Today we announce that we're transitioning Fractured State out of Early Access status and are suspending development indefinitely. Due to an overall lack of player interest and what has become an incredibly long development time we feel like it's time to move on to other projects
Today we announce that we're transitioning Fractured State out of Early Access status and are suspending development indefinitely. Due to an overall lack of player interest and what has become an incredibly long development time we feel like it's time to move on to other projects. To that end, we've already begun pre-production on our next game. If you'd like to support us in that endeavor please follow us on social media: - Facebook - Twitter
We're sorry we couldn't see Fractured State through to completion but we know we aren't finished with the world of Laperia or its characters. We shall return one day!
Our deepest thanks for supporting us. We've reduced the price of the game down to $0.99 for anyone who had wishlisted previously and wants to give the unfinished version a try. Onward to new things!
We've just published version 0.4.3! Here are the changes: The lobby chat now informs everyone when a player updates one of their settings The helper text on buildings now displays information about passive bonuses that building applies Conscripts and Knights now have a new abilit
We've just published version 0.4.3! Here are the changes:
The lobby chat now informs everyone when a player updates one of their settings
The helper text on buildings now displays information about passive bonuses that building applies
Conscripts and Knights now have a new ability called Suppression. This ability allows those units to attack building firepoints while outside. They will randomly switch between visible firepoints and have a chance to deal damage to units occupying those points
Props in the Map Editor are now broken out into categories to make them easier to navigate
When a player is defeated in multiplayer that player now flips to "spectator mode" and can see all remaining units
Added a button to the building helper menu that allows players to release ownership of a structure, making it neutral and able to be captured by another player
Fixed a desync issue caused by units entering structures in multiplayer matches with high latency
Added remaining stats to the post-match stat screen
Spectators now get music during the match
The Transport now has more realistic steering
Knights and Conscripts now take 3 seconds to recruit up from 2 seconds
Fixed a bug where killed units would remain in enemy line of sight calculations forever, which caused targeting issues in some instances
Fixed a bug where players could not host LAN games
Fixed a bug where drag selecting would not work correctly if the player started their drag on a world recruit button
Fixed a bug where the Shrine could cause sync issues in multiplayer when recalling its Votaries
We've just published version 0.4.2! Here are the changes: Updated many sound effects and added a bunch of missing ones Added the ability to combine depleted squads: When the currently selected units have 10 or less total unit population cost a button will appear that allows the p
We've just published version 0.4.2! Here are the changes:
Updated many sound effects and added a bunch of missing ones
Added the ability to combine depleted squads: When the currently selected units have 10 or less total unit population cost a button will appear that allows the player to combine them into a single squad and reduce their used squad population
Ragdolls now have varied screams instead of just using a single one over and over
The Fanatic now has a passive ability that grants all of his squad mates a 25% rate of fire bonus
Fixed a bug in the post game screen where faction ambient music would play instead of the appropriate win/loss music
Fixed a bug where the effect that plays when capturing a territory would cause the current music track to reset instead of continuing from its current time
Fixed a bug where clicking on an edge notification button would sometimes not dismiss that notification
Fixed a bug where units that grant squad wide passive abilities would not remove those abilities from their squad mates when they died
Fixed a bug where quitting a match and then completing another one would result in duplicate rows in the stat table in the post game screen
We've just published version 0.4.1! Here are the changes: Added a post match stats screen and some basic stat tracking The Checkpoint Deploy ability now lets the player set the facing of the checkpoint The Checkpoint now takes 50% damage when attacked from the front The Shrine an
We've just published version 0.4.1! Here are the changes:
Added a post match stats screen and some basic stat tracking
The Checkpoint Deploy ability now lets the player set the facing of the checkpoint
The Checkpoint now takes 50% damage when attacked from the front
The Shrine and Checkpoint now require a Barracks and a Factory before they can be recruited
Capturing a Conservatory now applies a +5% accuracy bonus to all weapons. This stacks with each Conservatory you capture
Capturing a Bank now applies a +5% movement speed bonus to all units. This stacks with each Bank you capture
Capturing a Sanctuary now applies a 10% reduction to all unit ability cooldowns. This stacks with each Sanctuary you capture
The Fanatic's Astral Explosion ability now uses the correct ground indicator
All CotA abilities that have location based casting use a blue indicator line instead of a brown one
