Uncrewed cover
Uncrewed screenshot
Genre: Simulator, Strategy

Uncrewed

Map Editor coming June 23rd



The final release date for the map editor is June 23rd. It was previously announced for late May / early June, but the editor requires some additional work to be ready for public release.

Upcoming Update



The June 23rd update will include:

  • Ability to create skirmish maps, multi-player maps, as well as custom games, and missions;
  • Ability to use your own custom units within the maps and games;
  • Scripting support for custom games, and missions;
  • Workshop support for custom map sharing.


Later



Support for custom campaigns requires additional work, and will be coming in a later update, which is currently planned for late July. As always, a precise release date announcement will follow!

Upcoming Update: Map Editor and Custom Games



Map Editor



The upcoming update will focus on bringing all the necessary tools for map making, and custom game creation. Primarily, the update will introduce a Map Editor that features a large array of tools needed for map making, and game scripting.

Here's a short summary of the editor and its features:

  • Tools for terrain manipulation, and scenery creation - these tools and the many assets, and brushes available in the game make it possible to create complex maps from scratch with relative ease;
  • Ability to create skirmish maps, multi-player maps, as well as custom games, and missions;
  • Ability to string together custom missions together forming custom campaigns;
  • Ability to use your own custom units within the maps and games;
  • Scripting, which gives the ability to create custom missions and games;


Workshop



Custom maps, games, and campaigns will be shareable via the Steam Workshop. The sharing process will take just a few clicks, and all the subscribed to maps and games will be easily accessible from the main menu.

The release is planned for late May - early June. The announcement of a precise release date, and more information on the tools will follow!

Update: Infrared Homing Missiles, Large Jet Engines

What's new?



This update adds a new missile launcher, a new jet engine, introduces expanded post-match statistics, brings several balance changes, and other fixes and improvements.



Infrared Homing Missile Launcher



It has been noted that land armies can be quickly overwhelmed by very mobile flying units, making non-flying units redundant in many scenarios. In order to mitigate this issue, as of this update the game now features a new powerful anti-air weapon called Infrared Homing Missile Launcher.



The weapon carries several large missiles capable of tracking and following enemy units with thermal singatures (e.g. active jet engines). Once launched at a hot target, the missile is almost certain to hit it - having a Laser equipped is about the only way to stop the projectile. The weapon also works against all other targets, albeit without homing capabilities.

Here is a short video demonstrating how it performs:

https://www.youtube.com/watch?v=2rkqWRK5kLs

Large Jet Engines



In previous versions of the game, flying units above 1000 kg could incorrectly fly with too few jet engines. This update alters this behavior such that very heavy flying units (above 1000 kg) will require much more thrust from jet engines to operate.

Due to the fact that equipping a unit with a large number of small jet engines might be difficult and impractical, the game now has a new jet engine - the Large 5-Nozzle Rocket Jet Engine. It behaves exactly the same as its smaller counterpart, except for the doubled thrust and increased cost, and size. It should aid in the design of larger fliers.



Post-Match Statistics



As of this update, the post-match screen has been significantly reworked for both single-player and multi-player modes. It now most notably includes detailed per-unit statistics. This feature could be useful for unit design performance analysis. There are plans to expand game statistics even further in future updates.



Other



  • Balance changes:

    • Cannon DPS increased to 7.0, and its vertical aiming limitation has been lifted;
    • Large Revolver Cannon DPS increased to 10.0;

  • Particle performance improvements;
  • Minor interface fixes and improvements.

Update: Large Cannon, Large Continuous Tracks

What's new?



This update adds a new large weapon, a new propulsion module, introduces a few changes to the base building mechanics, brings several balance changes, and other fixes and improvements.



New Modules



Large Cannon is a powerful projectile weapon. It has lower DPS and range than the large railgun, but it also requires much less resources to produce. This weapon is most suitable for slower moving targets, though it is versatile enough to be useful against almost all units. Unlike the railguns, it does not consume unit energy.

Large Continuous Tracks are a new type of continuous tracks. Due to their increased sized, and power, these tracks are most suitable for larger, more expensive tanks.



Destructible Factories



As of this update, all factories are now destructible. Previously only field and marine factories were damageable. This changes comes together with the introduction of a new game mechanic were if all player factories are destroyed -- remaining units are revealed to all other parties. Destroyed main factories can still be re-captured, and fixed by the original, or any other player. Once a player re-acquires at least one factory, the units once again become covered by the fog of war.



