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Genre: Real Time Strategy (RTS), Strategy, Indie

Retro Commander

Update 2.7.69 - Bugfix Attempt Mac OS with M1 CPU

Bugfix Attempt for Mac OS /w M1 CPU (again).

Update 2.7.66: Bugfix Crashes

Bugfix for crashes on 32 bit architectures. Another test-version for Mac OS X to get it working on M1 architectures. Please report back...

Update 2.7.65: Bugfix Crashes Older Maps

Bugfix Crashes for older, not updated, maps with assets missing.

Update 2.7.64 - Campaign Chapter 04, Balancing, AI, UI, Keyboard Shortcuts & Bug


  • Campaign: Chapter 04 with 4 missions & comic released.
  • Campaign: option added to reload the mission right away if it failed (instead of going back to the comic first).
  • Campaign: CH01/07 comic frame updated (AJ).
  • Battle Map 02: 3 vs. 3 scenario added!
  • Squads: structures can now also be marked as squads 1-8 for quick access (still not able to move due to obvious reasons).
  • Idle Robos: multiple build robos will be assigned to construction if they would be idle otherwise (rather than max. 1).
  • Power Grid: improved visualization on map on which areas are powered or not!
  • Video Introduction: introduction for GRA Tech (Stealth) at https://youtu.be/sAvvejSgimM
  • Video Introduction: introduction for ELC Tech (Robots and Airships) at https://youtu.be/6HV4eO9T4kk
  • Video Introduction: introduction for IDB Tech (Hover & Drones) at https://youtu.be/SLw-nwUm6H8
  • Video Introduction: introduction for Mayan Tech (Decoy & Portals) at https://youtu.be/04mJyoTme7c
  • Video Introduction: introduction for Ancient Tech (Shields) at https://youtu.be/izH4JSpRUzQ
  • AI: improvement for calculating if we can afford units or not.
  • AI: limiting number of aircraft carriers/etc. built if not enough planes are available.
  • AI: filling aircraft carrier with troops improved by going to location where there are available planes or helicopters.
  • AI: increased building of transport ships and barges.
  • AI: limiting number of flying transports construction if too many are unused.
  • AI: improved finding of attack locations. Prevents targeting of walls, i.e. focuses on structures of interest more.
  • AI: builds bases slightly faster due to better assignment of workers.
  • AI: limiting the number of airfields (was too many before).
  • AI: not targeting enemy rocks/etc. marked for removal anymore.
  • AI: bugfix for determining the percentage of factories already built.
  • AI: bugfix for getting stuck trying to capture or loot if the target object was hidden behind fog of wra.
  • AI: bugfix for not setting build robots back to auto-movement after being transported to e.g. an island.
  • AI: bugfix for turning off all production instead of just e.g. the matter to uranium converter (once a certain amount of matter was reached).
  • AI Loop: will use less resources e.g. when a game hasn't started yet or is finished (to save energy).
  • Attack Radii: now more visible and animated by default.
  • Chinook Auto-Unloading (Trial): this is a test to always have chinooks auto-unload their troops when they land. Works nicely in combination with multi-waypaths where they return to e.g. the original destination when unloaded. Please provide feedback!
  • UI: Indicator "No Power" added if a structure isn't connected to power.
  • UI: not showing parachute in UI for troops (only showing the parachute on the map when parachuting down).
  • UI: a more detailed popup for selected units can be opened showing speed, attack and defense parameters etc.
  • UI: each faction now has a listing that shows all (1) its troops and (2) its structures.
  • UI: tutorial info panel now animated with '>' pointing to the location.
  • UI: tutorial info panel has no an animated comic figure.
  • Mouse Scroll at Screen Edge: pushing the right mouse button when at the screen edge will scroll the map at 2x speed.
  • Mouse Scroll Mini-Map: dragging the overview map will go to the location right away (smooth-movement disabled).
  • Keyboard Shortcut HOME: opens the in-game menu (instead of previous 'F10').
  • Keyboard Shortcut ESC: now also opens the game menu when in the game (can be disabled as needed).
  • Keyboard Shortcut 'H': centers the screen around the commander.
  • Keyboard Shortcut 'B': selects all combat ground troops visible on the screen.
  • Keyboard Shortcut 'N': selects the next unit of the same type.
  • Keyboard Shortcut 'U': opens and closes overview map (instead of previous 'F11').
  • Keyboard Shortcut 'Y': detonates an object (if possible).
  • Keyboard Shortcuts F01-F24: for map build menu, i.e. to build on the map.
  • Keyboard Shortcuts F01-F24: to select hosted troops.
  • Keyboard Shortcuts F05(!)-F24: to build troops inside factories.
  • Keyboard: shortcuts 'M' and 'N' for chat removed as they interfere with other key bindings. Use ENTER (or ENTER+SHIFT) instead.
  • Keyboard & Building: pressing SHIFT during building allows to place 1x1 objects in an area on the map (ditto landmines).
