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As we will release a working iteration of the new framework after every sprint, everyone is invited to help with testing the sprint results.
The only thing to remember is that you should only report bugs in this issue, which are caused by the contents of this sprint (which are listed below). So it is vital to look at the content description to see what was actually added. Only by reading this you know what we've really intended to implement and defined as done.
I guess you understand that reporting things which weren't even planned to be part of the sprint won't help in any way.
This releases (which are also marked as Pre-release) aren't meant to be played as replacement for the current framework. It is for testing purpose or a kind of first look at features/changes which will be part of the 0.97 release in some months.
For serious playing use the latest stable release: v0.963a
Summary of this sprint
The enemies have arrived!
In this sprint we've added some core features for a normal gameplay experience: enemy sector garrisons. So with this review you've something to fight against if you approach a sector. The focus in this first implementation is on the persistence of the garrison, so it'll be saved upon deactivation and not spawn a completely new garrison upon reactivation like it's the case in the legacy framework. There are still some tweaks to do for the garrison module, but it works fine concerning the goals for it in sprint 7. This will be the foundation for later implementation of reinforcement convoys from bases to cities etc. issued by the enemy commander. Also players should be able to build up garrisons in the captured sectors later on and manage them, as the enemy in 0.97 is meant to be more pushing then it's in the legacy framework.
We've also progressed well on the build system and it can be considered to be nearly finished. It just needs some more polishing and some smaller adjustments and later changes due to underlying modules (like the resource system). But it's now saving and loading the built objects properly and also without any misplacement issues. Placing objects like static weapons on top of other objects is also possible by directly dragging them on the roof of something for example, as it recognizes the floor/surface of the terrain or underlying object.
This caused some funny experiments during the development (which will be something we'll address, too):
Well, concerning fighting the enemies you've no arsenal implementation yet, but as the review versions have always unlocked zeus, you can spawn your stuff in or just use the vehicles you can build via the build menu (it's free for a limited time, grab your devastating war machine now!)
That's it for the 7th development sprint, but one last hint: If you've a save from earlier review versions, you've to wipe your save!
General Information about sprint reviews
As we will release a working iteration of the new framework after every sprint, everyone is invited to help with testing the sprint results.
The only thing to remember is that you should only report bugs in this issue, which are caused by the contents of this sprint (which are listed below). So it is vital to look at the content description to see what was actually added. Only by reading this you know what we've really intended to implement and defined as done.
I guess you understand that reporting things which weren't even planned to be part of the sprint won't help in any way.
This releases (which are also marked as Pre-release) aren't meant to be played as replacement for the current framework. It is for testing purpose or a kind of first look at features/changes which will be part of the 0.97 release in some months.
For serious playing use the latest stable release: v0.963a
Summary of this sprint
The enemies have arrived!
In this sprint we've added some core features for a normal gameplay experience: enemy sector garrisons. So with this review you've something to fight against if you approach a sector. The focus in this first implementation is on the persistence of the garrison, so it'll be saved upon deactivation and not spawn a completely new garrison upon reactivation like it's the case in the legacy framework. There are still some tweaks to do for the garrison module, but it works fine concerning the goals for it in sprint 7. This will be the foundation for later implementation of reinforcement convoys from bases to cities etc. issued by the enemy commander. Also players should be able to build up garrisons in the captured sectors later on and manage them, as the enemy in 0.97 is meant to be more pushing then it's in the legacy framework.
We've also progressed well on the build system and it can be considered to be nearly finished. It just needs some more polishing and some smaller adjustments and later changes due to underlying modules (like the resource system). But it's now saving and loading the built objects properly and also without any misplacement issues. Placing objects like static weapons on top of other objects is also possible by directly dragging them on the roof of something for example, as it recognizes the floor/surface of the terrain or underlying object.
This caused some funny experiments during the development (which will be something we'll address, too):
Well, concerning fighting the enemies you've no arsenal implementation yet, but as the review versions have always unlocked zeus, you can spawn your stuff in or just use the vehicles you can build via the build menu (it's free for a limited time, grab your devastating war machine now!)
That's it for the 7th development sprint, but one last hint:
If you've a save from earlier review versions, you've to wipe your save!
Content of this sprint
Released sprint result
https://github.com/KillahPotatoes/KP-Liberation/releases/tag/v0.97S7
Bugs found so far
The "start menu" and intro cinematic is still causing some small issuesRemoved by b9a9507Sprint History
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