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.
This release has several gameplay tweaks and map and model updates.
Posted by justanotherdsalt on Jun 6th, 2014
Two of our maps have received updates. Viech has made a few adjustments to Parpax – some which you'll notice quite quickly are around the humans' front entrance – and one old Tremulous map has become an Unvanquished map. Supertanker has done a retexturing job on Spacetracks (and there may be one or two layout tweaks too).
The drill and the jetpack have seen a few fixes – there were a few problems in the initial model exports. Little things like sharp seams being lost.
Turrets now cost 10 build points and have increased health (250hp) ‒ but are now susceptible to dretch damage. Their firing pattern is once more continuous, and they'll continue to fire so long as there's a line of sight to the target. Armouries now cost 8bp each.
Alien health regeneration is tweaked: you get less for being in base and more for being on creep or close to a team-mate. It's no longer possible to switch between higher alien classes which have the same cost.
Radar and advanced marauders are now available earlier, and the cost of a grenade is reduced to 250 credits. Finally, fire spread is a bit less aggressive.
We now use header compilation, which provides a significant reduction in build time. There's been a lot of small fixes and some clean-up of dead code. Compatibility should be improved a bit too – nnecessary checks for unused GL extensions have been removed.