Unity Patch
Just a minor update to patch the unity dll to bring it in line with their latest secure update.
Just a minor update to patch the unity dll to bring it in line with their latest secure update.

Just a minor update to patch the unity dll to bring it in line with their latest secure update.
Just a minor update to patch the unity dll to bring it in line with their latest secure update.
- Fixed issue that prevented spirit ships from being in inventory when choosing max ships in the map generator. - Changed GetCreeperOnLine to return when it finds the first creeper on the line. - Changed inactive parts to not run controllers. Also changed them to not interact wit
- Fixed issue that prevented spirit ships from being in inventory when choosing max ships in the map generator.
- Changed GetCreeperOnLine to return when it finds the first creeper on the line.
- Changed inactive parts to not run controllers. Also changed them to not interact with creeper/enemies/sand/particulate.
- Added support for "MSG_FrameAdvance". When RPL registers for this message, it will be called for every frame (not game update, but every frame refresh).
- Don't show ship count on inventory button when available ship count is >= 10000
- Added "Create Editor Project" button the map generator page. Allows direct creation of an editor map project from the random generator.
- Made Ixe cores clear land under them during placement in the map gen.
- Added GetPartProperty, SetPartProperty, GetUnitProperty, and SetUnitProperty APIs.
- Added DamageDigitalis, GetNearestDigitalis, GetDigitalis, SetDigitalis APIs.
- Added DamageParticulate and CreateParticulate API.
- Added Get/SetTerpScanRange, Get/SetParticulateScanRange, EnableParticulateScan, GetParticulateScanResult
- Added GetSlammer and GetFreeBuild APIs.
- Added GetMousePixel, PixelToPos, and PosToPixel APIs.
- Updated CountSandInArea to return a correct value for type 255 (no sand).
- Fixed GetMapSandCount to return correct values.
- Changed width and height in JSONUI component def to be floats rather than ints.
- Reset manuallyEnteredEditMode on finalization to prevent console opening from triggering edit mode on a finalized map. - Cleanup up and slight performance increase in creeper sim.
- Reset manuallyEnteredEditMode on finalization to prevent console opening from triggering edit mode on a finalized map.
- Cleanup up and slight performance increase in creeper sim.
- Fixed bug in EmitCreeper. It was reading the current creeper value incorrectly, so it could pick up a value from the wrong map location. - Set 'manuallyEnteredEditMode' when opening console.
- Fixed bug in EmitCreeper. It was reading the current creeper value incorrectly, so it could pick up a value from the wrong map location.
- Set 'manuallyEnteredEditMode' when opening console.
- Changed SetCameraZoom RPL api to properly set the zoom so other UI elements know the new value. - Added Get/SetFCCell api (to get/set individual field container cells). - Added a button to script compilation tab in editor that will open the directory that the mission uses for c
- Changed SetCameraZoom RPL api to properly set the zoom so other UI elements know the new value.
- Added Get/SetFCCell api (to get/set individual field container cells).
