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(1 edit) (+1)

For reference, shift + hold rmb drag is how you aim at point.



Anyhow, really nice update, lots of cool stuff keep up the good work.

There are some things I've noticed, lots probably just from the core gameplay and not necessarily the new update.

Infantry get stuck on other infantry bodies really hard, and thinking about it bodies probably shouldn't block movement since they can just step over.

Infantry small arms might also be a bit overtuned, they kinda chew up externals, even ERA/Applique, and I'm not sure how much that makes sense. I also saw an orlina c1b2 get suppressed endlessly by a squad and get softlocked, was pretty funny. 

Ammo also seems to get eaten up pretty fast sometimes, in general, but especially with some infantry weapons, and the agl3, also not sure how resupplying infantry works, just putting them back in the vehicle doesn't seem to work, and they also seem to struggle with getting back in vehicles sometimes.

Sometimes AI seems to get stuck driving into walls, only noticed when watching orlina and bloc fight, though can't comment on why because the cases are occasional and inconsistent.

Infantry rpgs are sometimes deceiving, as they seeming always explode at the edge of the unit's own view range, while the firing line implies that it could be fired much further assuming you have a spotter to see the target.


A few questions too:

Does applique armor provide protection against kinetic rounds too unlike era/aera?

How does equipping two types of ammo decide which one to be actually used?

Are AT fireteams not supposed to have any small arms at all?

Anyhow lots of peak, very good

Thanks for playing!

Will fix the the infantry collision bug, and adjust small arms fire vs armor, the way attached armor works is a lot simpler than the more complex internal armor calculation and needs to be aligned. Infantry recoilless rifles should be able to damage those though

Infantry should be able to take from a vehicle's supply source (not RPGs however), but the supply/ammo system overall is being reworked

I'll take a look just to be sure, but I *think* the infantry RPGs are detonating at the edge of vision because it just so happens the rocket's fuel, velocity, and arc causes it to hit the ground around that range. In the future I would like to add actual arcs and estimated range to ordnance as well.

Yes, applique armor is more effective against kinetic and provide a little protection against HEAT/warheads too

Currently only the first equipped ammo with the caliber for that gun is used

Yeah AT teams don't have small arms, They're like a dedicated atgm team, though I forgot to give them the ARCOS-2M instead of an rpg. I might also give them light smgs or something

(3 edits) (+1)

On mission 2, is this platoon supposed to just camp near the exit? Seems kind of odd since you're not encouraged to exit until you kill these guys, at the exit :/ I'd naturally they were supposed to be reinforcements or something.

Also I still can't get infantry to resupply in their vehicles, they just don't seem to replenish the supply bar, unless the time to do so is just extremely long.

Oh yeah, also the ordnance # and base reload seem to be swapped.

Looks like that squad on mission 2 might be broken. I'll take a look, the resupply mechanic is probably not working. 

Good catch on the ordnance

(1 edit) (+1)

Hm, speaking of broken squads, are the coalition squads on mission 5 on the left side also broken? The mission indicates as if they would be pincering the bloc convoy from both sides, yet the left side units don't seem to move unless provoked.

tbh I changed them so that they'd needed to be provoked since both sides attacking had inconsistent results, sometimes the bloc force would be wiped out for you. But it seems like most people thought it was a bug