3,355 Commits over 972 Days - 0.14cph!
ForceWipe now deletes PlayerPrefs too when triggered.
Made the whole help prompt a button, as well as the X.
Help prompts now close when clicked, and save (to not open again in the future)
Setup some help prompt IDs
Help prompts will remember their closed status and not show again (when i get the buttons to click!)
New career saves start with 2 random mod slots in your inventory.
More help prompt prefab / code / setup.
more career mode help prompt wip
fixed difficulty options having a fucked up BG colour
wip HelptPrompt prefab, basic setup
wip career help prompt setup
Charged now uses the PlaceholderAttackView attack view script instead of grabber
destroy the preview unit model on exiting career creation screen so it doesn't sit in the scene forever making random noises :D
hovering over the create button on career creation screen will now punch scale and color team and manager name fields red if they're empty, to make it obvious why the create button is disabled.
added a force wipe mechanism, added a Defines.SavePath, moved a ton of save locations to use the new sub /save/ path of runtime data so I can wipe the folder without unity file sharing violation errors.
career opportunities can now occur slightly more often
tweak AI difficulty band values.
career mode AI difficulty increases during the season, starts of super easy.
ai options panel tweaks/cleanup/fixes
implemented AI difficulty selection for practice mode
more practice ai options wip: ui, code, integration to menu flow
more AI options panel work
small refactor of UIMapButton to make it more reusable
wip AI quick play options panel
added AIDifficulty enum.
AISettings now takes AIDifficulty param, sets values.
Added MoveOutOfDangerChance, AttackNoMoveChance , AttackMoveChance values, control AI.Think() decisions with them.
wip ai difficullty control.
fix for capture point NRE when completely capturing a point.
team roster background is now only shown in modal views, so in tab view you can see through to the background like the other tabs.
more units and mods available each week on the market
Fixed bug where non-career mode squad editor would set any picked up unit to being a biter...
reworked map database, now holds 2 lists, all maps and exposed maps.
maps can be flagged as exposed.
non exposed maps can still be loaded by the game if needed, but don't show up to the user - eg squad editor, etc.
Tutorial map is now set as not exposed so players can't mess with it.
squad tweaks.
rebuilt map database.
first career mode map is now a less daunting one for noobs.
deleted car1 map as it was still playing shit despite tweaks.
better career player map fixture generation (no sequential repeats)
map database utility function stuff
wip AI squad building improvements
can now back out of career create/resume
Disable sell button interaction if player has <= 8 units (so they always have enough for a match)
reworked squad loading in squad editor, now verifies the units are still owned by the player (incase you sold a unit after making a squad).
refactored squad loading code.
added validation for squad size/unit counts and warning messages, can't start a match without a valid team.
increased win/lose cash rewards
added news item for market updates.
news items now correctly hide image BG for generic news items (ie not team specific, with a logo)
WIP selling units at market.
added sell button to UIUnit_Market
added UnitSale transaction type.
CareerMarket can now transfer units from teams to the market, awarding cash to the team.
player panels now show team logos in career matches.
added static LogoImage.GetTexture(...), reworked LogoImage to use it. create sprites using it for career match UI
wip career balance changes (easier teams)
bug fixes.
version++ squads++ options++
quick code/formatting clean up of UIPlayerPanel while I'm here
exposed some career stuff in UIPlayerPanel.cs
Cancel match making when starting tutorial
fixed a bunch more bugs with exiting tutorial and then doing other stuff/restarting tutorial.
auto play AI duriung matchmaking now set to disabled by default
trying out a new team unit generation method, now specify max number of mods allowed (range) per team in each division, then they get randomly distributed around the team members
tutorial played flag is now saved in player prefs, tutorial prompt no longer appears once you've declined tutorial or played it
more tutorial integration