This is the universal zip for the 22nd monthly alpha release. Includes Windows, Mac, and Linux. No installation required. See our main page for individual...
Unvanquished is a fast-paced, futuristic FPS with RTS elements, pitting technologically advanced humans against hordes of highly adaptable aliens. The player can choose from either team, providing a fresh gameplay experience on both sides of the conflict. The game is under highly active development, with a new alpha release being made at the beginning of each month.
We have a new map, Snowstation, from Supertanker. It has a simple layout, essentially a loop, and a snow-covered outside area forming part of that loop. Also, EmperorJack's Plat23 has had a little work done on it – colour tweaks and a few scenery adjustments.
Lots of things going on here. We're now using C++ for all engine code. (Game logic is still in C. We're not ready to change that yet.) A few things are a bit different – some commands are changed a little or renamed and some output looks different. One which you'll probably notice while playing is marking for deconstruction – you'll need to rebind that key. The reason is that /if has lost its modifier key support; you'll need to use /modcase instead. (You can effect the change by setting the deconstruct key via the bindings menus.)
For the moment, we've retained compatibility with SDL 1.2 and gcc 4.6.
Firstly, confidence ⇒ momentum. Nothing more than a name change.
Hold down the jump key and fly – but you can't hover any more and you only have a limited amount of fuel… when you're not flying, your jetpack will refuel itself. Flying is also faster but less accurate, and the jetpack isn't disabled when you're hurt by acid or swarms.
We've changed when and for what reasons “under attack” messages are reported. Humans will see warnings, indicating nearby destroyed buildings, relayed by repeaters or the reactor (repeaters will inform of their own destruction too); similarly, aliens will see warnings relayed by the overmind. The reactor and overmind will also relay warnings that they are under attack (at 75% health and 25% health) and when they are destroyed.
Humans' weapons will be refilled or recharged automatically when close to a suitable building and not in use. Clipless weapons are fully refilled or recharged; other weapons get a full set of clips, but the clip in use isn't refilled (you'll have to reload).
Repeaters are now effectively small reactors. They'll provide power even if there's no reactor.
The predicted % efficiency shown when placing a drill or a leech is now coloured. You want the colour to be green or yellow. Red is bad.
Bots should behave better around armouries now – little things like buying weapons from too far away.
FXAA now works with Mesa in OpenGL 2.1 contexts.
We'd hoped to have IQM support and a new model or two this month, but they weren't ready in time.
Latest tweets from @unvofficial
@phoronix Our universal build for this release is up, it includes the engine-upgrade branch merge.
Dec 2 2013, 12:08pm
Dec 1 2013, 9:08pm