Patch 0.72 is here and it has a few things that the community has been requesting. The biggie this time is the new Custom Skirmish mode. This is a new mode in the Skirmish screen that allows you to tweak everything about the map generation. Want a giant map with 3 hives? A tiny map with 30 hives and unlimited resources? You can do all that yourself.
The other big (but invisible) thing is that the game now keeps track of how long it takes you to finish each level. I'm hoping that I can use this info to build some community features in future updates. For example, I can make a system that detectes people's favourite random maps. This will also allow me to see which levels and mutations are too hard - I can get data when people fail a level.
What about privacy? I think that the system works fairly reasonably. The game does send data online, but it's only "Level Started" and "Level Ended" messages. No personal data is ever sent - everything is anonymous.
Custom game mode - Tweak everything (in Skirmish menu)
Added foundation for possible future online map sharing
Resolution changes are now instant
Minor
Added update timer and notification signup
Made announcements speed up if there are a lot of them
Increased marine radius
Made mines vulnerable to SAP damage, but also resistant
Added mouse-wheel scrolling to options and campaign
Added mouse grabbing option
Fixed out-of-bounds bug in pathing, if the path is trivial
Overhauled campaign research descriptions
Fixed centering bug with research widget
Technical
Added update timer and notification signup
Switched to SDL2
Updated entity arranger to filter infested structure placement more flexibly
Added fatal error message boxes
Added more error messages on init failure
Added init checks for OpenGL version 3.0
Reworked mutation system to randomize on level start, to tie mutations to level seed
Added ability to load debug constants
Added player UUIDs
Added Metrics
Changed double-tap group focus to use global timer, not world timer
Added guard code to Hive Spawner Effect (to prevent spawns outside of the map)
Patch 0.72 is here and it has a few things that the community has been requesting. The biggie this time is the new Custom Skirmish mode. This is a new mode in the Skirmish screen that allows you to tweak everything about the map generation. Want a giant map with 3 hives? A tiny map with 30 hives and unlimited resources? You can do all that yourself.
The other big (but invisible) thing is that the game now keeps track of how long it takes you to finish each level. I'm hoping that I can use this info to build some community features in future updates. For example, I can make a system that detectes people's favourite random maps. This will also allow me to see which levels and mutations are too hard - I can get data when people fail a level.
What about privacy? I think that the system works fairly reasonably. The game does send data online, but it's only "Level Started" and "Level Ended" messages. No personal data is ever sent - everything is anonymous.
Custom game mode - Tweak everything (in Skirmish menu)
Added foundation for possible future online map sharing
Resolution changes are now instant
Minor
Added update timer and notification signup
Made announcements speed up if there are a lot of them
Increased marine radius
Made mines vulnerable to SAP damage, but also resistant
Added mouse-wheel scrolling to options and campaign
Added mouse grabbing option
Fixed out-of-bounds bug in pathing, if the path is trivial
Overhauled campaign research descriptions
Fixed centering bug with research widget
Technical
Added update timer and notification signup
Switched to SDL2
Updated entity arranger to filter infested structure placement more flexibly
Added fatal error message boxes
Added more error messages on init failure
Added init checks for OpenGL version 3.0
Reworked mutation system to randomize on level start, to tie mutations to level seed
Added ability to load debug constants
Added player UUIDs
Added Metrics
Changed double-tap group focus to use global timer, not world timer
Added guard code to Hive Spawner Effect (to prevent spawns outside of the map)
I just released a patch to fix some issues up left from Tuesday's big patch. There were crashing problems with the new pathfinding code and this update should solve them.
I just released a patch to fix some issues up left from Tuesday's big patch. There were crashing problems with the new pathfinding code and this update should solve them.
Welcome to the first Infested Planet content patch. I've got a a few big additions to the game for you as well as a ton of smaller fixes and tweaks.
The two big things for this patch are the new missions. There's one more mission in the campaign - a convoy escort job. I've also added a new random game mode type. It's timed and you have to race against the clock to kill as much stuff as possible. The more you kill, the more bonus cash you get. The trick is that when you kill hives, they're replaced with bunkers. If you let them be destroyed, you lose cash. So choose - do you want to push farther into the aliens and risk your money going down the drain?