- Added a button to script compilation tab in editor that will open the directory that the mission uses for custom units/scripts.
- Added a button to the info tab in settings that will open up the log file directory.
- Added GetUnitDirection RPL api.
- Added Get/SetUnitBuild and Get/SetUnitAmmoSupply to rpl apis.
- Updated RPL Destroy API to handle destruction of unit properly when the part is the root unit part.
- Make RPL GetCreeper return the value.
- Allow fractional creeper amounts (not just int amounts) of creeper in the editor for the paint creeper amount.
- SetUpgradeBoost was not properly limiting out of range values.
- Added "cammo" to unit json fields.
- Fixed sorting layer problem with SetSpriteLayer. Layer numbers were not being turned into layer names correctly.
- Added GetGameTickCount API.
IXE Release 45 - Changed SetAmmo and SetAmmoMax RPL APIs to treat amt as a float rather than an int (the value internally is a float, the API was just treating it as an int). - Added "simpleconsumption" arg to PhantomBeamController - Compile global scripts as part of finalization
IXE Release 45
- Changed SetAmmo and SetAmmoMax RPL APIs to treat amt as a float rather than an int (the value internally is a float, the API was just treating it as an int).
- Added "simpleconsumption" arg to PhantomBeamController
- Compile global scripts as part of finalization process. This allows :once to run after a finalize in a global script set to run when paused.
- Prevent exception in GetControllerArg2 rpl api when accessing non-existent key.
- Don't force default interactions into a mission after a mission load.
- Update sand dropper module "embers" button to read "EMBERS"
- Moved resetting and setting of FOW to LateUpdate. This prevents situations where units request ammo and don't get it because a later updating unit reveals the FOW.
- When selecting a spirit, select the base spirit ship instead.
- Added Get/SetControllerArg2 apis.
- Added SetSpriteLayer to RPL
- Ensure that when the game window is resized, it is saved to the settings.
- Check for invalid "type" field in json when loading a unit/global.
- Don't force JSONUIText, Button, and ChoiceButton to use only upper case text.
- Fixed array out of bounds problem in Digitalis when at edge of map.
- Updated the Shift-I info box to have the version at the bottom at start with "V:".
- Stop resetting FOW data when game is paused. This allows unit placement when paused.
- Added button to open wiki link next the editor help button.
- Updated GetControllerArg to work on lower case simplified controller names.
- Added GetCreeper, SetCreeper, SetCreeperInArea RPL apis.
- Update RPL FromCell and ToCell to deal with x,y rather than x,z.
- Fixed typos in RPL names and some argument parsing.
- Added a limit of 32 to the edit undo buffer.
- Fixed collider overlap in round/sparse checkboxes in editor.
- Made freebuild and slammer tooltips in play log appear on top not underneath the pane.
- Stop looping sounds in OnDestroy of units.
- Properly clean up global script runners after a recompilation.
- Fixed Creeper "Damges" typo in sand info card.
- Added HideUI capability.
- Fixed load issue with the path finders used for all move particles. It was backwards in choosing whether to ignore or not creeper.