  • Balancing: Rocketeer slightly more expensive.
  • Balancing: Napalm troops slightly more expensive.
  • Balancing: mechanized troops slightly weaker against laser.
  • Balancing: troops are now about 20-30% faster to build.
  • Balancing: gas extractor for hover takes longer to initialize.
  • Balancing: walls are now slightly faster to build.
  • Balancing: bombers slightly stronger against missiles.
  • Balancing: satellite stations can now be captured by assimilators also.
  • Balancing: assimilator restores 50% of health (not just 25%) when taking over.
  • Balancing: mobile EMP-field reduced from 5.0 to 4.0 distance. Also, cost of troops improved to prevent them being too powerful.
  • Modding: trigger effect added that allows swapping ownership of an object.
  • Modding: Agent Johnson's dialogue graphic now also has a version with stubbles. If used, please update your map configuration with the latest bundle.config, otherwise Agent Johnson will render without head.
  • Modding: spawning now possible without unit inside. For example, spawning a commando robot now possible without commander.
  • Modding: please apply the latest bundle.config and re-upload the maps to have the latest functionality incl. icons integrated - Thanks!
  • Modding: option to set an AI difficulty level when testing a scenario.
  • Graphics: slight performance improvement rendering scaled animations (by not trying to crop).
  • Graphics: improved compression of animations for frames that have the same color (combined).
  • Graphics: improved layout of UI elements on small screens (also works better on 1280x720 for e.g. recordings).
  • Sound FX: audio effects for targeting are only repeated if (1) a unit or group has stopped moving or (2) a new selection was initiated.
  • Manual: explained that multiplayer games can potentially be deleted by the moderators (e.g. ganging in non-gang games, farming of rating points etc.).
  • Manual: explained in more detail that circumventing the spam filter via modified binary might result in appropriate actions against a player.
  • Admin Guide: the information how to access the moderator inbox has been moved from the pinned post into the admin guide. It's the "Moderator Email" section.
  • Discord Game SDK: integrated so the status is correctly displayed in Discord. There is also an option to spectate or join games now.
  • Language: latest translations added - Thanks :-D
  • Language: texts updated to better describe what certain structures do (e.g. need harversters for ore refinery).
  • API: added more details when the API for "play" and "game" gets queried.
  • API: functionality "ro-enrol" added to query users as to which "play" and "game they are enrolled in, including their status (e.g. if turn was entered).
  • API: manual updated with latest information how to access "ro-enrol" for plays and games.
  • Steam Binary | IMPORTANT: I updated the Steam binary to better support Mac OS on M1 CPU. It's possible that the update inside Steam doesn't properly work, especially on Windows. Please uninstall the game first, then reboot and then reinstall if you are having problems. In some cases, also delete "jre" directory inside the game's folder inside Steam before reinstalling it. Sorry for the troubles.
  • Launcher: better auto-detection how the game is launched (e.g. itch or gj).
  • Maintenance: logging improved to proper track socket servers to verify the properly exit.
  • Maintenance: updated to Google Billing 5.0.0 (from 4.0.0).
  • Maintenance: updated Droid to version 13 (API 33).
  • Maintenance: reducing jars required when running the status bar daemon (less likely to not work).
  • Maintenance: improved performance when outputting FPS, MEM etc. overlays.
  • Internal: boot-animation now based on internal video clip format (more customizable).
  • Bugfix: troops with auto-attack disabled would potentially still attack enemy structures when they were in the way!
  • Bugfix: making sure build robots still build in different sectors even if some robots had auto-movement turned off (prevented anything from being built)
  • Bugfix: map does not continue scrolling when the game window is out of focus.
  • Bugfix: plane wreck 03 could not be removed by the build robots (potentially blocking the AI from working correctly).
  • Bugfix: robo mechanic would not automatically repair troops (was only checking structures which it could not repair anyways).
  • Bugfix: intro mission tutorial not working properly if less than 3 battle battle tanks were fully built before the last 4.+ one was constructed.
  • Bugfix: connection error to Steam API prevented players from logging in (API call rewritten from direct socket call to URL connection).
  • Bugfix: no trying to unload planes and helicopters when a carrier or battle ship move to the coast.
  • Bugfix Crashes: potential fix for crashes when a game is exited to quickly (before it really started).
  • Bugfix Crashes: if the clipboard couldn't be obtained.

