Version 1.8g released!
Available for download at MakeMeHost or at the first post in this thread. Here are some of the new cool things added in this version:
Sarin Gas
One feature which has been long in the making for this map is gas bombs, and now, at last, they are here! Mobile Artillery can now fire gas canisters (rather than viral canisters), which will spawn a gas cloud which slowly expands and deals great damage to organic units in range while also slowing them down. Dropping napalm on the cloud will ignite it, triggering a chain reaction which deals further 200 damage per explosion - this also affects mechanical units, and is a very powerful combo for killing off slow-moving zombies. Overall, gas is a great area denial weapon for preventing infantry from passing choke points, or for covering your retreat.
In the future, i plan to make Chemical Troopers immune to gas - unfortunately, i haven't been able to solve this in a satisfying way as of yet though.
Arleigh Burke-class Destroyer
This version features a new destroyer variant available for the US, Australia, Brazil, and Indonesia - the Arleigh Burke-class. With its impressive battery of 90 VLS-cells, it has a much higher fire rate than the Daring-class, but also the least hit points of all the destroyers. Its sight radius lies inbetween the Daring and the Slava. As a part of further balancing, the Daring-class has now been given a slow, but potent AA-attack; it is supposed to be an AA vessel after all.
Astros II MLRS
The Astros II is a Brazilian-built multiple rocket launch system designed to be highly mobile. It has the shortest range and lowest health of all MLRS units, but significantly higher speed, lower price, and the fastest fire rate - plus a faster missile speed, which helps against ballistic defenses. The Astros is used by Brazil, Saudi Arabia, and Indonesia.
Performance improvements
Missiles should now cause considerably less lag, and the overall game performance should be a lot smoother compared to earlier. See full change log for more info.
Full changelog:
- Changed the way missile orientation was calculated, which reduces lag and makes particles display more properly (= better visual effects for missiles).
- New unit: the Arleigh Burke-class Destroyer.
- Daring-class cruisers now come equipped with a basic AA-attack.
- The multiboards now update in their own "thread", which should probably reduce framerate stuttering.
- New unit: the Astros II MRLS. This might have been added already in the previous version, but if so i must have forgotten to mention it.
- Zombie Overlords will now properly see their biomass drain in their multiboard. Also fixed the zombie tooltip so it displays their cost.
- Made a small change to the way the radar jammer effect is applied, which should hopefully further reduce lag.
- Added Sarin Gas! Gas canisters are now launched from Mobile Artillery (instead of Viral Canisters, as previously). The gas slowly expands and deals damage/slows down all organic units inside it. Quite effective against zombies!
- Napalm Bombs will now ignite gas clouds in a chain reaction, dealing 200 damage per explosion. A single gas canister typically spawns around 12 clouds (the first cloud spawns 3-4, these spawn 2-3, which in turn spawn 1-2, etc).
- Fixed a bug (or feature?) which allowed Cthulhu to enslave you if he captured your capitol during conquest mode. This would prevent the game from ending as Cthulhu doesn't have a capitol of his own and thus can't be conquered. This also applied to neutral zombies.
- The tooltip for Spec-ops Soldiers no longer says that they can plant C4, since they have never been able to do this.