Hello Commanders! This is the biggest update since release. Multiplayer is here, along with new core mechanics that change how a game plays out.
Multiplayer
The Halloween surprise landed a few days ahead of the October 29th date I promised. You can now fight other commanders in PvP, or team up in co-op against the AI.
You can ping the map with ALT+LEFT CLICK to coordinate with your allies. This is all brand new, so expect some rough edges. We have already dealt with zombie engineers, folded bombers and permanently deployed MLRS. Please keep the bug reports coming, the goal is to be solid in time for the winter fest.

Resource Capture
Resource fields must now be captured before they can be extracted. Stop a unit at a resource field to start capturing it. This is optional and can be deactivated before any skirmish or multiplayer game.

Territorial Attrition
Buildings now influence territory. Units in enemy territory take attrition damage, and units in friendly territory heal, at half the rate of the attrition. Walls, gates and bridges don't influence territory. This is optional and can be deactivated before any skirmish or multiplayer game, and map makers can toggle it in the game editor.

Base Defense Mode
There is a new base defense game mode where you hold out against waves of enemies. Rebels will also raid you in the boot camp mission, so stay on your toes!

In-Game Manual
There is a new in-game manual. It explains all the faction, how damage works, covers healing and repair, and includes the technology trees.

New Languages
Powerplay now supports many languages, including German, Chinese and French!
QOL Updates
Transports have a new deploy move command (thanks Slash)
Units can be unloaded individually from transports (thanks Slash)
Trucks can switch cargo (thanks Slash)
Units that can't attack back now flee instead of taking damage helplessly (thanks Slash)
Engineers have a larger auto-repair range (thanks Slash)
Units and buildings are more visible on the minimap, and allies show up in green (thanks Slash)
Cycle through your last attacked units and buildings with BACKSPACE (thanks Mr. X)
Scroll the map by dragging with the middle mouse button
New input setting to confirm targeted actions with right click instead of left click
Other Improvements
Major performance improvements, especially for fog of war
Major improvements to map loading times
Easy skirmish AI is much less aggressive. It defends itself but never goes all in, makes human-like mistakes and reacts with delays
New skirmish option to disable super weapons, which also fully deactivates uranium
Last update I made AA towers more competitive, this update I nerfed them. They have reduced vision, range and attack frequency, and they can no longer attack naval units
Engineers can repair damaged airplanes parked in the airfield
Airplanes fly much better and break off mid-air less often
Helicopters face their direction of motion even when being pushed around
Units unboard faster from transport helicopters
Nuclear explosions have a larger damage radius
Rockets hit random parts of buildings instead of always aiming for the center, and no longer fly in smoke circles
Infantry run animation is polished, and units face their direction of motion better
Bridges are higher so naval units no longer collide with them
What's Next
The 2nd faction is on track for the Winter Sale on December 17th. Until then, I will keep improving the game and stabilizing multiplayer so that we are solid for the christmas hordes or players.
Special Thanks
Medals of honor are issued to the following commanders for their ideas, feedback and help!
- SlasH 🏅
- Mr. X 🏅
- excalibran 🏅
- sunray 🏅
- Zion Fox 🥈
- MrTBSC 🥈
- SkyAero 🥈
- shogunhk 🥉
- Guavit0 🥉
- noracueihtam 🥉
As always, if you run into anything, come say hi on the Powerplay Discord. I read everything!
See you soon Commanders!
-Amine
