Hello there folks!
Long time no see. As usual, the progress was quite slow. During that production time, a lot of new features were developed, which I hope you will like. So without further ado, let me show you what you can find in the latest release!
A lot of new missions were created. Many thanks to Hooet for your support!
Have you ever played Swarm Rampage, the sequel to Swarm Assault? Whether the answer is yes or no, the idea for this new structure comes from that game. This new building increases unit production in all team colonies by 10%. Exclusive to only custom levels.
Another new structure which the idea was taken from Swarm Rampage. It increases the firepower of all team units by 10%. Exclusive to only custom levels.
Want more? Here’s Tesla Defense Tower, loosely based on the one which you can find in Swarm Rampage.
Since the very beginning, my original plan was to make Scorpions Defense Tower with only one spear weapon. I decided to finish what I started, so now you’ll be able to place in maps scorpion defense turrets with either two or one spear gun.
Beetle Defense Tower has some new art, mainly due to fit the size of the 1x1 tile.
OpenRA default HP bars were replaced with new ones, more faithful to Swarm Assault ones.
- Poison Mushroom creep plants
This update adds a new creep plant to the rooster. It’s a Poison Mushroom for swamp world. As usual, it’s based on Swarm Rampage’s mushroom. This plant has been in the project for a while, but I finally decided to finish it. The original idea was to recreate the plant from the SR game, especially how its projectile worked. But after some thought, I decided to give it the cluster warhead.
- Dragonfly artwork update:
The original Dragonfly artwork has a lot of holes in its sprites. It's a minor change but always welcomed.
The sidebar was updated to be more similar to the original Swarm Assault sidebar.
- And command bar was also updated:
- Legacy Map Importer - Tutorial:
Also, for those who are interested in importing legacy maps from Swarm Assault, I made a tutorial on how to do it:
Tutorial
And here other key changes:
- Engine update.
- Video support.
- Projectiles are interpolated to 64 facings
- Added missing scorpions AI for the campaign. So that means scorpions can be used as 5th real faction in the campaign.
- Optimized auto-pickup colony bit logic for units.
- Easy and Hard difficulties were updated, and added Very Hard mode too. Firepower is increased by 25% in Easy mode for players and is reduced by 15% in Hard mode and by 25% in Very Hard mode.
- Updated clock animation for production palette. Now it is based on the original one.
- There was an issue where closing the OpenSA game wouldn't close it entirely. It was still running in the background. That issue should be resolved now.
- Moved special debug units to the Support Power tab. They are available when debug mode is turned on.
- Added two extra loading screens.
- And more!
The full changelog can be read here:
Github.com
And as usual, I’d love to thank
Mailaender and
IceReaper for their help. Moreover, I’d also love to thank
Hooet for creating new custom missions and testing the project. You rock!