Update 2.6.59 - Campaign Chapter 03, Balancing, Movement, UI & AI


  • Campaign Chapter 03: next campaign chapter with 4 missions & comic released.
  • Battle Map 02: randomly generated maps now use "full shroud" where none of the map is visible.
  • Battle Map 02: additional randomly generated map scenarios added.
  • Random Map Generator: improving spacing between factions (so they are not next to each other).
  • Balancing: max. number of hosted troops is now 8 (instead of 6). However, factories producing troops are now limited to a max. of 4 (instead of 6) hosted troops.
  • Balancing: chinooks can now host 5 troops (instead of 4).
  • Balancing: barges can now host 8 troops (instead of 6).
  • Balancing: min. distance to beach for wall & gate building removed (walls can now be built anywhere again no matter how far from the beach).
  • Balancing: small power pole slightly weaker.
  • Balancing: ground turret and transformer turret had too strong of a defense agains bombs (additional '0' gave it 10x the defense by mistake).
  • Balancing: cloak vision range for radar slightly shorter.
  • Balancing: dogs have vision for cloaked troops when next by.
  • Balancing: cost-performance ratio for Fusion Plant fixed so it makes sense in the grand scheme of things.
  • Movement: troops are now attacking walls/gates if they are in the way where they are going.
  • Movement: resetting a job-target if the movement target was replaced.
  • Movement: harvesters can now be sent to locations manually to mine (overrides auto-mining).
  • Movement & Job-Scheduling: builder robots too slow to respond with e.g. 12 AI players. Better assignment of build robots to job locations (also updated fixing robots).
  • Graphics: desert tile added.
  • Graphics: misc. razed graphics for chairs, altars, antenna and pillars.
  • Graphics: hellfire huey had the stationary rotor blades placed to far down (moved to proper location).
  • Graphics System: changed to using the ANGLE wrapper for OpenGL starting with just Windows 10+ (instead of Windows 8+).
  • Game Loop: improved loading of troops into multiple hosts (e.g. 50 tanks into 25 heavy lifts).
  • AI: AI now runs on a separate thread increasing the speed of the update loop! Also, the AI can now run many more calculations at the same time as it won't affect the main core loop anymore.
  • AI: crash handling added so that when the AI crashes (generally rare), it is restarted internally (rather than letting the game crash).
  • AI: not rebuilding destroyed structures right away anymore (to get them destroyed right away yet again).
  • AI: stronger AI focuses more on attack by not building landmines.
  • AI: not wasting assets on matter and uranium fabricators at start of the game anymore.
  • AI: considering locations where they have factories or misc. production facilities as base centers also.
  • AI: more careful when opening loot crates (considering some are booby traps).
  • AI: casual AI doesn't build walls and perimeter defenses.
  • Modding: trigger condition for proximity now allows excluding nukes & stuff if desired (checkbox added).
  • Modding: triggers with forever or multi-action will not trigger again until the trigger condition becomes false first.
  • Modding: map generator updated to also consider sand/desert tiles.
  • Modding: hidden spawn area added (in addition to the visible one). In case the spawn area should not be shown on the map.
  • Modding: "Auxiliary" factions, e.g. "Pan-Am Auxiliary", added for the main factions (for campaign story).
  • Modding: option for "full shroud" added which completely hides a map and it's land/terrain outlines.
  • UI: reworked how hosted troops are shown. Improved the display for factories. Also, hosted troops are shown as well if multiple units are selected on the map.
  • UI: also showing the actual number of selected troops if they are 2+.
  • UI: 3D-effect for campaign button added so it's more clear it can be clicked!
  • UI: FPS or memory consumption display can now be turned ON/OFF anytime (without exiting the game).
  • UI: option for LAN-games now also available in the "Multiplayer" section of the game.
  • Language: latest translations added - Thanks :-D
  • Language: misc. minor spelling fixes!
  • Performance: AI now runs on a separate thread.
  • App Size: improved and changed some sound FX & music files to reduce app file size.
  • Maintenance: Mac OS X signing certificate updated (till 2027-02).
  • Internal: internal mail notifier for server status updated to port 465.
  • Bugfix: time would drift in multiplayer matches very slowly resulting in a -1 second reset every so often. Smoothing out of time step.
  • Bugfix: preventing seams on iOS for zoomed maps (maybe due to retina displays?).
  • Bugfix: bombers and other long-range troops would take off and land forever ("flashing"). The fuel level to take off was less than the fuel level when they had to refuel.
  • Bugfix: proximity trigger doesn't trigger anymore when the target-location has been destroyed.
  • Bugfix: spawning of air units didn't always properly work (e.g. Rocketeers). Also, it could break spawning of other troops also.
  • Bugfix: radiation now still appears even if e.g. landmines are placed upon Uranium.
  • Bugfix: superiority tank moved to decoy factory (was previously assigned to Mayans but not the factory it could be built).
  • Bugfix: random map generator wouldn't properly update the cache after a new map was generated.
  • Bugfix: troops not moving in air towards a target when parachuting down.
  • Bugfix: selecting the nuke button deselects the current troops incl. squad selection (otherwise the nuke didn't properly work).
  • Bugfix: prison & troop transport with soldiers inside were moving to the edge of the map when trying to attack structures/troops.
  • Bugfix: robo repairer not always repairing if there were damaged troops also.
  • Bugfix: custom keyboard mappings weren't properly saved resetting them when the game was restarted.
  • Bugfix Crashes: setting a trigger to patrol between points would result in crashes as the way-object wasn't properly copied and recycled after 1 run.

