Hello! The first playtest will end at midnight (AoE time) today. This means that you will no longer be able to run Chop Chop Guys. Access to the playtest will also stop being issued automatically. You can still request access to the playtest and you will receive it when we are ready to conduct it again.
Enjoy the last hours of the game in January and let us know what you liked and didn't like in the comments to this post or in our Discord.
I shouldnt really include this in the build since im sure theres certain circumstances where it can break stuff.
But i think its really pleasant, and i tried to put some guard rails up so hopefully its fine.
Be warned if you do want to use it though, try not to be triggering too many whacky things that might overwrite camera states when turning it on, if you dont want to soft lock.
Its F1 to toggle photo mode.
Then WASD to move around.
and Space to fly up.
And Control to fly down.
Should make snapping memorable moments with your friends a little easier.
All units turn smoothly and have a minimum turn radius
Humans and dogs following and guarding a friendly unit spread out around it
Improved the AI's base building layout
Improved the AI's base defense logic
Corrections and Fixes
The AI did not attack with the intended number of warriors
A cart or ox ordered to construct a building did not take the required resources from a stockpile they were very close to when given the order
The simple world icon for single crafters did not show their crafter type
The simple world group icon for crafters displayed the wrong skill value
Wild horses used the wrong textures
Balance
Farms and pastures placed on sand and snow suffer a large penalty to crop yield and animal breeding and training times
Building foundations with no delivered or built resources cannot be spotted by the enemy and do not block enemy building placement
Various combat and item balance tweaks
UI/UX
Humans ordered to move to a friendly construct follow and guard it if the construct has the maximum number of operators
Human warriors with aggressive stance ordered to burn or capture an enemy building, construct, or domestic animal will only auto attack enemies closer than their assigned capture target
Aggressive human warriors auto capture enemy buildings, constructs, and domestic animals that are much closer than their nearest enemy, unless they have a ranged weapon, have ammo, and are in range of the enemy
Dogs ordered to move to a friendly construct will follow and guard it
Added an option for displaying the range ring for all units, selected, or none
Added an option for displaying the spotting ring for all units, selected, friendly or owned, or none
Como alguns jogadores já progrediram bastante no game, abrimos novas regiões. Estaremos liberando todos os mapas do jogo gradativamente até o lançamento previsto (março).
Misc: -If the player dies in a military base, they'll be spawned next to it when the scene is reloaded; -If the player dies in a cave and there are no checkpoints inside, they'll be spawned at the entrance when the scene is reloaded;
Bug Fixes: -Saves made on older versions of the game not being loaded correctly, causing important scripts not to work, making the player always float on the ground; -When a save is loaded: Player needlessly being spawned inside of a dungeon; -Flying police vans instantiating an unlimited amount of cops; -Biped Mecha's homing missile not exploding when colliding with cave walls; -Some concrete debris sounds not playing in the new city; -Concrete debris sounds not playing correctly in general; -Some animated outdoors not working in the new city;