Invasion Machine

Pixel Machine

Released
Feb 26, 2020
Platforms
Windows
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Small Hotfix Update

    Small Fixes and a QoL update The community has reported a bug related to the last update - in some cases it was possible for a single troop to soak up all ammo from a stockpile for themselves, exceeding their allowed max carried ammo count. This has now been fixed. Also, there's

  2. Developer post

    A small update to the Unit Dispatch window

    A small UI update I've re-designed the Unit Dispatch window to make it a bit more usable - it will now be permanently glued to the left side of the screen, like most of the other UI elements I've been adding recently. This gives me much more screen space for displaying more units

  3. Developer post

    A long overdue update is now live

    I'm still here and kicking, as well as the game is. As some of you already know, I've been having some major health issues, and it completely ruined my (admittedly patchy) schedule of pushing updates to the game. I haven't been vocal about it recently, but I have been working to

  4. Developer post

    An experimental update in the test branch - allied patrols are back in the game

    Experimental changes I've been working on re-adding the Allied Patrols feature to the game - the independent patrols that are spawned and controlled directly by your Command. This this used to be a feature very early in the game, and later had to be temporarily disabled because o

  5. Developer post

    A long overdue update

    I've just made a long overdue update active for all the players To start off with an explanation - due to multiple health and personal issues mounting up, I was unable to make any serious progress with the game for the past months, and the project was pretty much stuck. Fortunate

  6. Developer post

    A minor update - rebalancing of the player units, more aggressive AI

    Minor update Before I continue working on the next updates to the high value targets system, I wanted to make some small fixes and very needed fixes to two areas of the game - the player vehicles and the AI responses in combat. Player Vehicles will now be driving noticeably faste

  7. Developer post

    The long overdue update 0.12 is out

    Foreword The project hasn't had any updates for a long time, last year, so it's high time to explain what's going on. The delays were due to my health problems - I had been seriously ill in recent months, and it has completely halted any serious progress on the project for a whil

  8. Developer post

    New test build: fixes for the casevac system

    Casevac - Bugs in the older versions It turns out the older builds of the game have a bug that prevents you from successfully evacuating your wounded. In almost all cases the game will just declare them DOA as your vehicle leaves the map. In other cases, it will not register the

  9. Developer post

    Version 0.10 is now live

    The 0.10 update is now live In this build, I've focused on fixing many of the small annoyances and long-standing bugs (engagements abruptly ending for no reason, units getting stuck in traffic, units being unable to leave the map), as well as merging the changes from the last two

  10. Developer post

    A small hotifx and update on the stalled development, recently

    In the previous post, I've promised to focus on a couple of game issues and start working on the next content updates for the game. The updates were supposed to start coming out before the end of (last) year, and clearly - that didn't happen. I'm sorry about this delay. Because o

  11. Developer post

    Hotfix release, fixing the loading issues and searches of houses

    I've been made aware that some players (maybe even most players?) had issues with loading their newest game saves, as well as issues with searching houses in the villages (where the game wouldn't let you finish a search or remove your units from houses at the end). There's now a

  12. Developer post

    The changes related to a new game menu are now in the public branch.

    The 0.9 update is now live in the main branch. This patch introduces a slightly improved main menu, various small bug fixes and the basic configuration for keyboard bindings. Some of the fixes are related to optimization of the pathfinding system, and the game should now run noti

  13. Developer post

    Update in the experimental branch - optimizations and changes to the main menu

    If you're playing the game using one of the experimental branches, you'll now see an updated main game menu. I started working some more on the customizability of the game, starting with a rudimentary "new game" window. You'll from now on be able to select a number of basic setti

  14. Developer post

    Update 0.8.4 - enemy radio communications, I-Com, AI changes

    Version 0.8.4 is now live The new patch adds a few new features, as well as a lot of very important fixes to the game. The thing you might notice right away is that the enemies will now call for reinforcements, and in many cases - coordinate their attacks better. This is because

  15. Developer post

    Update in the test branch - radio communications, I-Com

    There's a new update in the test branch - adding radio communication to AI units As I said the last time, I always wanted to add some sort of communication devices to the game, where the unfriendly civilians and the enemy teams could start using their radios to organize bigger at

  16. Developer post

    Update in the public branch - the changes to civilian simulation are now live

    I've released all the changes mentioned in the previous update to the public branch. The simulation of the towns is now rebuilt, and supports much more extensive changes for the features I have planned for the future. I have also added the water wells, as promised before. Each ho

  17. Developer post

    Update in the test branch: resources management for the civilians, other news

    New update in the public test branch I will be focusing more on making the villages (and the villagers) more important in the game. Their simulation is still very basic, and in the future having control over them should be the main focus of the game. Your goal should be to contro

  18. Developer post

    Fog of War and enemy mortar teams now part of the main game build

    Released version 0.8.2 - including fixes and new content The fog of war The biggest and most noticeable change, if you weren't playing on one of the test branches - is the fog of war. From now on, you will not be able to see enemy or civilian units, unless you have your own men p

  19. Developer post

    Fog of war added to the test branches of the game

    Testing a new feature - the fog of war The test branches of the game now feature the fog of war system. From now on, you'll only be able to see the enemy and civilian units on the map if you have your own men positioned near them. How the system works: If the camera is moved too

  20. Developer post

    Small hotfix - amending the issue with dispatching vehicles

    Some of the players reported an issue where the vehicle dispatch would stop working for them, after the game's been left running for a longer while. This was due to the dispatch script trying to find unit that should no longer actually be there (dead or otherwise gone from the ma