Other



  • Balance changes:


    • Large Railgun damage increased to 40, resulting in DPS of 20;
    • Artillery Gun cost reduced to 80 pellets, 30 heavy pellets;
    • 5-Nozzle Rocket Jet Engine cost increased to 25 pellets, 30 heavy pellets;
    • Propulsion Lab cost increased to 150 pellets, 100 heavy pellets;
    • Rocket Lab cost decreased to 300 pellets, 75 heavy pellets;
    • Energy Lab cost increased to 150 pellets, 50 heavy pellets;
    • Resource Chute cost decreased to 25 pellets.


  • Enemy spawn locations are no longer revealed at the start of the game in skirmish, and multiplayer games;
  • New building damage particle effects (not visible on Low particle settings);
  • Minor particle effect improvements;
  • Minor interface fixes and improvements.

Update: Introducing the new Custom Module Designer

What's new?



This update brings a new custom module editor, which adds a new degree of flexibility to module modification systems in the game.



Custom Module Designer



As of this update, in addition to the already existing custom module designer, there is now a new custom module designer available. It can be accessed via the module gallery by selecting the special Create Custom Module item.

Instead of relying on a chain of simple deformation modifiers, the new designer allows direct manipulation of the geometry by the way of a control box.



The control box has eight movable vertices, and twelve deformable edges - it envelopes the module, and all changes made to its element positions are reflected in the geometry. This system gives a much finer control over the look of the module, especially when in comes to organic-looking curves and shapes.

The new editor also adds the ability to modify module face styles. Every custom module has six faces, each of which can have one of the three face styles (connector, recessed, or protruding). This feature can be useful for removing unwanted connectors. It is also possible to change the module material at any point during the design process.

The new designer does not replace the existing modifier-based module designer, which serves a slightly different purpose (modification of existing standard modules).

Other



  • Fixed an issue where scaled decals would sometimes fail to apply on flat surfaces;
  • Fixed an issue where viewing units in the unit viewer would sometimes cause a crash;
  • Fixed campaign script issues that would sometimes appear after loading a saved game;
  • Minor bug fixes and interface improvements.

Update: New Wheels, Large Revolver Cannon, EMP Resistance



What's new?



This update introduces three new wheel modules, a new large weapon, EMP resistance rating, and several other changes and improvements to the game.

New Wheels



Among the newly introduced wheels are - a new Motorized Wheel, a new Large Motorized Wheel, and a Very Large Wheel. The first two are variations of existing wheel modules, featuring a less enclosed design. The Very Large Wheel is a completely new propulsion module that has much better all-terrain characteristics. Naturally it also features a more powerful motor. Note that because of its large size, the stability control system will throttle back the wheel significantly, if used on smaller vehicles. If you are confident in your vehicle design, it might be a good idea to reduce the Stability Control influence or disable it altogether.



Large Revolver Cannon



Large Revolver Cannon is a companion weapon to the recently added Large Rotary Gun. Though not as powerful as the large rotary gun DPS-wise, Large Revolver Cannon has a higher hit damage, and a longer range. Just like the rotary gun, it is invulnerable to EMPs, and can discharge up close without damaging the firing unit.



EMP Resistance Rating



As of this update, every unit has an EMP resistance rating associated with it. The higher the rating, the lower the stun time, and the energy drain from a single EMP hit (up to a point). Unit's EMP rating, and its effect are displayed when hovering over HP readout in the unit designer.

EMP resistance rating can be increased by installing EMP resistive structural modules. Module EMP resistance is displayed in the module gallery. Not all structural modules have EMP rating increase associated with them, and usually the heavier modules will feature this armor bonus.

Please note that non-resistive modules do not decrease the unit's overall EMP rating, so it's not necessary to use just the EMP resistive modules to achieve good anti-EMP performance.

Centered UI



The main command bar is now centered by default. It can be stretched across the whole screen (as it was before this change) by pressing Ctrl+Page Up, or via the Options menu. It can be then switched back to the centered position by pressing Ctrl+Page Down. This change was brought about by the fact that the stretched bar is very wasteful on larger, wide-screen, and ultra-wide screen displays.

Other



  • Very large, and wide walkers no longer get stuck when moving along the factory conveyor;
  • Decal designer: back-facing decals no longer interfere with front-facing decal selection;
  • Reverse steering improvements;
  • Units will no longer try to unnecessarily move away from each other when parked in close proximity;
  • Minor interface improvements;
  • A few synchronization issues solved when playing multiplayer games under high latency network conditions;
  • Balance changes: Revolver Gun - DPS increased to 3.0 (from 2.6), ammo capacity increased to 120.
  • Large Rotary Gun cost increased; both Large Rotary Gun and Large Revolver Cannon require an explosives lab and a propulsion lab;
  • AI: Bots will now take EMP resistance into account;
  • Other minor bug fixes and improvements.

