4,871 Commits over 2,068 Days - 0.10cph!
charger hit impact fx calling code
more charger attack wip and fixes
Fixed charger flipping 180 when doing charge attack.
CombatAction now also takes a parameter for the original attack-from tile.
PostAttackCombatAction now uses the attack-from tile not the unit's current tile to do final direction calc.
charger trail disabled by default, enabled during charge attack, disabled again after.
more charver attack view + cleanup.
added ChargerAttackView (not working yet) and set values, prefab
fix for PlaceHolderAttackView nre
last few event hookups for help prompts
pass of the default squads for current maps, making them more fun and varied
new career saves start with one mod of each type in the mod inventory
wip event triggers to automatically disable the various help prompts when completing the actions
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.