IA is a mech action TC built in the GZDoom engine. Fight on the side of the Coalition against the oppressive Global Syndicate. Giant stompy 2.5D robots, what's not to love?
This is the latest version of the demo. 2.5 includes many fixes, optimizations and a bit of new content compared to 2.01.
New demo featuring:
For use with the latest version of GZDoom and the Doom2/Freedoom2 iwad.
To play, simply drag and drop over your GZDoom executable.
Saves from previous versions will not work! To save your campaign progress use the save function in the pilot menu!
Optimizations:
-All alpha transparency and additive blending removed from effects.
-Some NPC projectiles have been pared down.
-All objects and many effects now have distance culling.
-The first mission of operation 3 is now available (O3M1) in campaign and sim mode.
-O1M1 and O1M3 now have friendly NPCs.
-Small fixes to O2M1
-Added heavy armor targets to the test range (O0M2)
-New heavy mechs. In this demo, one is available to the player, two more are available as NPCs.
-2 new heavy energy weapons and medium/heavy melee weapons.
-Previously unavailable mechs have been made available. These are generally weak or weird designs. They are hidden by default but you can opt into seeing them in the pilot menu.
-New modules: XECM and Probe. XECM is just a buffed ECM pod and the Probe aids your target lock speed and stops locks from decaying.
-Defensive modules now have weight scaling based on mech class.
Balance changes to the actuators that open the way for multiple leg slots on mechs:
-Advanced actuators now provide a bonus to both min and max speed. You will always receive a benefit from them between 3-12 km/h (per actuator). They have weight now, but their weight does not count towards speed calculations.
-Reinforced actuators still provide their structure bonus. They now also have weight. This weight is added to max weight, alongside the % bonus they provide.
Speed scaling has been tweaked.
-There is still a zone equal to 30% of a mechs base max weight where no speed penalty will apply.
-Once this limit is exceeded speed will now properly scale down linearly from max speed to min speed as you approach base max weight.
-Any bonus to max weight will not affect this, ie speed will always scale using the base chassis value.
-ECM modules will sometimes cause homing missiles to lose their target. The effect stacks.
-Using jumpjets now generates a small amount of heat
-Buffed heavy tank. He has more armor and a railgun now :)
-Enemy units can now actually do visual check for friendly units, which is pretty huge.
-Added ECM effect to more NPCs.
-Clear button for loadout editor.
-Radar contacts now scale in size at low and high ranges. Should make the distance to the target a bit more intuitive.
-HUD weapon display is now sorted by location (ie Torso, Left Arm, Right Arm)
-Sim mode: Allied and Enemy units will now be unlocked as the campaign progresses
Issues and bugs
-Fixed internal issue with weapon groups. Next/previous weapon commands will now work properly, and the lowest numbered group will be selected at mission start.
-Fixed Improper/imprecise offsets for weapons
-Target point and weapon convergence point now use the proper height of your machine. They are stabilized, eg not affected by camera bob.
-Weapon firing points properly synced with view, including the bobbing motion of your machine.
-Fixed issue where STORM missile had no splash damage.
-Fixed NPC homing missiles being unreliable due to NPCs constantly resetting their locks.
-Fixed ramming damage with low weight loadouts.
-Made Left/Right consistent between loadout editor and in game. Different mechs had different setting that got built up over time. Left and right are now always considered from the perspective of the pilot.
-Dumb oversight in pilot save/load system that stopped missions/operations from unlocking in some cases.
-Adjusted some offsets to make ramming damage work properly for medium and heavy mechs.
So... this error popped up when loading up Iron Assault 2.5:
Script error, "IronAssault_Demo_v2_5.pk3:iazscript/units/logicalcomponent.zsc" line 316:
Unknown identifier 'bSEEFRIENDLYMONSTERS'
You need to update GZDoom.
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I have no visible HUD in-game. Any ideas why? Do I have to enable it somewhere?
Under "Display Options" there's a "Screen Size" slider bar. The value should be 11. This value can also be controlled with the +/- keys while in game.