New characters, and a character creation system are in the works. There will be two new characters, and each character will have an active release skill.
Foot Fetish Fortress VolTitan Vs. The Jundoh Empire Vol.2 - VolTitanDev
Dearest readers, brace yourselves for an exhilarating reimagining of 'Voltitan' in its riveting second volume! As the narrative unfolds, witness the meteoric rise of the podo primal the beastly power within Voltitan which our hero needs to master with proper training. Their connection with Marvin evolves, adding layers of depth and intrigue as they wield the immense strength of these ancient creatures. Their divine soles don't just enchant; they control, dictate, and dominate the course of the story. With twists at every corner and legends reborn, 'Voltitan Vol.2' promises a journey unlike any other. Dive in and let the saga of passion, power, and podo particles envelop you!
This update adds fancy new flame effects, a Blastwing rework (it still sets things on fire) and a thermite bomb for Odin. It also has balance changes ranging from Metal Extractor to Disco Rave Party, and a bunch of features, fixes, and performance improvements from numerous contributors.
Hot Reworks
Blastwing always had a problem with chain exploding. The previous solution was low direct damage followed by high damage over time. This felt weak and niche. The new solution is to "safely" eject its bomb when it dies, rather than explode immediately.
Cost 45 -> 55
Increased deceleration rate by 60%
Drops its bomb on death rather than exploding immediately.
Direct damage 40 -> 320
Explosion radius 144 -> 128
Maximum unit-on-fire duration 1s -> 24s
No longer creates area fire
Odin has its Disintegrator Bomb replaced with a Thermite Bomb. The disintegrator was prone to converting immobilisation abilities into delayed 1-hit kills, with too little counterplay. The new bomb deals damage over time in a small area, so a commander can be saved by preventing the second Placeholder shot, or with a nudge it if it is stunned. Thermite also hits shields, fully draining a few before it is blocked.
Deals damage to everything in a small area around it over 30s.
Damage ramps up over time, from 0 damage per second to 1000.
Typical damage 8k -> 14k
Its trajectory is blocked by obstacles, but continues on when they are "removed".
Balance
Claymore has a buff to fix the occasional distance-closing issue in sea,
Seaborne depthcharge range 280 -> 300
Lobster is slightly less nimble.
Relob time 12s -> 14s
Gremlin follows Toad by gaining enough vision to see the ends of its lasers.
Sight range 660 -> 760
Jugglenaut and Detriment now decloak when they land, since they deal damage.
Detriment already decloaked on launch, so this only really changes Jugglenaut.
Magpie hits more trick shots.
Missile turn rate increased by 8.7%
Metal Extractor loses a bit of health so Blastwing can deal less damage.
Health 600 -> 560
Picket is a bit cheaper to save us from Blastwing.
Cost 100 -> 95
Disco Rave Party switches to comfortably outranging Zenith, but costs a bit more, and is much less accurate in high trajectory mode.
Cost 42k -> 45k
Range 7000 -> 9600 (Zenith is 8800)
Projectile gravity reduced by 44%.
Low trajectory spread at max range: Two Inferno diameters.
High trajectory spread: Two Trinity diameters.
Features
Units that are on fire now look more severely on fire depending on the remaining duration of the fire.
Added a fancy animated flame effect (thanks Anarchid and engine devs) which has been applied to all flamethrower and napalm weapon effects.
Antinuke construction is partially paid back from team overdrive, in the same way as the existing energy construction system. The first antinuke constructed by a team gives the builders 50% of its cost back over the next several minutes, with the proportion paid back dropping by 10% per previous antinuke.
Moved the settings from "Settings/HUD Panels/Spectator Panels" and "Settings/Interface/Spectating" to "Settings/Spectating".
Added an automatic action finding camera for replays and live spectating (thanks fiendicus_prime). Enable it under "Settings/Spectating/Action Tracking Camera".
Added a widget to display player names over a unit on screen (thanks fiendicus_prime). Replaces commander nametags, but has a commander-only option. Enable under "Settings/Interface/Player Name Tags".
The units that will be thrown by selected Lobsters are highlighted when the command is selected (thanks dyth68). Can be configured under "Settings/Interface/Falling Units/Lobster".
Fire special weapon now shows range rings for all selected units, like Force Fire (thanks dyth68).
Commanders spawned to the same location now spawn next to each other instead (thanks Shaman).
Added a small drag threshold for terraforming to make Ctrl+Click surrounding buildings easier.
Added an Alt modifier to the selected units panel to select/deselect half of unit group.
Added the secret Ctrl modifier to the selected units panel tooltip.
Added more descriptive short descriptions for missiles built in the Missile Silo.
Changed the default self destruct hotkey from Ctrl+D to Ctrl+K. Only affects new installs.
Modding
The new fire effects replace the existing cegs "napalmfireball_200" and "flamer". Mods that use these cegs as a base should get the new fire effects. Use "flamer_cartoon" for old style flamethrower fire.
Exposed weaponDefID, projectileID, attackerID, attackerDefID, attackerTeam to widget:UnitDamaged. Spectators see everything, while players only see attacker stats if the attacker is visible, and don't get weaponDefID or projectileID.
