- 21 new units, 13 new structures, completely differentiating the two human factions.
- 2 new maps to play on (Crystal Chasm and Whispering Plains).
- FPS Commanding (using the F key), which allows you to group up with fellow units in the battlefield when playing as boots on the ground infantry and aliens.
- Massive improvements to Sandbox, laying the foundations for custom mission creation soon.
- Vast performance optimizations, boosting the experience overall.
- Numerous configurable options for Strategy, from starting distances to tech tier limits.
- Overhauled main menu to better distinguish the various forms of play.
- Revamped vote screen and role selection UI.
- Deep structure foundations allowing significantly improved structure placement.
- Unlinked structure decay, where structures degrade/die when not connected to a HQ or Nest.
- Balanced structure health, making back and forth exchanges more common and enjoyable.
- Tech tier system now based around the team rather than structure, dropping to 0 if the Research Facility is destroyed but returning to previous level when rebuilt.
- Harvester improvements to prevent them getting stuck on Refineries.
[b]Silica V0.9.0:[/b]
[code][b]Known Issues:[/b]
AI infantry cannot be commanded into vehicle transports yet
AI collision avoidance is still heavily work-in-progress
AI occasionally builds structures with their exit blocked, leading to unit pile-ups
[b]Gameplay:[/b]
Added: Structures degrade/die when not linked to a HQ/Nest
Added: Inviting and commanding AI units (up to 8) to your group as FPS player
Added: Deep foundations to all human structures, vastly improving placement
Added: Aim compensation for alien turrets (such as the Scorpion's tail)
Added: Destroy structure button for RTS Commander
Added: All Game Master UI elements are now draggable windows
Added: Refinery ramps are disabled if in the air (only 1 max)
Added: Strategy game mode match variables (starting/map resources, tech tier limits, starting distance)
Changed: Intro to Silica mission is now from the POV of Centauri faction
Improved: Jump/fall speeds of infantry and aliens for a better feel and movement control
Improved: Overhauled starting locations in all maps
Improved: Detach from wall-walking as alien when trying to walk perpendicular to wall surface
Improved: New starting spawn algorithm for Strategy game mode for fairer positions
[b]Optimization:[/b]
Added: Texture streaming to terrain surfaces
Fixed: Massive performance loss from turrets performing line of sight checks on complex structures
Improved: Objects and projectiles no longer use light probes, dramatically improving performance
Improved: Projectiles do not show model nor shadows when farther away
Improved: Structures use combined LOD groups for improved performance
Improved: Structure lights optimized by enabling them only if within distance of camera
Improved: Drawing of crystal fields optimized
Improved: Alien structures do not cause navmesh recalculations
Improved: Construction sites do not cause navmesh recalculations
Improved: UI Map icons outside of the view range are no longer calculated
Removed: Custom camera culling of structures which caused stutters
[b]AI:[/b]
Added: Aliens will try destroy destructible objects if it blocks them
Fixed: Units would sometimes incorrectly aim with the first shot with arcing projectiles
Fixed: AI would sometimes not shoot at a target when their aim tolerance was low
Fixed: Alien flying creatures getting stuck often
Fixed: If Harvesters are stuck when docking the Refinery, they are teleported
Improved: Alien creature navigation through crystal fields
Improved: Alien creature obstacle avoidance
[b]UI:[/b]
Added: Bomb bay view and impact location indication for aircraft with bombs
Added: Pings are visible on the map
Added: Indication that a structure is not linked (alien and human)
Added: Time scale display to bottom right
Added: Clicking the HQ icon shows all construction options
Added: RTS minimap alerts for important events
Added: Pulsing of structure icons on RTS minimap if unlinked
Fixed: Numerous RTS UI issues in Sandbox
Fixed: Menus sometimes getting stuck after repeatedly opening and closing them
Changed: Large FPS minimap shows while TAB is held down
Changed: Small FPS minimap view distance to fixed 350m radius
Changed: Chat is now accessible even when no team is chosen
Improved: Overhauled main menu with better categorization
[b]Technical:[/b]
Fixed: Sandbox Game Master can now hear/talk to all players in voice chat
Fixed: Vehicles with scaled wheels incorrectly calculated spin, resulting in incorrect speed
Fixed: Desynch in sleeping wheeled vehicle position versus physics position when nudged
Fixed: Projectiles could hit owner when moving at speed (Dragonfly)
Fixed: Goliath was easy to kill with area damage due to disabled obsolete weak point
Fixed: When a unit was teleported it would sometimes snap back to the previous position
Fixed: When a unit exited a vehicle it would sometimes be inside it and take damage
Fixed: Numerous save/load issues in Strategy
Fixed: When a save was double-clicked in the load menu, it loaded the save incorrectly
Changed: Upgraded to Unity 6000.0.58f2 to utilize numerous improvements and fixes
[b]Multiplayer:[/b]
Added: Multiple player teams are now possible in Sandbox
Added: Support for binding server to input IP via XML
Added: Option to cancel joining a server in the popup
Added: ExitServer command for server admins
Added: UnlinkedStructures command for server admins to disable structure decay for a given team
Added: Setting of ports via command line args
Optimized: Dedicated Server match will end round and restart after 5 minutes of no players present
[b]Balancing:[/b]
Added: Turrets are disabled if their structure is unlinked
Added: Structures pause production if they are unlinked
Added: Structures cannot be repaired if structure is unlinked
Fixed: Build queue is cancelled when structure is destroyed
Fixed: When teleporting via Teleport Station, you could remain concealed
Changed: General rebalance of many human units given the Sol/Centauri split
Changed: Passive repair speed reduced
Changed: Passive repair only to 50% of full health instead of 75%
Changed: Active repair speed reduced
Changed: Reduced cost of active repair
Changed: Tech Tier system no longer based on structure but team
Changed: Tech Tier drops to zero if no Research Facility/Quantum Cortex built, but returns once rebuilt
Changed: Halved all structure health
Changed: Increased accuracy of Heavy infantry rockets
Changed: Removed restriction of building within enemy build radius
Changed: HQ build range increased to 600m
Changed: Shocker accuracy and range increased [/code]
[i]"The palms gently rustled in the morning wind as the heat of Baltarus ramped up, the majestic flags of Sol, our home, swaying in the breeze. The warm silence left a certain sense of unease. Not a moment passed before we received the distress call. The Centauri had launched a massive assault. It was our saving grace that a Dropship arrived just before the enemy reached us, taking us to safety. We lost many good men in that defence, their sacrifice will not be in vain."[/i]
-- Arcturus' Pledge, Battle of the Whispering Plains
[url=https://discord.gg/silica-824561906277810187]
[/url]
Or on our other social media channels:
[table noborder=1]
[tr]
[th][url=https://www.tiktok.com/@silicagame]
[/url][/th]
[th][url=https://discord.gg/silica-824561906277810187]
[/url][/th]
[th][url=https://www.facebook.com/SilicaGame]
[/url][/th]
[th][url=https://www.youtube.com/@silicathegame]
[/url][/th]
[th][url=https://x.com/SilicaGame]
[/url][/th]
[th][url=https://www.instagram.com/silicagame/]
[/url][/th]
[th][url=https://www.twitch.tv/silicathegame]
[/url][/th]
[/tr]
[/table]