New version features a lot of changes and improvements
Alpha 8 is ready!
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Change list is quite big:
Gameplay mechanics:
- Rigged Cottages to spawn Blank units
- Units get trained from Blanks now
- Wool/Cloth/Recruits removed
- Warriors take small time to train now
- Units can be stacked in training queues now
- Stockpiles
- Story messages instantiated from dynamic script
Visual mechanics:
- Rotate houses to face South or West (using spacebar)
- Set default view from South-West
- Revised viewport controls and added Q/E to change heading angle
- Rotate minimap on camera heading change
- Distinct Units/Houses sight radiuses though fog of war
- Fog of war GPU optimizations
Map Editing:
- Automation tools in MapEd (forest, mountains, stone)
- Choice of terrain type when creating a new map
- Terrain painting has area of effect now (ground, mountains, water)
Game content:
- New skirmish 8 players map - “Wheel”
- 2 new campaign maps - “Citizens” and “Army”
- 2 new single-player maps by Petr - "Desert" and "Minicampaign"
- Baker and Carpenter 3D models (not animated yet)
- Placeholder Axefighter model from Militia model
- Placeholder mounted units
- New terrain objects (birch tree, log)
- Minimap alerts (beacon, attacked, hungry troops)
- House notifications with icons (no worker, no road, no fish, no ore, no trees)
- Group orders icons
Other improvements:
- Fixed forms snapping in GUI
- Replay button glyphs
- Large-scale texture variations on terrain
- FadeIn FadeOut effects on hints
- Fixed “unlimited” button in workshops
- Improved Iron/Gold mines wire outlines when placing their plans
- Slightly rotate houses on placement to break the monotony
- Allowed to rename players through dynamic script
- Story missions show description text from libx in menu
- Fixed jittery warriors animations
- Added tips to loading screen
As usual - this is still Alpha, there are likely a lot of bugs, flaws, incomplete features, broken mechanics and such. Please report them and also your thoughts on what should be different and why.