EvolutionRTS: Evolution RTS 1.7 Released, RiverGlade and Pockmark Valley maps added!

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Evolution RTS 1.7 has been released to the masses! That would be you. This version doesn’t change a whole lot visually. It is mostly an intermediate version as we prepare for the next engine update. There was, however, a very nice feature addition, and that addition is a new gadget that will automatically destroy map features (trees, etc), immediately when you place a building. You will not get any resource gains from these features being destroyed, so it is not the same as reclaiming map features.

Previously, when a building was placed, features would only be automatically reclaimed if they blocked the construction. This caused building time to increase significantly if there were a lot of features in that area, as they would all have to be reclaimed first before the building was constructed. Now, it is no longer an issue as anything within the building’s perimeter will instantly be destroyed.

Much of what I focused on in this release is the new maps. I completely remade riverglade and pockmark valley…

RiverGlade:

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Pockmark Valley:

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If you are familiar with the older maps you will appreciate when a massive improvement this is. The update containing the maps is currently undergoing testing and QA with the Desura folks, so please be patient while they make sure I didn’t mess anything up.

In other news, I will be going on a work vacation for the next 2 weeks! I will still be available for contact, and there are many ways to get hold of me (probably the easiest way is just making a post on the Forums).

Tournament:

There isn’t much to report on yet, but be advised that there is a tournament in the planning phases. I will be starting a thread in the forums once I have more to say on the matter. We will need to arrange players, brackets and so forth, but first we need to hammer out the details.

CodeName “SASI”:

I am not at liberty to comment on this at the moment, but hopefully the screenshots will give you an idea of what this is about.

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Have a wonderful day everyone and happy gaming!

Zero-K: Zero-K version 0.8.9

Several significant changes, particularly to artillery comms and chicken mode. Take note!

* Nanospray converted to a nanolaser at lower graphical settings; works with Lua shaders off (e.g. minimum settings)
* Modules
* Reworked Plasma Artillery conversion:
* Basic version has medium damage and rate of fire, with some inaccuracy (particularly against moving targets).
* High Caliber Barrel makes it comparable to the old artillery module.
* Napalm Warhead sets targets on fire briefly, but does not create a fire cloud. To get the fire cloud effect, both High Caliber Barrel and Napalm Warhead are required.
* All combinations have a shorter base range than the old arty module.
* Companion Drone will not fly further than 450 m from the parent commander (half of previous range).
* Disruptor Beam no longer has a range advantage over Slowing Beam.
* Gunships
* Rapier HP 1500 -> 1400
* Brawler HP 2400 -> 2800
* Banshee can fire 60° off-axis (from 45°)
* Chicken
* Overhauled the system for greater transparency. A single value, the player aggression rating (aggro), controls chicken responses to tech.
* Positive aggression ratings cause the chickens to spam more and produce defenses.
* Negative aggression ratings cause the chickens to tech faster and produce more Toads. At sufficiently low values, the chickens can use special abilities to bypass defenses.
* Added a new flyer chicken, the Roc.
* Faraday delay between shots 2.4s -> 2.8s
* Defender damage 110 -> 105
* Crabe can cancel its curling before completion
* Fixed an occasional error with Stiletto attack runs
* Readded comm selection announcements
* Advanced camera disabled by default

Spring 1944: Model/Texture Updates

Development has been going on for about two years now, and our Art Lead has realized that a lot of the earlier work — models and textures primarily — are beginning to show their age.

So over the past month or two, S:44′s art devs have been “upgrading” a lot of the art in the game. Some units are getting a simple texture touch-up to bring them up to par, while others like the entire Sherman series of tanks have been completely remodeled and retextured.

Check out the Screenshots section!