We've just published version 0.4.0! Here are the changes: Added a new Laperian unit - the Checkpoint Added a new CotA unit - the Shrine Improved the visual effects for just about every weapon in the game Added ragdolls for units that were missing them Changed the 'Back' button in
We've just published version 0.4.0! Here are the changes:
Added a new Laperian unit - the Checkpoint
Added a new CotA unit - the Shrine
Improved the visual effects for just about every weapon in the game
Added ragdolls for units that were missing them
Changed the 'Back' button in the lobby screen to say 'Leave' instead so it's clear what it actually does
Changed default volume settings when creating a new player profile
Increased the range from which Surgeons can heal other units to prevent an issue with them not being able to get to their targets in some cases
Screen notifications for squads engaged in combat should now appear again when those squads are not in view
Improved unit movement so units step on each other less often and generally space themselves out more reasonably
Fixed a UI bug where event panels didn't come into the screen in the right position
Fixed a UI bug where world space unit skill buttons would block overlapping buttons when they were on cooldown
Fixed a bug where projectile weapons weren't dealing damage when the attacker was on a fire point
Fixed an animation bug on the Sharpshooter when he is deployed
Fixed a bug where pressing F12 did not save screenshots
Fixed a bug where units with custom idle state behavior did not execute that custom logic when they became idle after being micro-moved
Hey folks - we just deployed a hotfix to address an issue where multiplayer games were going out of sync very quickly. Make sure you've updated to 0.3.20180625 to get the fix. Sorry for your multiplayer being broken!
Hey folks - we just deployed a hotfix to address an issue where multiplayer games were going out of sync very quickly. Make sure you've updated to 0.3.20180625 to get the fix. Sorry for your multiplayer being broken!
You may have noticed that this release is about a month late. Hopefully you did. Maybe you secretly pined away for new content the entire month of May only to be met with silence. I humbly apologize for that silence and give you.....the changelist! Improved general performance an
You may have noticed that this release is about a month late. Hopefully you did. Maybe you secretly pined away for new content the entire month of May only to be met with silence. I humbly apologize for that silence and give you.....the changelist!
Improved general performance and memory consumption by eliminating some resource loading
Did a huge pass on the UI to provide event-driven flyouts and better information in the unit tooltips
Added the ability for a player to surrender at match end instead of waiting for their 60 second elimination timer to run out
Improved unit pathfinding performance
A squad's cumulative speed is now displayed in the recruit panel before the squad is queued
Added the Conservatory and Sanctuary buildings (finally!)
Updated the map Diametric (still WIP)
Added a bunch of Rowhomes
Added real decals
Fixed a bug where AI controlled units wouldn't attack player units when they entered a building they were currently occupying
This release marks the end of the 0.3.x cycle. We've got some great content planned in the next few releases including two new units coming up in v0.4.0. You can always keep abreast of our development by checking out our Trello board here.
Lastly, we'd like to acknowledge that we've agreed to mutually terminate our publishing agreement with GPAC Games. The unfortunate fact is that the relationship didn't work out as either one of us had hoped but we can definitively say that the parting was amicable. We wish John and company all the luck in the world on their future endeavors, whatever they might be. We've also got some plans for providing more content between releases that we'll talk about in the near future, so stay tuned!
New Features and Enhancements New Decal module in Map Editor New indicators when micro'ing units into cover and firepoints Win and Loss music tracks now play when a match ends Maps now have preview images in the Lobby Game settings can now be changed while a match is in progress
New Features and Enhancements
New Decal module in Map Editor
New indicators when micro'ing units into cover and firepoints
Win and Loss music tracks now play when a match ends
Maps now have preview images in the Lobby
Game settings can now be changed while a match is in progress (press Escape and select Options from the menu)
Ruhks now grunt when they perform a leap attack
Players can now select a Team in the Lobby to form alliances (allied players share line of sight and victory conditions)
The capture meter on buildings has an updated look and feel
Fixes
Fixed some issues with map saving in the Map Editor
Tactical View is now back and can be toggled with Tab (default key bind)
Fixed a bug where units would attack-move when told to enter a building even though the player didn't issue an attack-move order
It's been one year today since we launched Fractured State onto Steam Early Access! Here's a pre-update update as we get close to packaging up the next update to go live: MAP PREVIEW has been implemented. They get generated automatically when you publish a map in our editor. Fini
It's been one year today since we launched Fractured State onto Steam Early Access! Here's a pre-update update as we get close to packaging up the next update to go live:
MAP PREVIEW has been implemented. They get generated automatically when you publish a map in our editor.