IXE Version 39. Introducing Game Modes! With FreeBuild you can play with unlimited unit building for extra domination of the creeper. Or, if you want the creeper to fight back even harder, enable Slammer mode. Also, the check out the new Sand Info pane. It provides more info abou
Introducing Game Modes!
With FreeBuild you can play with unlimited unit building for extra domination of the creeper. Or, if you want the creeper to fight back even harder, enable Slammer mode.
Also, the check out the new Sand Info pane. It provides more info about the sand you are pointing at.

Full change list
- Added FreeBuild and Slammer modes!
- Added Sand Info pane!
- Added confirmation dialogs to restart and exit from mission game menu.
- Prevent mouse wheel from zooming the star system view when pointing at a mission launch pane.
- Prevent click through to star when clicking on the mission launch panel.
- Updated Tangent7 mission to have normal shield LOS settings.
- Make sure to not show the play log at end of mission until any final conversation dialog is complete.
- Make a units control ui row draggable (left/right) if the controls are too wide to fit visually on one row.
- Fixed issue with CBomb armed state not appearing after a save/load.
- Fixed issue preventing Particulate from not appearing in full map screenshots taken with Shift-F11.
- Added AllManager to tangent scene. This fixes a problem with UI scaling in Tangent menu.
- Removed debug.Log from GetCreeperInArea.
- Fixed crash when moving a ship that spawns move particles off the edge of the map.
- Fixed issue with collect packets reverting to pathing that ignores creeper after a save/load.
- Fixed issue with activated ixe core not staying hilighted after a save/load.
- Made version string not raycast and overlap exit game button.
- Trim the plan name in pickup controller to handle accidental leading and trailing spaces
- Prevent exception when manual mode is turned on for cannon controller.
- When deleting a map in the editor list, show the name of the map correctly on the confirmation dialog.
- When uploading a map, allow tag list to be clicked to add the tag to the map.
- Updated story18 "Horizon" so the factories can't be nullified. Also turned off physics for nexus. - Updated story16 "Turbulence" to ease off on breeder and particulate. - Added auto play toggle to help. - Don't save/load inventory placement hints in the story. - Ensure a timeou
- Updated story18 "Horizon" so the factories can't be nullified. Also turned off physics for nexus.
- Updated story16 "Turbulence" to ease off on breeder and particulate.
- Added auto play toggle to help.
- Don't save/load inventory placement hints in the story.
- Ensure a timeout is applied when any apex ship, not just the first, is destroyed.
- Changed spirit to not launch or return to an incomplete spirit ship.
- Changed HI Res monitor scaling to work based on monitor height, not width. Only resolutions greater than 2000 high will trigger the auto-scaling.
- Removed small text from the video settings menu since it was causing perception issues.
- Changed SetCreeperGlobalGrowth scripting call to only affect creeper, not anticreeper.
- Default losSandPassBits to 1 rather than 0. Fixes issue with firing through sand when loading older save.
- Fixed null reference exception in GameMenu when closed from the space scene. Caused by the recent fix to close the save/load pane when closing the GameMenu.
- Reduced contained creeper block and removed sand from behind emitters in Ephemeral story mission. - Show mission title on mission completion dialog. - Save the inventoy build timeouts. - When closing the game menu, ensure the save/load pane is also closed along with it. - Fixed
- Reduced contained creeper block and removed sand from behind emitters in Ephemeral story mission.
- Show mission title on mission completion dialog.
- Save the inventoy build timeouts.
- When closing the game menu, ensure the save/load pane is also closed along with it.
- Fixed typo in "1st First Digimaker Kill" (double first).
- Set first 4 story missions to have shield with correct LOS settings.
- Fixed issue with LOS not persisting the losSandPassBits. This would allow a nullifier to work through shields after a save/load.
- Fixed issue with close button appearing on top of key mapping pane.
- Fixed issue with UI indicator used in tutorial missions not appearing in the correct spot when UI scaling is used.
- Fixed UI scale issues with story star scene. UI scale in settings wasn't actively applied. UI scale wasn't be applied to all UI controls.

Creeper World IXE is now available! It has taken a few years, and a lot of code, and a lot more code, and some code to polish it all off... But at last I can share it with the world. Take on the Creeper in this new weird, pixel, sand, creeper, particle, ship, strategy, tower, odd
Creeper World IXE is now available!
It has taken a few years, and a lot of code, and a lot more code, and some code to polish it all off...
But at last I can share it with the world.
Take on the Creeper in this new weird, pixel, sand, creeper, particle, ship, strategy, tower, oddball of a game.
It was a blast to create, and I hope you have a blast playing and creating in it!


Just in time for the holidays, the latest battle against the Creeper has begun!
Creeper World IXE is set to release on Dec 12, 2024! It's taken a while to get here, but well... we're nearly there. To mark the occasion, there's a new gameplay trailer on the IXE store page. Enjoy!
It's taken a while to get here, but well... we're nearly there.
To mark the occasion, there's a new gameplay trailer on the IXE store page. Enjoy!
Getting close.... and check out the new mode near the end of the video:
Very interesting, and looks like an interesting game. Learned a lot from this vid and looking forward to its release :)
Very interesting, and looks like an interesting game. Learned a lot from this vid and looking forward to its release :)
Working on the "Duster", a new unit to move sands around
Is survival in the cards?
Angory Tom plays the demo and "succeeds", is that the right word?
What, another stream of Creeper World IXE ?!? Of Course, it's not like I don't have 5 million hours of work left to to finish the game or anything.
You know you want to watch me lose to my own game... badly probably.
The Creeper World IXE free demo is now available. It's alpha, so things will change. But in the mean time, there are 4 missions to try... so worlds need saving.