UFFICIALE PC Silica | Bohemia Incubator | FPS & RTS all-in-one! | Data: TBD Early Access

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Alien Air Units Land in Arena

Dear Silica community!

Today's update sees the addition of 3 alien air units to the game in a preview form, namely in the Arena game mode for now. The next update will see the addition of 2 more, as well as the integration of all air units into the Strategy game mode.

Feedback is very much appreciated, so thank you to all of you who provided such with the last update! It is invaluable and helps shape the game, namely in the form of balancing.

Without further delay, please enjoy the air units and leave a comment about what you think!

See you in the skies of Baltarus.

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  • Added: Alien air units (Wasp/Dragonfly/Colossus)
  • Added: Alien air units to Arena game mode
  • Fixed: Scorpion/Impaler tail turret aiming algorithm sometimes aimed off with fast movements
  • Fixed: Ambient sound sources on structures could be heard through the fog of war
  • Changed: Reduced human aircraft speeds from 40m/s to 30m/s
  • Improved: Handling of aliens on walls in certain circumstances
  • Improved: Auto-healing uses % of health instead of hit points
 
Firebug & Defiler join the fight!

Firebug & Defiler join the fight!
Dear Silica community,

Today's update brings the remaining 2 alien air units to the Arena game mode, which means you can now test the complete squadron.

We've also added controller support for all units, an improved free-fly camera, and basic alien air AI. If you want to see the whole list of fixes and changes, check out the full changelog below.

We look forward to hearing your thoughts on the 2 new air units, we hope you enjoy them!

See you in the skies of Baltarus!

Full Changelog:

  • Added: Alien air units (Firebug/Defiler)
  • Added: Controller support for all units and free-fly camera (enabled in Options)
  • Added: Depth of field for free-fly camera (LMB to focus at middle of screen position)
  • Added: Free-fly camera movement smoothing (set up in Options)
  • Added: Basic alien air AI
  • Changed: Aliens are no longer slowed by damage with the exception of Prospector mode
  • Changed: Rockets of Fighter aircraft are now small and guided
  • Changed: Gunship rockets are now smaller and for anti ground use
  • Changed: Heavy Armored Car built via Light Vehicle Factory
  • Changed: Heavy Quad built at tech 0
  • Changed: Light Armored Car built at tech 1
  • Improved: Rocket Truck rocket trails
  • Fixed: Dragonfly shooting downward when flying forward
  • Fixed: Colossus eye flash lagging behind
  • Fixed: Aircraft particle FX could flicker at lower FPS
  • Fixed: Soldier AI agent creating a new array of Vector3 per move order, causing unnecessary allocations
  • Fixed: Spawned soldiers not falling by default
  • Fixed: Rocket trails disappearing on impact
 
 
 
 
[Patch] Silica V0.8.11 Patch Notes

Dear Silica Community,

We are releasing another minor update, which is mainly focused on game balancing and Harvester pathfinding issues. As always, you can read the full changelog below for all the details, and share your feedback on social media and our Discord.

But that’s not all. Silica will be also included in Steam’s Czech & Slovak Week 2023. It starts today and lasts until November 20th. So if you or your friends still don’t have Silica in your Library,
now’s your chance to get it at 20% off.


What a great opportunity to join the fight for Baltarus. See you there!

Full changelog:
  • Added: Infantry hit pain animations
  • Added: Colossus projectile does effect in mid-air if it does not hit
  • Added: Construction sites start off with 10% health and progressively increase while building
  • Added: Infantry slow down when sprinting from flat surface onto a downward slope
  • Added: Alien players respawn as Wasps in Strategy game mode when those are available
  • Improved: Infantry footstep sound simulation
  • Improved: Harvester turning circle from 40m to 30m
  • Improved: Wheeled vehicle now reverses when it gets stuck driving forward
  • Changed: Increased Colossus cost from 5600 to 6000
  • Changed: Increased Defiler cost from 3800 to 4200
  • Changed: Defiler may be built only from tech tier 2 (cyst is built at tech 3)
  • Changed: Increased Goliath cost from 2400 to 4000
  • Changed: Goliath may be built only from tech tier 1 (cyst is built at tech 2)
  • Changed: Heavy infantry rocket now flies straight (does not curve up and then down)
  • Changed: Colossus projectile lifespan from 5s to 3s (3km to 1.8km)
  • Changed: Siege Tank projectile lifespan from 7s to 12s (0.7km to 1.2km)
  • Changed: Increased unit mini-map view range to fog of war view distance
  • Changed: Marksman sprint speed from 6m/s to 7m/s
  • Changed: Rifleman sprint speed from 6m/s to 7m/s
  • Changed: Reduced teleport cooldown from 180s to 60s
  • Fixed: COLLIDER1 for large rocks in Monument Valley was not set to read/write, leading to broken pathfinding after buildings were placed
  • Fixed: Sometimes placed structures would not correctly recalculate the navmesh, leading to units not being able to leave
  • Fixed: Harvesters were unable to climb steep cliffs due to low wheel friction
  • Fixed: Harvester pathfinding clipping corners of buildings
  • Fixed: TurretAimEnemy.GetShouldSendNetUpdate null pointer
 
 
 
 
 
 
 

non sapevo fosse fatto in Unity:azz: ... BASATO:ahsisi:

Si, credo sia il loro motore preferito per sti progetti in incubazione per la flessibilità nei porting pc-mobile
Anche ylands gira in unity
 
Si, credo sia il loro motore preferito per sti progetti in incubazione per la flessibilità nei porting pc-mobile
Anche ylands gira in unity
più che ylands il "percorso evolutivo" da Take On Mars avrebbe fatto presumere il motore di Arma, comunque non sono abituato a vederlo abbinato ad ambienti aperti e grafica realistica, mi sto ancora riprendendo dai crediti finali di Praey for the gods, ho appreso solo lì che era fatto in unity e con pure svariati anni sul groppone
 
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