Update 2.5.50 - Campaign Chapter 02, Troop Movements and misc. Updates


  • Campaign CH02: chapter 02 of the campaign is now available! Sorry for the wait, the comic & missions just took a while to finish.
  • Map Building: idle troops will move out of the way when trying to place a structure to make room for the structure!
  • Balancing: large structures can now also be affected by EMP.
  • Infrastructure: re-ordered road to come up later in the list (not as first item under "Infrastructure").
  • Supremacy Objective: slightly increased the victory condition to end slighlty less early.
  • Movement (Attack): not moving away from target when attacking and already close by.
  • Movement (Bombers): long-range bombers (or general long-range planes) don't need to be fully refueled to take off again.
  • Placing & Radii: building radii are now also shown when a structure, e.g. a turret, is being place on a map!
  • Map Downloads: the download and list of maps now indicated if a map used an older version or is customly modded.
  • Settings: option "Thick Unit Radii" to show distances of troops with thicker outline (so it's easier to see).
  • AI: also considers smaller locations for a base if existing structures are present (will start building troops/etc.).
  • Graphics: animation when a structure is affected by solar flare activity.
  • Graphics: animation when a large structure is affected by EMP.
  • Modding: all the files needed for modding, i.e. the bundle.config and imported files, are now inside the binary! You don't have to download the latest version from the website anymore. They are located in the user_rco/mod/* directory inside the binary. The template has been removed from the website as a consequence.
  • Modding: the folder on how to do "custom" modding is now included with the binary also. To link to the "include.hjson" you can use the parameter "$DEFAULT.INC" in the import list and it references the latest template inside the binary.
  • Modding: to do custom modding by modifying the default files, please copy the template from inside the binary to another folder on your computer. Changes will otherwise overwritten by future updates!
  • Modding: maps with older balancing will now be marked with a warning "old config" in the download section! Please update your maps with the lastest configuration and upload again to have the warning hidden.
  • Modding: Custom modded maps will be marked as "custom" in the download section.
  • Modding: 'typeOrder' just below 'type' allows to order structures to be built in the build menu (the higher the integer/ID the later in the list).
  • Modding: parameter 'lenReady' defines the fuel level at which a plane (e.g. bomber) can still take off.
  • Modding: it's now possible to remove models from a map (use carefully!).
  • Modding: inverse trigger pre-condition can now be set for triggers also, i.e. if not true.
  • Modding: renamed "Activate Map" to "Focus Camera" for the triggers to make it more clear what the effect does!
  • Modding: if affected by solar flare now defined via parameter "modFlare" (instead of just being defined via the energy item).
  • Menu UI: making it more clear where to find the campaigns. Also better coloring for the campaign panel.
  • Sound FX: added a sound FX when a dog was killed.
  • Investigation: investigated tutorial award not given out for when the tutorial was completed. Seems to give out the awards just fine, i.e. cannot reproduce problem).
  • Manual: manual updated explaining that "Blackmail" is not acceptable behavior.
  • Language: latest translations added - Thanks :-D
  • Bugfix: deconstructing a structure would result in the assets to be returned multiple times if multiple build robots were used.
  • Bugfix: making sure rockets don't pass through cave walls. Fixes https://www.reddit.com/r/retrocommander/comments/v2bocu/bug_report_command_robot_can_fire_through_the/
  • Bugfix: the barge couldn't be recycled (was not listed in the small shipyard).
  • Bugfix: dogs couldn't be healed (where not listed in the corresponding structures).
  • Bugfix: tooltips in menu screens also show when scroll panel is activated.
  • Bugfix Crashes: during custom modding if either walls or gates were not available, i.e. 'null', the AI would crash.

