Hi all!
The long wait of 2 months is over and the update is finally here!
It wasn’t all for nothing as I have improved the game’s overall stability and whacked a bunch of bugs by reworking the game’s entire replication logic, however for a game with more than 60,000 lines of code that turned out to be a lot of work!
Bridges, replication rework, stability improvements, unally feature, army selection wheel, higher unit cap, bug fixes, QoL additions, and more!
New additions
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The bridge has made its way onto existing maps and allows for gameplay at multiple heights and a new way to cross the ocean.
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You can now break an alliance if both players agree to, or if the other player has left the server.
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Added an improved army select system which allows you to instantly select all ground/sea troops.
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Added income per minute below the coins stat.
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Added total buildings stat on the top of the screen.
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Added total wins and first join date stats to the main menu screen.
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Added new selection and range indicators with a fresh design.
Changes
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New players (0 - 5 wins) are now separated from experienced players (6+ wins) when queueing for a match.
This change was released earlier in a small patch after v0.5.3 -
Reworked the game’s entire replication and networking logic.
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Vertigo has received a redesign with emphasis on elevation as the name suggests.
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Active button indicators have been redesigned (ex. rally active, army select active)
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Unit move paths are now more subtle when unit isn’t hovered/selected.
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Units now take up different amounts of population space. (ex. heavy tank requires 3 population)
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Entity performance has been improved and max unit cap has been increased from 30 → 40.
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Unit movement has been improved and units should not bump into each other anymore.
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Vehicle collision boxes have been reduced.
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Dropping vehicles off barges is now easier due to reduced collision boxes.
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All newly produced units now move to the rally point when placed.
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Construction sounds don’t play anymore when the building is hidden. (Ambush mode)
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The unit stop command latency has been reduced.
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High frame rate performance has been improved.
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Range and selection indicators have been significantly optimized by being cleaned up when not actively rendering.
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Loading screen has been extended until faction core has been initialized.
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Harbor now heals nearby ships similarly to the hospital.
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Rebalance changes
- Destroyer
+ Damage 130 -> 160 + Cost 6300 -> 6000 + Health 1200 -> 1500
- Submarine
+ Damage 350 -> 400
- Fire debuff
- Ignite hp% 50 -> 30 - Damage 10/sec -> 7/sec
- Harbor
+ Health 1000 -> 1500
- Core
- Income 750 -> 500
- Farm
- Income 1000 -> 700
- Oil pump
+ Health 600 -> 750 - Income 2800 -> 2300 - Cost 2400 -> 2800
- Cannon turret
+ Health 750 -> 850 - Cost 2000 -> 3500 - Damage 28 -> 24
- Wall
+ Health 600 -> 1000
- Gate
+ Health 600 -> 1000 + Cost 1200 -> 900
- Gunner
- Range 4 -> 3
- Rocketeer
+ Attack delay 2.2s -> 1s
- House
+ Build cap 4 -> 6 - Cost 3500 -> 4000
Bug fixes
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Fixed an issue where players couldn’t command a unit to move when the target tile was the same as the tile which the unit was currently on.
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Fixed a bug where the party invite box was covered by the “Leave Party” button when someone had joined their party.
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Fixed a collision resolution issue which allowed units to get pushed into mountains, trees and water.
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Fixed a bug which caused the menu screen initialization to fail.
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Fixed a bug where the core beam sound was sometimes constantly playing in Ambush.
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Fixed an issue where entities could shoot between tree and mountain tiles when perfectly aligned.
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Fixed a bug where the Vehicle Factory could be placed on mine spots.
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Fixed wind being positioned way above water level.
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Fixed a bug where units in transport were rendered while in fog of war.
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Fixed an issue where projectiles got rejected when units die due to replication order.
Game link: Mini Empires RTS [🌉0.6.0] - Roblox
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