The automation tower defense RTS
Env#add
method, it will not work correctly7.0, an update that has been in development for more than 1.5 years, is finally here.
As with earlier major updates, there are too many changes to list in a single changelog - these are just the highlights.
Special thanks to the community members who helped create maps for use in the campaign:
Note: Server-wise, this release should be compatible with beta 140.x versions.
This is a minor bugfix patch, intended to be the last beta release before 7.0 is fully available.
This is a hotfix for block targeting and Steam achievements.
This version can be considered a pre-release. The Erekir campaign is complete, and now has a final sector. With the release in 10 or so days, all that remains is bugfixes and balancing.
Campaign:
v7 is now moving into the beta stage. The campaign system has been (mostly) stabilized, and all that remains in terms of content is approximately 5 more Erekir maps.
Fixed neoplasm being incinerated when contacting slag-bearing blocks
Fixed tank units not working correctly in mods
Fixed ground units moving too "smoothly" around corners
Misc balancing
Made Corvus and Vela no longer stop to shoot when commanded to a target
Made internal 'Canvas' block show up on Erekir - not particularly useful, but some may find it interesting
Made liquid tanks/containers solid and targetable by turrets again
Made mirror filter support increments smaller than 45 degrees (contributed by @hortiSquash)
Made neoplasm slightly more dangerous / spread faster
Removed the 'unit ammo' rule from custom game selection - this rule never worked properly on Erekir, is not balanced, and is seldom used
Improved planet selection UI
Improved item/block selection UI in certain blocks (contributed by @MEEPofFaith)
Added Heat Router block (Code contributed by @l-Luna, sprites by @kapzduke)
Added unit cost multiplier rule (Code partially contributed by @Ilya246)
Misc improvements to AI behavior in "RTS" maps
Mixed tech is now disabled as an option in new maps; the two tech trees are not meant to be used together - no, I will not be changing this back
API change: Made Separator class use a drawer
field like GenericCrafter
Added several new maps [Campaign]
Added first-time planet/campaign selection dialog [Campaign]
Made 'global items' of Erekir and Serpulo separate [Campaign]
Removed Tantros from solar system, visually [Campaign]
Removed shield breaker block [Campaign]