Posted June 30, 2017 by Cardboard Keep
While a lot of our time this week has gone into prepping media (such as new trailer and screenshots) for Attrition, we still got some work done on the game itself.
This week's focus was on polishing a few of the oldest elements of the game, namely the in-game background and what we call the perimeter line - the cyan line that shows the maximum distant the selected unit can move this turn.
We've decided to put a darkened version of the campaign map in-game behind the hex grid. It provides a nice contrast to the brighter game elements, and helps the whole screen view look more polished.
As for the perimeter line, it's been completely reworked. Not only does it now pan/animate and appear dashed rather than solid, it's closer to and lies flat against the ground, sticks better to the exact layout of the hex grid, and renders correctly on top of other fancy shaders like water.
Lastly we also made some user experience improvements to the map editor. It's easier to edit the existing values of the Map Name and Requisition Points fields, and creating a new map from scratch now starts you off with a procedurally generated map to get the creative juices flowing!
That's it for this week, check out the new version now or the full patch notes below. See you on the battlefield!
Attrition: Tactical Fronts - Version 56 Changelog
FIXED
IMPROVED
ADDED