Update 2.4.48 - Bugfix during Deconstruction

Bugfix for multiple build robots to return too many assets during deconstruction (removal).

Update 2.4.47 - Roads Building, Walls Placing, Balancing, Modding & Bugfixes


  • Road Building: it's now possible to do road building.
  • Wall Building: walls need to now be slightly placed away from the beach.
  • Balancing: Fighter Jets stronger in attack and defense against missiles. The jet also travels slightly further.
  • Balancing: Bullet Tank/etc. was too strong Reduced the attack ranges of all troops with "Dual Bullets" except for the fighter jet.
  • Balancing: Sniper bullet hit points reduced.
  • Balancing: Dolphins slightly more expensive?
  • Balancing: Portals can now take 2.5x more damage and are slightly cheaper.
  • Balancing: Power Bypass can now take 2.5x more damage and is slightly cheaper.
  • Balancing: Booby Trap that can be built now stronger and with slightly larger radius.
  • Balancing: Shields are now fully blocking napalm and are generally more effective (except EMP). Please read the updated guide for details.
  • Balancing: Hovertanks have slightly higher HP and run faster on land than most other tanks.
  • Balancing: Superiority tank is now weaker against air targets (about 50% of original offensive capability). Also slightly more expensive and armor reduced.
  • Balancing: Snipers are now with ELC (Robots & Airships).
  • Balancing: Superiority tanks are now with the Mayans.
  • Balancing: Cloaked troops have a slower rate of firing.
  • Balancing: Radar tower can detect stealth troops further out.
  • Balancing: Drones have slightly stronger defense against missiles.
  • Balancing: Rocketeer moves faster.
  • Balancing: Vehicles (e.g. Tactical Submarine) with nukes take now longer to reload.
  • Balancing: Militia soldiers now weaker.
  • Balancing: Turret ranges extended to make them more useful.
  • Official Events: there was a bug in the verification code preventing an official event game from being started ('null' pointer).
  • Chapter 01 (default map): updated the missions and fixed some inconsistencies with the comic. Also update Mission 03 to make it slightly easier by having Fluffy show the way for people that cannot find the portal.
  • Battle Map 02: background music is now also used for the randomly generated map!
  • Modding: update for trigger condition for obtaining assets to also allow to trigger for total held (not only increment).
  • Modding: old bench graphic, chairs, altars etc. added.
  • Modding: additional dialogue character added in addition to to "Major Tom".
  • Modding: specific units and structures can now be disabled for each faction (e.g. for campaign where not everything should be available just yet).
  • Modding: remove the "include_all.hjson" (not that troops and structures can be blacklisted within the editor). If you made custom modifications, simply include the "include.hjson" (given the include_all.hjson has been removed as it is redundant).
  • Modding: there is now a map object that can be used to adjust wind to 0%, respectively 100% (intended to be used in combination with triggers).
  • Modding: option to set the initial shield strength when placing shielded troops.
  • Modding: default map screenshot directory is now the same directory as where the edited map resides.
  • Modding: example added on how to add custom mouse cursors (select-cursor).
  • Modding: template.ZIP updated with the latest. Please update your map with the latest template if you are using the dialogue characters. Some of the internal IDs for dialogue graphics are slightly altered!
  • Language: latest translations added - Thanks :-D
  • Language: improved descriptions for "All Maps & Modding" and "Modded Maps". For "Modded Maps" you get ALL the modded maps (not just a single map). It just excludes official maps.
  • Language: misc. fixes for spelling.
  • Bugfix: squad reset to 'null' if a unit component is recycled (probably didn't cause any problems).
  • Bugfix: binary 2.3.43 didn't have fluffy. Added in small patch.
  • Bugfix: Robo Mechanics didn't properly repair tanks (job-function) when alone or when in squad.
  • Bugfix: exporting factories and some other graphics didn't work due to images sizes being 0x0 or negative (mirorred).
  • Bugfix: custom display scaling correctly initialized when the game is restarted.
  • Bugfix: tooltip for awards properly reset when touch is gone (could stay visible for long-touch!). Fixes https://www.reddit.com/r/retrocommander/comments/v0xptx/bug_report_screen_forgot_to_redraw_after_popup/
  • Bugfix: network adapter on Android + iOS should now show the correct local IP (not 127.0.0.1).
  • Bugfix: making sure that the Advanced tutorial mission doesn't get stuck when moving fighter jets onto the carrier. Fixes https://steamcommunity.com/app/338820/discussions/0/3390660679624131020/
  • Bugfix: spawning didn't properly work if only a commander and no support troops were defined. Fixes problems in "3vs3..." map.
  • Bugfix: dialogue character size increased to 400x420px (from 400x400px) so the helmet for Major Tom doesn't get cut off in full portrait view.
  • Bugfix: near condition is not triggered for events when the trigger is removed (would automatically execute when removed).
  • Bugfix: trigger for intro mission tutorial and moving to enemy coast triggered too early (by non-movable vision object).
  • Bugfix Crashes: when creating a new campaign mission, the default figure head for failed missions wasn't set.
  • Bugfix Crashes: when inspecting the group of a player while not joined (e.g. spectating).
  • Bugfix Crashes: during squad movement when there was no beach/coast area available (i.e. 'null').

