Update!
Hi all,
Thank you to everyone who has supported the game thus far, it's an honour to see you all playing the game! Based on the feedback I've gotten today, I've decided to release a small update with some minor quality of life improvements:
<*>Selected units are now indicated visually. This admittedly should have been included from the get-go, but I got so used to everything that it didn't even cross my mind.
<*>"Attack Unit" now works. I made some last minute changes last night and didn't realize that I had accidentally broken something that had been working fine up until now.
<*>Mouse scrolling is now included in the game.
<*>Heavy rain now damages tiles. I removed this originally because I thought it might be annoying to constantly have to repair trenches. Let me know if you enjoy this feature or not, as I'm on the fence about it myself.
<*>Full screen is set by default.
<*>Added missing tooltips to Order of Battle and Aerodrome subscreens. Hope they help!
<*>Artillery attack animations now appear as static images when the game speed is set to 3 or 4. Having them animated at such fast speeds actually lags the game, so this will have to do. Animations still remain in place at a game speed of 1 or 2. Some of you have asked for visual indicators when attacking with machine gunners or rifle units. I'm still trying to come up with the best way to do so.
[\list]
Minor issues, but I hope even such small changes help you all enjoy the game more!
Early Access Release!
Hi all,
Thanks so much for the interest in the game and your patience in recent weeks as I got this 1.0 Early Access version ready for release. I've worked hard on the game, and I hope it comes close to living up to your expectations for it.
Feel free to give the game a try and throw out suggestions! I've already implemented a few of them, and the whole point of Early Access is to take feedback anyways, so I'm open to anything.
I'll be putting up a detailed list of intended features in the forum soon, just to provide more visibility and accountability into the development process, so stay tuned!
Build Submitted!
Hi all,
A tentative Early Access build has been submitted to Valve for approval! Hopefully if all goes well I'll be able to release a playable build of the game next week. Thanks for the interest so far!
Line of Sight
Hi all,
It's been a while since the last announcement, so I figured I'd post a bit more content.
I've got line of sight working for artillery now. Notice that there are small chunks within its range where the selected battery is unable to see/attack. This is because, unlike ballistic weapons like machine guns or rifles, artillery fires upward at a trajectory, so small bumps in the ground only temporarily block the vision of artillery units.
This allows the defender to place units behind the reverse slopes of high elevation points in order to protect them. The elevation is a bit gaudy, I admit, but I needed to make the elevation difference noticeable.
Thanks for the interest so far!
Still Alive
Hi all,
Sorry for the lack of updates recently. I've been tweaking the AI, so there's not a ton of new things to visibly show off - it's all been under the hood work. Just to keep up some of the interest, here's a short GIF showing an enemy wiring party at work.
I've also added an Air Activity screen. I'm debating on whether or not to allow the user to actually have some control over their pilots, but for now it's more of a "passive" screen that simply allows the user to view more details of currently deployed pilots.
Some Info in the Discussion forums!
Hi all,
I've noticed that there have been more than a few wishlists in the short time this game's Coming Soon page has been available on Steam. For more information about the game, feel free to check out the Discussion forums. There are a few threads that shed light on some of the mechanics of the game.
Of course, feel free to contribute! The game is still in development, so I'm more than happy to take suggestions and answer questions about the game!