Another Monday, another update!
I personally just got back from a birthday holiday in Belgium, stuffed on waffles and ready to get back into action. Build will be a little light this time, but we have a nice big feature coming for Update 4, hopefully that will make up for a smaller update this time!
Grid Overlay
A popular request has been for a grid overlay on the map. We wanted to do it justice and make it really blend with the map. You can disable it, or set it to work based on camera distance (so zooming in fades the grid out). We'd like to put it on a slider in future so you can control it completely.
Campaign 2
2 new single-player missions have been added for Campaign 2. You'll notice it's missing a Mission 2. This is because while it's ready, we didn't quite get the castle gameplay working how we wanted. We will aim to get this in the next update.
We've also toned down the dialogue in these levels based on some feedback. We'd like to hear what you think about this.
Soft-Locks and Bugs
We've been hammering away at the soft-locks more and more. We think we've nailed the biggest ones, but would like to hear from you if you get them any more as of Update 3. Please provide your e-mail address in the feedback so we can pop you some questions to try and reproduce the issue.
Changelist
- Grid overlay added
- Campaign 2, Mission 1 & 3 added
- Fixed a lot of soft-locks...LOTS
- Fixed numerous particles cutting through terrain
- Tile selection no longer cuts terrain
- Zone of Control respects building position (no longer getting ZOC stopped by units on walls)
- New buildings added
- Sounds effects added to menu buttons
Known Issues
- Campaign 2 Mission 1 - AI swamping you a bit
- Campaign 2 Mission 3 - You must bring archers or infantry in order to destroy supply depots.
- Localisation tags missing
Thanks for all the support, and please keep the feedback coming!