Update 2.3.44: Modding Bugfix - Fluffy

Fluffy was missing in the latest binary preventing players to create or update modded maps.

Update 2.3.43 - Bugfix for Desync. in Multiplayer Game, Modding Update


  • Sync. Error: the AI modified a random number generator in the core game loop it shouldn't cause all clients to be out of sync after a short time (butterfly effect).
  • Sync. Error (minor): auto-entering a captured unit such as a chinook could potentially lead to synchronization issues (code removed).
  • Modding Intro: there is now a introduction video for modding available on YouTube at https://youtu.be/d7ZMeS9HkXk
  • Modding /w Custom Units: explains how to create your own custom units and such. Available on YouTube at https://youtu.be/lVFtDx7VcRw
  • Modding: the editor now allows exporting the raw object graphics used by the game. Available via "Export Graphics" in the [Edit] menu. This can be used as a starting point to potentially fully customize troops and structures and more.
  • Modding: the "custom" folder in a template.ZIP now contains a working tank model example on how to add e.g. a custom tank graphics. Comments included!
  • Modding: I updated the template.ZIP with the latest fixes and balancing (e.g. bullet hovertank with wrong sound FX). Please apply it and upload a map update if you have the map uploaded to the server. Thanks!
  • Modding Manual: updated with image formats and sound formats supported. Also further detail on map uploads and versioning.
  • Modding: 2-figure dialog can now also be configured to have the 1. figure blank (just on right-hand side). Used in campaign and for triggers.
  • Modding: Fluffy added as dialogue character (pending final graphics). template.ZIP updated also.
  • Language: latest translations added - Thanks :-D
  • Maintenance: keeping better track of sync. errors in the 'pass'-grid by storing additional details.
  • Bugfix: change the '+' keyboard shortcut to '=' key as it seems to work more reliably (can be adjusted in the settings as needed).
  • Bugfix: the redirect to a website didn't work on Steam if the Steam overlay was disabled.
  • Bugfix: there was a crash creating a multiplayer game.
  • Bugfix: updating a map with custom assets didn't properly retain the new assets during the update (it required re-loading the map to properly work).
  • Bugfix: spawning function only spawns the commander once (no commander re-spawn).
  • Bugfix: setting up a trigger that spawns troops didn't work properly.
  • Bugfix Crashes: if the job target had the wrong type (possible due to sync. error?).
  • Bugfix Crashes: if a host we move to had the wrong type, i.e. not a host.