Fight against mutants for survival in this RTS wasteland. Play online in massive games with up to 32 players, or play offline in the single player campaign.
team games are just freaking awesomeHeaven Games very deep game that is easy to pick upPC Game World Trash is busting at the seams with intelligent detailsGame Tunnel very interesting and unique addition to the RTS genreOut of Eight
We moved servers (from Texas to New York) on Dec 19th. The lobby server and website were down while problems with the new server were being fixed. All servers should be running correctly now.
On-line player accounts are now bound (permanently) to serial keys, and for on-line play, you can only use one player account per serial key. The change aims to reduce smurfing and to promote team fairness.
Team balancing is easier on highly-rated players.
Improved fairness of FFA rating changes, especially for Team FFAs.
There are new slash commands.
Fixed several mission-related crashes.
Fixed clan rating exploit.
Gunships have been made more expensive.
Seven NEW missions were added
Missions 1-4 were tweaked
Fixed bug with the flee warning button (!) where it would get stuck
Tech drops are transparent now
Fixed some rare crash bugs
A new implementation of flee is in this patch. Whenever any of your units are under attack, a warning button is shown near the idle peon button. If you press the button (hotkey W) it will select the units being attacked. Pressing it twice in a row will move the camera to the units. If want to flee your units, you manually press the flee order button (hotkey E). When the flee order is given, only the selected units will flee. Units never automatically flee. Units told to flee will automatically be deselected and removed from all selection groups (unless SHIFT is held when the order is given). Unit factories have a 'Set Flee Point' button which works like the 'Rally Point' button. Units produced will have their flee point set according to their factory's setting.
Added two new missions to the single player campaign.
Fixed crash bugs -- stability should be much higher (for non-custom map games).
Fixed bug where units would continue to attack something even if given a new order.
Damage text messages displayed above units is always shown now. Previously it would only be shown for selected units.
Editor Update - added support for copying and pasting of region shapes.
Balance changes! The biggest change is moving the brawler to the chamber. Changed the cost of tanks to make them easier to get in the late game (less gas cost). Nerfed flame by giving some flame resistance to buildings. Also made changes to several other units.
Fixed a couple pathfinding bugs.
Fixed crash that could occur if you press TAB.
When a unit flees, the text is shown to everyone so you'll know if your opponent is using it.
Orientation setting for custom maps is used.
Implosion reduces the area of effect of attacks to 1/4. In the last build, it was almost reducing attacks to a point. For the supergun game mode, implosion only reduces AOE by 20%.
Units that use flee point are less cautious in the first game age than the others. Although they are less cautious, they still usually get out of harms way in time.
Fixed a bug that would cause fleeing units to sometimes return to battle.
Fixed a bug where units would sometimes not attack targets in range, if the target was recently but no longer a primary target.
Tweaked Attack-Move logic so units dont advance if they already have a good target. Previously when you issued an attack-move orders, units would usually move forward at the time of the order, even if they were already attacking something good.
UI does not show implosion as a stackable tech.
Crash reports (ErrorReport.zip) include mission files, so that I can debug mission-related crashes.
Fixed bug that was preventing Polish version from working with custom maps.
Possible sync-error fix.
Updated spawn entity list to include Super Toxic, Flame Towers, Fire Domes, Mechanic Depots, etc.
You can now move Regions and Player Starts by right clicking on them.
Limited the rate at which the Undo/Redo system takes snapshots of mission state to once per minute--because remembering the state is slow for complex missions.
Removed checks used when spawning buildings so that you can spawn an advanced garage without having a garage.
It's possible to specify the min and max count of players and teams for custom maps.
Added parameter to consider pathfinding for placement of lines of structures (walls, roads, pipe). Previously pathfind was always used, and now it can be disabled.
Placing roads will place thick roads (like how it done in the regular game). Fixed crash that would occur if placing one road on another.
Fixed a crash in the expression evaluation code.
Added new filter type "building" which is like "structure" but it does not contain non-building structures such as pipe and construction yards.
Fixed bug where it was impossible to set local variables of type 'entity'.
This patch just has bug fixes. A side effect of this patch is that EVERYONE will need to re-activate their serial key. If you lost your key, get it here: http://inhumangames.com/key