Progress Update 5Sat, April 19, 2025
In the time since the last update two months ago we have of course announced our publishing partnership with MicroProse, while also remaining hard at work on Strategos. See various updates below.
AI:fixes to reserve movement for cautious ai
extreme angle move to player fixes
fixes to ai shooting/move commands given while shooting
make AI better at using superior shooting advantage to draw player to them
fixes to AI very long skirmisher lines
improvements to AI use of reserves, move to morale support and mid line shoring up positions better
improvements to AI ability to meet player line and match combats as main engagement begins
AI better with flanking light horse
uniform line movement improved
cav turn in better for flanks and calculation location of player line/flanks better
AI better at remembering units they've seen already
Parthian type armies mixing some lancers and many light horse archers better about using horse archers to soften player before charging
fixes to ai orienting to player on extreme player horizontal moves, better line movement coordination with skirmishers
improvements to AI pursuit/evade collisions
fix to AI pursuit/charge follow up after routing target as flanker
non melee capable lights like slingers more likely to evade melee capable lights like javelinmen
using k means cluster analysis to massively improve AI main line advance against unorthodox player behavior
update to AI dynamic look for priority targets
improvement to use of generals by AI
nonlight evading cav better at evading steady spears/pikes
Maps:New Maps (some historical battles):
Improved Raphia, and new Grassy Flatland, Rolling Hills, Forest, Asculum, Ilipa, Mountain Forest, Flatland by the Sea, and two other additional skirmish maps
grass improvements to fading and few distance
dust in water fixes
fixes to some deployment locations and bugs
new rock, tree and water visuals
Tutorials:Two new bespoke maps for tutorials
localization and short videos to help understanding
localization of the manual.
improved tutorial text, information and bolding important info
Camera/Inputs:min zoom setting, fixes to max zoom on higher maps
improved UI-less free look/cinematic cam
improvement to left click cancel while right click dragging so don't deselect and other movement input QoL improvements
massively improved move to shoot/attack commands following of target
improved move to attack/shoot when given to multiple units at once towards same target
fixed starting camera position bugs
default post processing effects to off
UI:new Unit card and portrait visuals
new unit card routing/dispersed overlay visual
new unit banners visuals including pole/bar, star, cloth, frills, etc...
made unit banners selectable
Main menu background video
added combat turn timer circle/slider indicator on flags
new popups for if units goaded etc...
new waypoint marker visuals
made combat tooltip player vs AI order less confusing for resolution chance text
added separate music volume slider
Units/Armies:deep infantry unit type, and applied to Theban sacred band.
added leaders/officers to units (including killing them if general dies)
more civilization categories and thus leader/courier visual variety
updated Etruscan, Latin and Parthian allies lists
added Ptolemaic and Kushite allies for one another
new Elephant visuals in progress
Balance:rebalance of elephant deaths and auto breaking
balance for demo build units (Polybian Roman, Pyrrhic, and Carthaginian (Late))
Bugs:fixed some bugs with movement jankiness
fix to popup lifetime so decoupled from game pause
bug fixes to projectiles expiring
banner height fixes in trees
fixes to line shifting and unit overlap bugs
edits to pursuit times
fix to sparabara animation shooting timing
fix to combat sparring partners code
fix to pursuit direction being initially off in some cases
fixes to line shifting and flanks together
fixes to later melees following end of front melee combat bugs
fixes to blocked adjacency calculations
pike banner height fixes
adjustments to courier give orders distance bugs
updated poa charts
fixed adjacency calculation bugs
fix to units breaking out of combat bugs
fix to courier spam bug
fix to zoom/scroll window mix up bugs
more UI fixes for ultrawide
many fixes to attacks/charges caused by unit overlaps from pursuits
fix to banner rotate to face camera
pike/spear unit extreme angle reorganization fixes
fixed stab hands javelin direction for some light foot
fixed evading into terrain bugs
fixed coordination/spot assignment on certain attack commands
fixed issues with charge combat casualties calculations
fixes to skirmishers wait/shoot/move timings
fixes to flag holder positioning while in combat
fixes to AI use of guard mode and pushback
some missing tooltip translations added
fix to stop command given while in combat that caused overlap bug
Sounds:changed out/added sounds for:
-start game
-move command
-deselect
-drag move command loop
-ambient wind
-move to unit swoosh
-melee vs ranged attack command
-blocked vs un-commandable sound
-charge and rout horn sounds
-receive and fire arrows, slings and projectiles new and distinct sounds
updated sound distance settings and general audio mixing
Optimization:of world space popup messages, pooling them better
improved some debug performance on soldiers moving
improved garbage collection on highlight units performance
rewrote ammo management to be much more performant with more pooling of components and avoiding GC allocations
more caching of UI elements around unit cards
fix combat log calls to to-string for improved performance, switches to stringbuilder
cached hashsets for list of soldiers, searchable soldiers, nearby entities and such to improve garbage allocation
Text Campaigns:option to play as opposite side once campaign finished
updated alexander campaign armies, added battles of Gaugamela and Hydaspes, improved campaign text and added new campaign maps, added some new Persian units like average Iranian cav and Immortals, improved campaign translations.
Map Campaigns:Made first steps towards creating a basic, wargaming style map campaign to provide some dynamic, operational level maneuvers context for battles. It will include things like electing where to march and besiege settlements, limited fleet actions, simple diplomacy, dice rolling for most decisions, recruitment of locals, generation of armies and generals, and such in specific theatres of war (for example part of the First Punic war in Sicily).
Demo:Nearly finished with limited build for a future public Demo.