Galactic War Co-op Hotfix 3
Greetings Commanders,
Alongside the recent Co-op work, we've been chipping away at a batch of long-standing bugs — and we're opening up four brand new engine mechanics for modders. Here's what's new:
Bug Fixes
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Wreckage targeting — units no longer get stuck shooting at wreckage.
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Naval sinking — ships now sink gradually to the seafloor instead of snapping to it instantly.
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Transport status bars — all transports now display a status bar to indicate how full they are.
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Air transports — no longer endlessly chase a moving pickup target.
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Orbital transports — no longer hop up and down when picking up a moving target. They now descend to the air layer and hold there if the target moves out of load range.
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Beam weapons — beams using the [c]enemies[/c] collision check now aim at a target's center mass instead of the ground it's standing on.
Co-Op Galactic War
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Inventories stay put — clients who leave Co-op to play solo keep the same inventory. If a client becomes the host (and the host becomes a client), both keep the inventories they had.
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Clearer mod-mismatch screen — it no longer tells you to install or enable mods when you should be disabling them, it now checks and reports version mismatches, and it states exactly what to do.
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Server browser — you can now filter for Galactic War games.
New Mechanics
We're introducing four new engine mechanics, built to expand the modder's arsenal. You can try them right now by playing Legion + Sunrise or Exiles.
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Move Speed Modifier — weapon/tool use can temporarily increase or decrease a unit's move speed.
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Chaining Ammo — projectiles and beams can chain or bounce to nearby targets. A single shot can only hit each target once per chain.
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"Ghetto" Gunships — a mechanic beloved in other TA-likes: certain units can now fire while being transported.
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Beam/Laser build FX — builders can use a laser instead of a particle spray.
Known Issues
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Units can still get stuck shooting at wreckage in one specific sub-case — a patch is coming in the next hotfix.
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The game can appear to run while the simulation has actually stopped. If this happens, prior to hosting set Settings → Server → Local Server Multi-Threading to OFF.
For Modders
For examples and in-depth explanations of the new mechanics, check the Discord.
Move Speed Modifier
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[c]firing_move_speed_multiplier[/c] — move speed while reloading
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[c]firing_disable_pushing[/c] — unit can't be pushed while reloading
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[c]targeting_move_speed_multiplier[/c] — move speed while a targetable enemy is in range
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[c]targeting_disable_pushing[/c] — unit can't be pushed while targeting
Firing activates only when the unit shoots and lasts one reload cycle. targeting activates whenever any target is in range, even if it's outside the weapon's yaw/pitch arc.
Chaining Ammo
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[c]ammo_chain_jumps[/c] — how many extra targets the ammo can hit after the first
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[c]ammo_chain_range[/c] — how far each jump can reach
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[c]ammo_chain_damage[/c] — damage per jump (defaults to normal damage if empty)
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[c]ammo_chain_damage_falloff[/c] — per-jump multiplier, e.g. 0.5 to halve damage each jump
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[c]ammo_chain_travel[/c] — the projectile physically travels instead of instantly damaging the next target
"Ghetto" Gunships
- [c]fire_while_loaded { enabled, unit_types }[/c] — lets a transport allow the listed unit types to fire while loaded
Misc
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Builders can be set to use a laser instead of a particle spray.
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Mods can now change the visibility of the Delete Tech button more easily.
Keep on reporting bugs and suggesting improvements! We truly appreciate your feedback — most of our fixes start off as a report from you in the Discord.
~ The Community Commanders
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