Removed the special techniques required to give weapons zero damage.
GG.CheckStartBox returns true if startboxes are disabled. Set the 4th argument to true to read raw boxes.
Added "/luarules battle <file>" to spawn preset battles. The system could be extended to ease mass preset unit spawning.
Blastwing Fixes
Blastwings told to fly quickly after landing are no longer stuck in their landing animation.
Blastwings now have collision, like other gunships, to prevent them stacking on one location.
Blastwing no longer cloaks mid air if it happens to come to a complete halt.
Blastwings are now possible to use with area cloakers, instead of constantly cloaking and recloaking under them for no reason.
Blastwings with a Force Fire order on the ground now explode, rather than just hang around.
Blastwings told to attack a unit now consistently approach the unit and explode, rather than sometimes hovering next to it.
Blastwings told to attack a moving unit now update their heading more than once a second, making them able to fly at and hit notoriously mobile targets like Lance.
Other Fixes
Starlight only deforms the map every 5th frame. It looks a little weird, but is better than people lagging out while we wait for an engine fix for the deformation performance issue.
Fixed Paladin causing an unreasonable performance hit (thanks Porkch0p).
More damage dealt by dead units, such as bomb damage, thermite and fire, shows up in the endgame graphs.
Fixed spectators seeing the player-facing, hax free, unit damaged/killed midgame graphs, rather than the real ones.
Fixed airpad exclusion orders with an even number of aircraft selected (thanks Helwor).
Fixed giant Desolator death clone collision volume (thanks dyth68).
Fixed bombers sometimes failing to automatically return to a pad when idle, especially after a Stop command.
Fixed personal commander shield not having any regeneration.
Flamethrower visuals no longer penetrate shields.
Fixed the little generator ball effect on area shield generators not disappearing off when the unit is stunned.
Fixed santa hat lighting.
Fixed Storage XP.
Fixed lighting on Small Divide Remake and LLTA Complex.
Fixed passworded games of friends that exist when logging in sometimes not showing up in the battle list.
Possibly fixed the occasional ghost or missing player in battle lobbies, often after returning from a game.
This patch brings in a new map: Oasis. Fight for control over a scarce source of water in an otherwise arid landscape. Local merchants have settled around three small lakes. Maintain control over this valuable area. Be aware hostile units may arrive from multiple directions.
Check out the full change list:
Added Oasis map
Tweaked music and UI SFX volume
Updated FMOD audio engine to 2.01.11 which smooths out music transitions
Updated Credits menu in preparation for patch V0.3.3
This update brings 3 versions of the Mi-24 Hind attack helicopter to the game...
Mi-24D
Mi-24V
Mi-24VP
Along with a number of REDFOR weapon systems such as....
AT-2 Swatter
AT-6 Spiral
UB-32 Rocket Pods
B-8V20A Rocet Pods
a new "Central Libya" terrain based on Satellite imagery and height maps AND 3 new mission templates including cargo transportation missions.
In addition, the weapon loadout screen has been overhauled to be easier to use (especially on the Steam Deck) and many many other improvements and bug fixes....
GPU instanced terrain cluter for Libya terrain
Tracer colours updated so REDFOR are now green while BLUFOR are now red
New automatic engine start up at the beginning of the mission
B-8V20A Rocet Pods
Stability improvements for the Steam Deck
Improved weapon trigger system (guided missiles are now single shot, rocket pods fire in sequence, gun pods fire in linked mode)
This is update is the culmination of a large number of beta updates so thanks goes to all those that took part, spottted bugs and made suggestions ːsteamhappyː
The next beta will be the "Infantry Beta" which is focused on, believe it or not, getting infantry modelled in game ːsteamsunnyː
Pixel Composer 1.16.0.1 and .2 patch comes with some bug fixes, and small features that I've made during the release candidate phase. These patches should come in until I start working on the 1.16.1 beta.
Interface
[Tooltip] Add support for an array of gradients and palettes.
[Collection] Add setting menu for controlling thumbnail scale, and animation.
Pause Game (only in single player) – Default Key F5
Extra Sound effects to give melee weapons more impact when fighting AI
Changed
Escapee AI now flee on sight. This is more realistic as they have escaped from either the military or bandits and may or may not have stolen valuable loot when they escaped…
Updated world map to show some new lakes
Loot Vehicles now won’t spawn near to players on the game start to prevent save/load farming
Rodents now flee from aggressive AI types
Reduced Fog reveal distance
Increased grass cull distance for looks
Force third person view on ladder – temp until set 1st person animations properly
Fixed
M1891 bolt getting stuck and player arm all twisted
Inventory, World Map and Compass widget issues when spamming keys
Improved Bear head coming way far in through walls
Ladders had no physical material
AI Footstep audio
Dust Particle spawn box too large causing distant particles to be dark
Soldiers giving too much good loot
Improved vehicle recovery from water (push it near to a shallow edge first)
Optimisation
Changed Pine tree LODs to improve performance
Added restrictions to attack event system to ensure server performance
Change max amount of dynamic AI camps to 2 to ensure server performance
Improved roaming AI spawn system so AI isn’t spawning too far away from players