Finished up the DECAL feature where custom decals placed and can now be limited to interior or exterior only on buildings.
Coming soon - actual game ready decals from Todd that aren't just the Mechanical Monocle logo slapped on stuff!
Somehow the terrible cover indicators that Matt made in like 2 seconds hung around for years. They finally get sufficiently snazzed up in the next release!
We will detail out the full list of updates and fixes when the next build goes live! Till then, here's a snapshot from the development roadmap:
It's been one year today since we launched Fractured State onto Steam Early Access! Here's a pre-update update as we get close to packaging up the next update to go live: MAP PREVIEW has been implemented. They get generated automatically when you publish a map in our editor. Fini
It's been one year today since we launched Fractured State onto Steam Early Access! Here's a pre-update update as we get close to packaging up the next update to go live:
MAP PREVIEW has been implemented. They get generated automatically when you publish a map in our editor.
Finished up the DECAL feature where custom decals placed and can now be limited to interior or exterior only on buildings.
Coming soon - actual game ready decals from Todd that aren't just the Mechanical Monocle logo slapped on stuff!
Somehow the terrible cover indicators that Matt made in like 2 seconds hung around for years. They finally get sufficiently snazzed up in the next release!
We will detail out the full list of updates and fixes when the next build goes live! Till then, here's a snapshot from the development roadmap:
GENERAL UPDATES & IMPROVEMENTS Consolidated some serialization properties so things like props and structures no longer have health and armor Removed the Tech Building flag from all structures and added capture points to smaller structures so everything is consistent now (thi
GENERAL UPDATES & IMPROVEMENTS
Consolidated some serialization properties so things like props and structures no longer have health and armor
Removed the Tech Building flag from all structures and added capture points to smaller structures so everything is consistent now (things like Stores won't cap instantly anymore)
Stores now have 50 capture points
Barracks now has 100 capture points down from 300
Factory now has 150 capture points down from 200
Workshop now has 100 capture points down from 200
The Surgeon's weapon now applies a 3 second bleed instead of debuffing incoming healing
Fixed a bug where the cursor would not properly swap to a pointer when in menus or other UI elements
Fixed a bug where player actions could be issued out of order in multiplayer
UNIT/SQUAD UPDATES & IMPROVEMENTS
Removed logic for managing weapon clip size and reloading because we decided not to use that as a mechanic
The selection indicator will now tint from green to yellow to red to indicate a Unit's health
Selection indicators will show up on unselected and Enemy Units for a brief time whenever they take damage or are healed
Holding down Left Control while issuing a move order will now cause units to "Attack Move"
Units can now only be micro moved up to 15 meters from the center of their squad. An indicator appears on screen when micro moving to display this range
Fixed a bug where Units exiting a structure that were within sight range of a Unit would not register as visible for that Unit
GENERAL UPDATES & IMPROVEMENTS Consolidated some serialization properties so things like props and structures no longer have health and armor Removed the Tech Building flag from all structures and added capture points to smaller structures so everything is consistent now (thi
GENERAL UPDATES & IMPROVEMENTS
Consolidated some serialization properties so things like props and structures no longer have health and armor
Removed the Tech Building flag from all structures and added capture points to smaller structures so everything is consistent now (things like Stores won't cap instantly anymore)
Stores now have 50 capture points
Barracks now has 100 capture points down from 300
Factory now has 150 capture points down from 200
Workshop now has 100 capture points down from 200
The Surgeon's weapon now applies a 3 second bleed instead of debuffing incoming healing
Fixed a bug where the cursor would not properly swap to a pointer when in menus or other UI elements
Fixed a bug where player actions could be issued out of order in multiplayer
UNIT/SQUAD UPDATES & IMPROVEMENTS
Removed logic for managing weapon clip size and reloading because we decided not to use that as a mechanic
The selection indicator will now tint from green to yellow to red to indicate a Unit's health
Selection indicators will show up on unselected and Enemy Units for a brief time whenever they take damage or are healed
Holding down Left Control while issuing a move order will now cause units to "Attack Move"
Units can now only be micro moved up to 15 meters from the center of their squad. An indicator appears on screen when micro moving to display this range
Fixed a bug where Units exiting a structure that were within sight range of a Unit would not register as visible for that Unit
New Units Have Entered the Fray! Fractured State marches forward in development showcasing a host of new improvements and introduces the Laperian Sharpshooter along with the Children of the Ancients new Fanatic unit in its latest update. Joining the ranks of the Flamethrower, Con
New Units Have Entered the Fray! Fractured State marches forward in development showcasing a host of new improvements and introduces the Laperian Sharpshooter along with the Children of the Ancients new Fanatic unit in its latest update.
