Not only do units constantly get stuck on terrain when in formation, but they can frequently bump into the main unit. Formations: An unfinished, unwieldy and broken system.Furthermore, once the unit ceases to be controlled, it resumes its normal AI, making this method useless for moving groups of units anywhere. Manual control: This is the obvious and most common way of controlling units while effective, it only allows for controlling exactly one unit.As of the latest available version, there are four ways of controlling units, all of them with significant flaws: Please be patient.Īs many of you may know, unit control in Mindustry is terrible. With all of these factors combined, this update will take much longer than normal to complete. Keep reading for more information on these topics. In addition, I am making significant changes to many various mechanics (again) - the campaign, unit control, and logic, for instance. To give you an idea of the content volume, there are currently 70+ new build-able blocks that have been added when compared to the last pre-alpha, with more than 130 new blocks added total - and I'm still far from done. When it is complete, it will be the biggest single content update in Mindustry history. This is a little bit like making the entire game over again. Aside from certain items, everything is different - there is no re-used content from Serpulo, not even walls or conveyors. In v7, this is no longer the case - I am adding an completely new planet - Erekir - with its own unique set of blocks, environment tiles, units, turrets, transportation, etc. Everything I've made has been designed to fit in with existing blocks on the Serpulo planet campaign. Up until this point, all (pre-classic) Mindustry updates have been incremental additions or changes to existing content. To test this build, you must switch to the v7-testing branch by right-clicking Mindustry in your Steam library, then, clicking properties -> Betas -> v7-testing. The content added in this update has not been properly tested in custom maps or PvP yet. While Erekir is nearly complete in terms of block/unit content, most things not covered in the campaign are completely unbalanced, and should be treated as such! Damage/speed/reload/etc values of end-game content are essentially untested placeholder values.įor an introduction to the new systems introduced in this build, play the campaign first. Please keep in mind that the Erekir campaign is still completely unfinished, and covers less than half of the tech tree. Note that there is currently no way to RTS-control builder/support units present on Serpulo, like Poly or Mega. Left-click to select groups of units, and right-click to order them to locations or targets. Holding places you in 'Command Mode', which gives you RTS-like control over your units. The old command center and formation mechanics have been replaced with a 'RTS' command system. Countless tweaks, improvements and QoL changes A fog-of-war system, available as a custom map rule and enabled on Erekir New systems for "scripting" maps with logic blocks and objectives New factories, turrets, distribution blocks, support structures, etc A new, separate (but incomplete) campaign on the planet Erekir with its own mechanics. It would take too long to list all the changes and additions in this build, but here are the highlights: This is a massive update that brings with it an entirely new planet - Erekir - with a completely new tech tree.
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