Another biggish thing that has changed is the pathfinding code. The old one had a bunch of problems, so I replaced it. The catch is that it's not entirely finished yet - there will probably be new bugs, so report strange pathfinding when you see it.
Major
Finished first pass on "Preparations" mission (NEW CAMPAIGN MISSION)
Added new random game mode: Raids
Replaced pathfinding code (expect some new bugs); this will allow large entities to move around the game map, if I ever make them
Minor
Double-tapping group # centers view on the group
Added failsafes in video mode initialization; fall back on windowed mode if can't init
Centered game window in desktop
Prevented damage to boss hive before the script expects it
Fixed snipers doing damage to shielded entities
Tweaked description for sniper
Fixed path colour for chained marine orders
Fixed graphical glithch (that looks like picture-in-picture)
Hopefully fixed a common crash dealing with entity handles
Hopefully fixed issues with old Catalyst drivers
Tweaked hive's IMMUNE message again (to only appear when laser has no effect)
Changed "Command Cancelled" to be a white message
Added info message for group binding
Tweaked human path termination (when colliding with objects) to only work for buildings
Fixed toggle button border eating clicks
Technical
Replaced polygon boolean ops code
Updated debug missions to new map init format
Added prop building blueprint graphic
Tweaked guardian tower replacement so it works even when towers don't respawn
Changed all random levels to LUA
Refactored VectorMap out of GameWorld header
Added private impl to CGameWorld
Added more safety buffer for path short-circuiting for humans
Added Framebuffer object for future use
Switched pathfinding to delunay-triangulation based paths
Reworked all drawArray calls into shader draw calls
Welcome to the first Infested Planet content patch. I've got a a few big additions to the game for you as well as a ton of smaller fixes and tweaks.
The two big things for this patch are the new missions. There's one more mission in the campaign - a convoy escort job. I've also added a new random game mode type. It's timed and you have to race against the clock to kill as much stuff as possible. The more you kill, the more bonus cash you get. The trick is that when you kill hives, they're replaced with bunkers. If you let them be destroyed, you lose cash. So choose - do you want to push farther into the aliens and risk your money going down the drain?
Another biggish thing that has changed is the pathfinding code. The old one had a bunch of problems, so I replaced it. The catch is that it's not entirely finished yet - there will probably be new bugs, so report strange pathfinding when you see it.
Major
Finished first pass on "Preparations" mission (NEW CAMPAIGN MISSION)
Added new random game mode: Raids
Replaced pathfinding code (expect some new bugs); this will allow large entities to move around the game map, if I ever make them
Minor
Double-tapping group # centers view on the group
Added failsafes in video mode initialization; fall back on windowed mode if can't init
Centered game window in desktop
Prevented damage to boss hive before the script expects it
Fixed snipers doing damage to shielded entities
Tweaked description for sniper
Fixed path colour for chained marine orders
Fixed graphical glithch (that looks like picture-in-picture)
Hopefully fixed a common crash dealing with entity handles
Hopefully fixed issues with old Catalyst drivers
Tweaked hive's IMMUNE message again (to only appear when laser has no effect)
Changed "Command Cancelled" to be a white message
Added info message for group binding
Tweaked human path termination (when colliding with objects) to only work for buildings
Fixed toggle button border eating clicks
Technical
Replaced polygon boolean ops code
Updated debug missions to new map init format
Added prop building blueprint graphic
Tweaked guardian tower replacement so it works even when towers don't respawn
Changed all random levels to LUA
Refactored VectorMap out of GameWorld header
Added private impl to CGameWorld
Added more safety buffer for path short-circuiting for humans
Added Framebuffer object for future use
Switched pathfinding to delunay-triangulation based paths
Reworked all drawArray calls into shader draw calls
I'll be your friendly neighbourhood game developer for this flight. Please keep your tables in their upright position and be sure to blast any alien scum on sight.
Since this is a BETA, I'll be hanging around these forums to talk to you about the game. So, don't be shy and let me know what you think about the game.
I'll be your friendly neighbourhood game developer for this flight. Please keep your tables in their upright position and be sure to blast any alien scum on sight.
Since this is a BETA, I'll be hanging around these forums to talk to you about the game. So, don't be shy and let me know what you think about the game.