"Strategy without the Stress" Slizer Battle Management System is a Real Time Tactics game set in the Slizer storyline. It removes intense micromanagement and economy and replaced it with more coomplex movement, damage and stealth mechanics. Planning and tactics are emphasised by careful selection of starting units, equipment, and positions, and battlefield tactics such as positioning and formations. Gameplay is a mixture of squad based and battleship real time strategy.
It uses a symbolic, minimalist art style to simulate what a futuristic military console used to command units on a battlefield would look like. The current version of the game is available for download here:Indiedb.com This game is complete but it being improved as needed. The game should be stable, but if there are any issues, bugs, or if you have any constructive criticism, please contact me.
[IF YOU THINK THIS GAME HAS ANY POTENTIAL, PLEASE HELP ME GET IT ON STEAM GREENLIGHT] [OR CONTRIBUTE TO THE INDIEGOGO PAGE TO HELP FUND ART FOR THE SEQUEL]
Laser Turret fixed being able to target untargetable units
Enemy Ships now don't show their laminate shield model when invisible, Pings no longer follow invisible units, and will use the last known coordinates or 0,0 if the unit is invisible. Enemy unit stats are no longer shown if the unit is invisible
Beam Cannon on Stormbreaker now only fires if it has an attack target and the target is in front of it, instead of just firing when any player unit was in range and the cooldown was off
Fixed Fighter AI using the unit's target variables without checking if the target existed by using the saved target_x and target_y variables
Allies Sensor Tower now uses the selected image for the sensor tower instead of the tower image
Missile Turret, Sprayer Turret, Scram Rail Gun, High Powered Beam Gun now become visible when activated by not allowing the Planning and Simulation rooms to set buildings in ambush, removed old ambush code from Laser Turret which might have been able to cause a crash
[1.18b18 added Rammer plans]
Finished Explorator, Sabotage Boat plans, fixed Reaper, Gunbarrow, Wingguard, and Pummeler plans having their images in the wrong order, fixed Rammer not having second glowing plans and added more detail to it
Fixed fighter Selected Image being offset
Laser turret now uses the order_attack function instead of just attacking, which makes its attack use accuracy and damage drop
Standardised the bar drawn for ability timers under units with the draw_ability_timer_bar function
Added a target unit image when selecting units for abilities
Lowered weapon sounds volume from .25 to .1
Unit targeted abilities now use the new target animation
Missions 2 and 3 resources reward increased from 200 to 500
Fixed Planning room showing Aircraft information for Battlecruisers and added Allies Battlecruiser descriptions.
Moved the enemy unit style button in the Planning room down and to the right
Added red text boxes, implemented it in the Planning room for enemy names
Moved unit and building type buttons in the Planning room down and separated them
Pushed unit buttons up in the Planning Room
<!-- x-tinymce/html -->Seagull in game name fixed from "Seaghull", a<!-- x-tinymce/html -->dded 4 second delay time before Seagulls deploy units, added a UI image for transported units, moved down the text alert for spawned units
Reduced rotational acceleration of Allies destroyers
Added Squtarius to the Allies unit list (it existed before but wasn't on the list), made it a parent of enemy_units instead if player_units, fixed the flares ability not being set to target player missiles, fixed the Feeder Shield not having AI for enemy use
Added a Sprayer Turret to the player starting units
Fixed location of Beziers Air base in the Navigation room
Mission 4 transport now enters the map, fixed triggers stopping after enemy units go online if you attack them before the dialogue has finished, and set evac to be only available after the dialogue had finished, fixed the beacon animation not moving
Mission 6 now has its triggers restored, which were suppressed for testing purposes, fixed Pelicans not moving by setting them to go online
Missile Turret fixed having the wrong unit number, so it was being treated as the laser turret, using its weapons and upgrades
Mission 6 fixed Urdswan not being recognised if the DeGaulle had been destroyed, crashing the game.
Images now use the apply_unit_stats function to fix them not having the right size for the box behind their names, added a set_unit_name_box_width function to set that separately for Mirage images. Images now for some reason do not appear any different even though they are using a blended colour, so the colour has been changed
Added a dark version of the second map in mission 6, but not sure how to implement it
Sprayer turret fixed using the second range variable as the length of the spray area (as it was originally intended to function) instead of being the max range, fixed Jammer Turret alternate weapon 1 range being 200 instead of 220, which was not the same as the ability's range
Retreat order given to DeGaulle and Stormbreaker instead of giving it the retreat AI mode, and fixed the smoke missile being sent to non-relative coordinates, sending them far away, fixed Stormbreakers not being destroyed when they leave the map in
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