Joining the ranks of the Flamethrower, Conscript, Surgeon and Grenadier for the Laperian Army is the Sharpshooter. This long-range weapons specialist can deploy his rifle giving the player the ability to align shots at opposing players from a distance.
The Children of the Ancients welcome the most zealous followers, the Fanatic, into their fold. These units posses mythical abilities that enable them to launch an astral projection into a group of enemy combatants or confuse opposing forces to turn on themselves.
GENERAL UPDATES & IMPROVEMENTS
Added a particle attractor library
Removed Tab key toggling tactical map temporarily since we don't tell players how to toggle it off and folks were getting stuck in it
Added a small graphical effect to the hotbar when a skill comes off cooldown
Added a no-enter cursor for mousing over a transport with a selection of units that can't be passengers
Changed default reflection quality to Low since some folks were getting stuck on the loading screen for a long time
Restored flavor text for structures that broke in last update
Players can now bring up structure/territory info by tapping Alt instead of having to hold it down
Lots of cleanup to old code and refactoring for future things
UNIT/SQUAD UPDATES & IMPROVEMENTS
Units now space themselves out when moving and attacking
Units in buildings now stand farther apart by default
Vehicles have slightly more realistic steering (still needs work)
Added Fanatic unit to Children of the Ancients
Added Sharpshooter unit to Laperia
Surgeon heal amount increased from 5 to 12
Radiance radius decreased from 25 to 12.5 (now matches skill effect)
Increased Toss Canister radius from 5 to 7.5
Toss Canister now applies an accuracy debuff instead of blocking line of sight
Removed the ability for units to have interior only weapons
Simplified structure prequisites for some units so they become available earlier in the game
“This update concludes our 0.2 development cycle. I'm really excited to start iterating very quickly which means future updates should come at a much more rapid pace! More cool stuff is on the horizon. Onward to 0.3!” – Matt Kelso, Mechanical Monocle
“Designing new units and then putting the pieces together to get them in game is always fun. I hope everyone has as much fun playing them as I had making them!” – Todd Curtis, Mechanical Monocle
New Units Have Entered the Fray! Fractured State marches forward in development showcasing a host of new improvements and introduces the Laperian Sharpshooter along with the Children of the Ancients new Fanatic unit in its latest update. Joining the ranks of the Flamethrower, Con
New Units Have Entered the Fray! Fractured State marches forward in development showcasing a host of new improvements and introduces the Laperian Sharpshooter along with the Children of the Ancients new Fanatic unit in its latest update.
Joining the ranks of the Flamethrower, Conscript, Surgeon and Grenadier for the Laperian Army is the Sharpshooter. This long-range weapons specialist can deploy his rifle giving the player the ability to align shots at opposing players from a distance.
The Children of the Ancients welcome the most zealous followers, the Fanatic, into their fold. These units posses mythical abilities that enable them to launch an astral projection into a group of enemy combatants or confuse opposing forces to turn on themselves.