Update: New Sandbox Features, Large Rotary Gun

What's new?





This update introduces the ability to stage battles in Sandbox mode, a new large weapon, and a few other changes and improvements to the game.

Sandbox



As of this update it is now possible in Sandbox mode to turn your own units into enemy units. To achieve this use the Switch Teams command, which appears alongside all other issuable unit commands.



This is useful for staging practice battles in order to assess real unit battle performance. Note that in Sandbox enemy units are always visible to you, and it is possible to convert the unit back to your side by clicking it and using the Regain Control command.

Additionally, Sandbox is now more conveniently accessible from the main menu, without the need to go through the Repositories menu.

Large Rotary Gun



This update also adds a new large weapon - Large Rotary Gun. Though not the most powerful large weapon in terms of raw damage output, it has important advantages - good ammo capacity, it is invulnerable to EMPs, and can discharge up close without damaging the firing unit.



Other



  • Skirmish: AI opponents will use EMP-based tactics on Hard difficulty (Production and Strategy set to above 75% when custom difficulty is used);
  • Balance change: Ammo Printer maximum capacity increased to 60 (rolls off the production line with 20 carts);
  • Campaign: Large Legs are now available earlier in the campaign; minor campaign difficulty adjustments;
  • 6-Barrel Rotary Gun and 1-Barrel Revolver Gun are now called Rotary Gun and Revolver Gun respectively, across all menus;
  • Minor bug fixes and improvements.

Update: New Skirmish/Multiplayer Map Added

What's new?





This update adds a new skirmish/multiplayer map. The map is mostly dry-land, and it features larger spaces for base building.

Rail Yard


Type: Skirmish/Multiplayer
Size: 192x192
Players: up to 4 (Symmetrical)

Other



  • Take Control hotkey (e.g. when selected units are interfacing with a neutral build pad) has been added (K by default for new profiles; might be unassigned by default for existing profiles);
  • Self-Destruct command icon has been altered to avoid confusion with the Control command icon;
  • Minor bug fixes.

Update Notes: Unit Anchoring

What's new?





This update introduces the ability to anchor units to the ground, essentially turning these units into custom static structures. The update also brings several general improvements and changes.

Anchoring



To anchor a unit to the ground, first a Mount needs to be constructed on any standard-sized build pad, and then the unit can be either dropped, or moved there. Provided the unit is equipped with an Anchor module, it will automatically attach itself to the mount. From there the unit can be detached, or rotated in-place (90 degree increments).

As mentioned in the previous announcement, when anchored, units become completely immovable, and thus will no longer experience recoil, or be susceptible to ramming. Anchored units are automatically repaired, recharged, and restocked via their mounts; though the repair speed is slower than that of dedicated repair facilities.

Other



Other changes and improvements introduced with this update include:

  • Units will now try to use not just the closest, but the best repair facility available. For example, units will generally prefer repair pads that are surrounded by repair bays.
  • Fixed an issue where Skymagnet equipped fliers were unable to transport some very large units.
  • Fixed an issue where some hotkeys would conflict with text input boxes in the unit designer.
  • Fixed an issue where healers set to auto-heal would automatically charge their targets up to 50%. Now automatic charging will occur when the charge falls below 50%, and will continue until either the unit is fully charged, or other more critical target becomes available.
  • Balance changes: Plasma Thrower now deals more damage (18.0 DPS), its targeting speed has been increased, and the cost has been reduced (80 Pellets, 45 Heavy Pellets).
  • General minor bug-fixes and improvements.

Upcoming Update: Unit Anchoring



The upcoming update will introduce the ability to anchor units to the ground. Anchored units are completely immovable, and thus can be effectively used as static defense. The update is scheduled for September 6th.



Anchors and Mounts



The anchoring process starts with the new special building called Mount. Mounts can be constructed on standard build pads, and they serve as bases for anchored units.

In order to be able to use the mounts, a unit will need to have an Anchor module. When anchored, units become completely immovable, and thus will no longer experience recoil, or be susceptible to ramming. Additionally, anchored units are automatically repaired, recharged, and restocked via their mounts.

Anchored units are a good option for base defense; though because they are immobile, and cannot be detached instantly, they might require support from mobile units in many situations.

Other



The upcoming update will also feature other less major improvements and changes. More information will be posted when the update arrives!