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Dynamic Battles + Beta Location Updates- 0.0.21v4

TL;DR GIFLOG

Dynamic Battle System!!

I've got another pretty exciting update coming your way! :) introducing a dynamic battle map! If you've played other skirmish/RTS games then this will look familiar to you. Basically your spawn point in the battle is dynamically generated and so is the enemy's. This is just the first iteration of this, I'd like to have it change depending on what geographic features you're by on the map, and also add a better way to see/scout the enemy. My first though was some sort of first person view? Let me know what you think!

I've been cranking along and getting a LOT more done than I hoped :) a huge part of this is from people submitting feedback on the Beta Locations :D I'm continually working on Siege Mode and (hopefully) will be ready to have some testing on it later this month/early next month. So keep an ear out :) thanks to everyone who's been giving me feedback through the in-game form, definitely feel free to revisit the beta locations I've updated and send along more! :D Also on a random note, here is a picture of a goose that keeps coming to visit our house deck... scares the crap out of us while eating dinner every now and then :P

***I'm currently having an issue with my mac-build, working hard and will hopefully have a fix within a couple days***

0.0.21.v4 - 05/24/2018

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Dynamic Battle Spawn

Here's a few WIP GIFS I took while creating the system!

Fort Rebelwood (BETA)

Introducing Fort Rebelwood! A new beta location that's somewhat close to being done, be sure to give it a few plays and let me know what you think! (either here, the feedback form in game, or Discord!)

  • Swellow Village/Creek Colony, fixed scenario looping/resetting
  • Saltpeat Village, fixed scenario looping/resetting, added alternate ways in.
  • The Pit, blocked in enemies and NPC camps as well as pit bottom.
  • Facet Company - Mercenary Camp, fixed some collision issues.
  • Warling Training Camp, refined horse track, added ruins/env.
  • Fort Rebelwood, added alternate scenarios, interior keep and gates.
  • Target health meter now updates if its taken damage since you last hit it.

Hillcamp

I've added some new areas to Hillcamp based off feedback and am working on a fun boulder system! :D

  • MAP, *think* I fixed randomly falling into the water when camping.@Dartel
  • BETA, now villages should get reset if they are BETA as well.
  • GUI, fixed GIFWIKI not reshowing pause menu after pressing the 'x' button! @BlueNXT
  • GUI, fixed shields being selected on knights
  • INPUT, fixed skeleton armor unlock @Myriad
  • LVL, Swellow Village, fixed water seam @Dartel
  • LVL, Swellow Village, added water damage! @Dartel
  • LVL, Hill Camp, rebaked navmesh @Hat
  • UNIT, fixed allies that were set to hold position no longer responding to orders.

DEBUG

  • MAP - can reset individual locations from within the location menu now.
  • MAP - tap 'H' to get a readout of all your props current states and locations!
  • MAP - prop reset *should* now work if your props were floating in Oblivion
  • GUI, ammo when swapping units on hand isnt accurate
  • MAP, army units clip through map.
  • CAM, clipping with tall structures + buildings.
  • Arena Mode under construction again

a rebel heart

Check out the #Latest-Update-Discussion on Discord and let me know what you think!

--> discord.gg/Warcube

Bottom Paragraph!

AHA! You're back down here eh? I still think nobody ever reads these... if you do read this, comment with your favorite animal and let's confuse everyone who doesnt read it :P NEXT on the agenda! If you havent rated the game already, pleeeease go do it :) it would mean a ton to me, AND it would let the Steam sorting robots decide whether Warcube is worth paying attention to. So if you happen to think its a fun game and shows some promise, a review is the BEST way you can support it (past giving me feedback!) :D

ːsteamhappyː

-craigz