GENERAL UPDATES & IMPROVEMENTS
Added a particle attractor library
Removed Tab key toggling tactical map temporarily since we don't tell players how to toggle it off and folks were getting stuck in it
Added a small graphical effect to the hotbar when a skill comes off cooldown
Added a no-enter cursor for mousing over a transport with a selection of units that can't be passengers
Changed default reflection quality to Low since some folks were getting stuck on the loading screen for a long time
Restored flavor text for structures that broke in last update
Players can now bring up structure/territory info by tapping Alt instead of having to hold it down
Lots of cleanup to old code and refactoring for future things
UNIT/SQUAD UPDATES & IMPROVEMENTS
Units now space themselves out when moving and attacking
Units in buildings now stand farther apart by default
Vehicles have slightly more realistic steering (still needs work)
Added Fanatic unit to Children of the Ancients
Added Sharpshooter unit to Laperia
Surgeon heal amount increased from 5 to 12
Radiance radius decreased from 25 to 12.5 (now matches skill effect)
Increased Toss Canister radius from 5 to 7.5
Toss Canister now applies an accuracy debuff instead of blocking line of sight
Removed the ability for units to have interior only weapons
Simplified structure prequisites for some units so they become available earlier in the game
“This update concludes our 0.2 development cycle. I'm really excited to start iterating very quickly which means future updates should come at a much more rapid pace! More cool stuff is on the horizon. Onward to 0.3!” – Matt Kelso, Mechanical Monocle
“Designing new units and then putting the pieces together to get them in game is always fun. I hope everyone has as much fun playing them as I had making them!” – Todd Curtis, Mechanical Monocle
Thank you to everyone who has been playing and enjoying Fractured State throughout it's development in 2017! We hope you had a great holiday, regardless if you are a Laperian lap-dog or hippie Child of the Ancients, and wish you nothing but the best in 2018! ːsteamhappyː We can't
Thank you to everyone who has been playing and enjoying Fractured State throughout it's development in 2017! We hope you had a great holiday, regardless if you are a Laperian lap-dog or hippie Child of the Ancients, and wish you nothing but the best in 2018! ːsteamhappyː We can't wait to show what all we have in store for the new year!!! May the gears turn in your favor.
If you are enjoying the game be sure to write up a review and let us know what you think. If you want to get in touch with the devs and report any issues you are having, give them your wishlist for future updates or just pat them on the back and wish them well, be sure to sound off in the Discussion Forums here on Steam or over at the game's official forums at: http://forum.mechanicalmonocle.com/
Thank you to everyone who has been playing and enjoying Fractured State throughout it's development in 2017! We hope you had a great holiday, regardless if you are a Laperian lap-dog or hippie Child of the Ancients, and wish you nothing but the best in 2018! ːsteamhappyː We can't
Thank you to everyone who has been playing and enjoying Fractured State throughout it's development in 2017! We hope you had a great holiday, regardless if you are a Laperian lap-dog or hippie Child of the Ancients, and wish you nothing but the best in 2018! ːsteamhappyː We can't wait to show what all we have in store for the new year!!! May the gears turn in your favor.
If you are enjoying the game be sure to write up a review and let us know what you think. If you want to get in touch with the devs and report any issues you are having, give them your wishlist for future updates or just pat them on the back and wish them well, be sure to sound off in the Discussion Forums here on Steam or over at the game's official forums at: http://forum.mechanicalmonocle.com/
GENERAL UPDATES & IMPROVEMENTS Updated engine to 2017.1 Changed networking architecture from Unity to Photon Thunder Territories with rally points now get an indicator at the edge of the map. This indicator changes to the color of the team that owns the territory. Clicking on
GENERAL UPDATES & IMPROVEMENTS
Updated engine to 2017.1
Changed networking architecture from Unity to Photon Thunder
Territories with rally points now get an indicator at the edge of the map. This indicator changes to the color of the team that owns the territory. Clicking on it opens your recruitment panel and defaults new squads to that territory
Made the world reflection probe taller and the center higher to have better reflections and prevent weird lighting artifacts that happened on taller buildings when reflections were turned off
Improved world lighting
Added a static background to the world
UNIT/SQUAD UPDATES & IMPROVEMENTS
Reworked the skill bar so it works with any number of squads selected and displays the number of units/squads who can currently cast each ability
Added keyboard hotkeys to abilities
Removed Take Cover squad ability for both Laperia and CotA
Surgeon: Changed ability swapping to display a button over each unit's head in the world
Grenadier: Changed Place Mine ability so player picks a spot on the ground instead of it being placed at the Grenadier's location immediately
Transport: Changed Disembark ability to display a button over each unit's head in the world
Flamethrower: Added ground indicator to Canister Toss and gave it a max range
Ancient Fist: Changed Radiance ability so player picks a spot on the ground instead of it being placed at the Fist's location immediately
Warden: Changed Shield ability - It's now placed by the player; squad mates do not automatically move under it; it remains up until the player cancels it or it gets destroyed; updated graphics and effects; increased health of shield to 1500
