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DevBlog 3: After Implementing the Update

New Tooltips

If you have already had a chance to try Update 0.6.6, you might have noticed that unit tooltips have changed.

This UI component previously showed little information and raised more questions than it gave answers. Our task was to fit a large amount of information into a small window before the new combat system was introduced. We understood how important it was not only to bring you information that would be useful for gameplay (such as “this unit is effective against that unit”) but also to introduce some of the historical education that everyone is expecting from us.
As a result, all information shown in a tooltip has been divided into the following sections:

  • Unit description (what units are used for, i.e. the key to using them effectively)
  • Durability (or hit points)
  • Armour (for vehicles only: front, side, and back armour thickness in mm)
  • Weapons (two types, as a rule: primary and secondary)

Players can research unit improvements (Gears) in the Engineering Works. Upgrades are different for vehicles and infantry. For instance, we enhance optics for tanks, but we increase shooting accuracy for infantry. Now, instead of displaying the total effect of all upgrades, we show a simplified version of that information, where strokes represent the number of identical upgrades for each type of unit. This also makes the information easier to process.

Not everything with the new tooltips has been polished yet, and they might contain errors. We’ll be glad if you point them out for us. In the meantime, we are planning a lot of chat improvements that will be implemented step by step. These include: fixing bugs; correcting the colour of messages, nicknames, and tiers; preserving status, position, and active tab in chat when the player leaves it; introducing various minor transparency fixes, highlighting a tab when it receives a new message, and changing the position of chat headlines.

We also are preparing the combat selection UI (battle vs. AI, battle vs. real players, defence test) and thinking about texturing the UI (we’d like to add damage, roughness, and so on. We will probably be making these amendments very soon, but they will hardly be major changes, just cosmetic ones).
...
to be continued soon :)

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