Vicar: Changed Heal ability to display a button over each unit's head in the world
Ruhk: Changed Slam ability so player picks a spot on the ground instead of it being placed at the Ruhk's location immediately
General improvements to how the Surgeon works
BUG FIXES
Fixed a bug where multiple ragdolls spawned when a unit died
Fixed a bug in the lobby where new players would get incorrect information about which faction other players had selected
Fixed the scrolling speed on the color selector in the lobby
Fixed a sync error that could occur when a unit dies while exiting a building
Fixed a bug in the resolution dropdown in the Settings menu where it would apply the wrong resolution
Added logic so units can handle player orders to attack enemies in different world states. Now outside units told to attack inside units and vice versa will act accordingly instead of doing nothing or breaking themselves
Spaced out the spawn positions for new squads so units don't spawn on top of each other
Fixed a bug where unlocked units wouldn't lock again between matches
Fixed a bug where cover points would be permanently lost if the player told the unit to do something else before they reached the cover point
KNOWN ISSUES
LAN multiplayer is currently not working
If you discover any issues while playing the new build please let us know in the discussion or join us in the forums at http://forum.mechanicalmonocle.com/
GENERAL UPDATES & IMPROVEMENTS Updated engine to 2017.1 Changed networking architecture from Unity to Photon Thunder Territories with rally points now get an indicator at the edge of the map. This indicator changes to the color of the team that owns the territory. Clicking on
GENERAL UPDATES & IMPROVEMENTS
Updated engine to 2017.1
Changed networking architecture from Unity to Photon Thunder
Territories with rally points now get an indicator at the edge of the map. This indicator changes to the color of the team that owns the territory. Clicking on it opens your recruitment panel and defaults new squads to that territory
Made the world reflection probe taller and the center higher to have better reflections and prevent weird lighting artifacts that happened on taller buildings when reflections were turned off
Improved world lighting
Added a static background to the world
UNIT/SQUAD UPDATES & IMPROVEMENTS
Reworked the skill bar so it works with any number of squads selected and displays the number of units/squads who can currently cast each ability
Added keyboard hotkeys to abilities
Removed Take Cover squad ability for both Laperia and CotA
Surgeon: Changed ability swapping to display a button over each unit's head in the world
Grenadier: Changed Place Mine ability so player picks a spot on the ground instead of it being placed at the Grenadier's location immediately
Transport: Changed Disembark ability to display a button over each unit's head in the world
Flamethrower: Added ground indicator to Canister Toss and gave it a max range
Ancient Fist: Changed Radiance ability so player picks a spot on the ground instead of it being placed at the Fist's location immediately
Warden: Changed Shield ability - It's now placed by the player; squad mates do not automatically move under it; it remains up until the player cancels it or it gets destroyed; updated graphics and effects; increased health of shield to 1500
Vicar: Changed Heal ability to display a button over each unit's head in the world
Ruhk: Changed Slam ability so player picks a spot on the ground instead of it being placed at the Ruhk's location immediately
General improvements to how the Surgeon works
BUG FIXES
Fixed a bug where multiple ragdolls spawned when a unit died
Fixed a bug in the lobby where new players would get incorrect information about which faction other players had selected
Fixed the scrolling speed on the color selector in the lobby
Fixed a sync error that could occur when a unit dies while exiting a building
Fixed a bug in the resolution dropdown in the Settings menu where it would apply the wrong resolution
Added logic so units can handle player orders to attack enemies in different world states. Now outside units told to attack inside units and vice versa will act accordingly instead of doing nothing or breaking themselves
Spaced out the spawn positions for new squads so units don't spawn on top of each other
Fixed a bug where unlocked units wouldn't lock again between matches
Fixed a bug where cover points would be permanently lost if the player told the unit to do something else before they reached the cover point
KNOWN ISSUES
LAN multiplayer is currently not working
If you discover any issues while playing the new build please let us know in the discussion or join us in the forums at http://forum.mechanicalmonocle.com/
We’ve just published update 20170622 for version 0.2! Here’s the changelist: Update 20170622: Updated engine to 5.6 Removed XML based processing of menus (this basically meant re-doing all the menus) Added RSS feed to landing page Added options to change screen resolution Added o
We’ve just published update 20170622 for version 0.2! Here’s the changelist:
Update 20170622:
Updated engine to 5.6
Removed XML based processing of menus (this basically meant re-doing all the menus)
We’ve just published update 20170622 for version 0.2! Here’s the changelist: Update 20170622: Updated engine to 5.6 Removed XML based processing of menus (this basically meant re-doing all the menus) Added RSS feed to landing page Added options to change screen resolution Added o
We’ve just published update 20170622 for version 0.2! Here’s the changelist:
Update 20170622:
Updated engine to 5.6
Removed XML based processing of menus (this basically meant re-doing all the menus)