Latest Releases
The latest release history in reverse chronological order.
2023-02-22: Update 2.9.78 - Campaign Chapter 06 & Research Tree
- Campaign: Chapter 06 added. The latest on Agent Johnson and his mission to find his family!
- Tech Tree: the tech tree is now fully accessible in-game and allows to research all other tech. It can optionally be disabled and optionally be set to start with no advanced tech at all.
- Added "Research Center": produces research points to advance the tech tree.
- Added "Tech Snatcher": can steal tech from enemy units.
- Commando Robot: new Commando Robot that shoots "Photon Bolts". The other robot is still buildable by ELC and shoots Rockets.
- Control Allied & Enemy Units: fun mode "Map Control" added where you are able to control all the troops on the map, including enemy units!
- King of the Hill (Goal): improved rendering of enemy timer when the structure is under enemy control.
- Ancient: they can now also build shielded harvesters and shielded uranium miners.
- AI: now able to perform research also including construction of research centers.
- Balancing: Dogs have slightly weaker melee attack.
- Balancing: Helicopters with slightly stronger defense against missile attacks.
- Balancing: Fluffy, the dog, can now detect cloaked units when in vicinity.
- Balancing: Ancients can now also access orbital nukes.
- Balancing: Tech tree adjusted so it makes more sense in regards to research available.
- UI: improved by removing buttons with 'x' so it looks less cluttered.
- UI: joining a game now allows selecting the faction color also!
- UI: generic faction names updated (without color in the name, as the color is now selectable).
- UI: hiding time of day, solar flare and wind information on narrow screens (to remove clutter).
- UI: minor update for rankings table coloring.
- UI: map filter allowing to search locally installed map scenarios by number of players, teams and if balanced or not.
- Editor: dropdown for rotation & clicking the right-mouse button to change orientation are now synced (for clarity).
- Editor: option to edit multiple objects at once (modding).
- Graphics: Outline shader for when troops are hidden behind trees/structures. Must enable full level of details to view it!
- Graphics: Civilian Jeep graphics updated.
- Graphics: Civilian Speedboat graphics updated.
- Graphics: Agent Johnson graphics updated.
- Graphics: Wife, Logan and Penelope graphics updated.
- Graphics: Fluffy graphics updated.
- Graphics: Laborer graphics updated.
- Graphics: Nurse graphics updated.
- Graphics: Militia graphics updated.
- Graphics: icon for "No Driver" updated (minor).
- Graphics: '66' correctly rendered in dialogue when flipped.
- Graphics: cleaned up artifacts for willow tree.
- Graphics: CH01 comic slide 1.19 cave exit graphic updated.
- Modding: IMPORTANT -- please update your existing maps, so the new generic faction icons still work (not showing with new version anymore).
- Modding: Research needs to be enabled for each scenario separately for existing maps (given they need to be updated first!).
- Modding: "setup.hjson" renamed to "style.hjson" (also, the element is called "style" (not "setup") anymore!
- Modding: renamed element "tone" to "hear" (less ambiguous).
- Modding: option to compare (or not compare) altitude for proximity trigger.
- Font: missing glyphs added to bitmap font for misc. languages.
- Achievements: added to Android & iOS.
- Game Listing: the spectators/watch panel has now a [List All...] button that lists all the games in the system across all the servers.
- Steam Browser: now disabled and the game uses a regular browser to open link (some stuff just doesn't work right with the Steam browser).
- Language: latest translations added - Thanks :-D
- Language: minor spelling fixes.
- Maintenance: login functionality on Droid updated to latest auth-method (potentially reduces problems when logging in?).
- Maintenance: betting setup option also removed from events setup (moderator function).
- Maintenance: Droid updated the use app bundles (*.aab).
- Maintenance: build system updated to gradle 7.6 (from 6.9.2).
- Bugfix: Matter & Uranium Fabricators hat wrong 3D-ordering for lit doors.
- Bugfix: Status Bar icon didn't work due to missing library include.
- Bugfix: killing Logan doesn't trigger "Player Eliminated" anymore in CH05/M03.
- Bugfix: editing an object (e.g. wood stack) doesn't reset its current orientation.
- Bugfix: properly updating the faction dropdown on the multiplayer join-screen (when the current selection was taken).
- Bugfix: preventing players to join another player's faction during LAN games.
- Bugfix: flexible resizing for fixed UI elements via "GUISizeFixFlex" didn't always work properly (wrong initialization).
- Bugfix: approving (or rejecting) a large number of transactions could result in a network timeout because it took too long.
- Bugfix: bugfix for certain HTTP calls having GET/POST and Content-Type wrongly defined.
- Bugfix: path-finder was initialized to late potentially causing sync-issues between client and server.
- Bugfix: improper screen context size when application exited fullscreen mode via outside call (not from within game).
- Bugfix Crashes: displaying movement info for static object.
- Bugfix Crashes: displaying strength/HP of an object.
- Bugfix Crashes: missing graphics e.g. in modding could produce crashes due to font methods being called outside the render thread.
- Bugfix Crashes: when viewing (but not joining) a game when not logged in.
- Bugfix Crashes: 'Rot' class wasn't properly initialized (on iOS and potentially other platforms).
- Bugfix Crashes: when viewing LIVE standings with ELO.
2022-12-09: Update 2.8.74 - Campaign Chapter 05, Balancing & Misc. Including Bugfixes
- Campaign Chapter 05: the latest story campaign chapter with the cartoon. Follow Agent Johnson on his missions.
- Battle Map 03: now available for download and play. Has a few regular scenarios and also a randomly generated map.
- Tactical Napalm: ballistic missile carrying napalm added.
- Sniper Graphics: updated to better suited graphics.
- Dialogue Character: Logon Johnson added as character.
- End Screen for Campaign: slightly different end screen for a campaign when a mission succeeded or failed (less intrusive).
- Audio: Sound FX for robo deaths updated (non-human now).
- Balancing: slightly increased the cost of shielded tanks (Ancient Tech).
- Balancing: regular ballistic missile (non-nuke, "Tactical Missile") inflicts + 50% more damage.
- Build Queues: reset to default values when the owner changes (e.g. for towns that were taken over).
- Cancelling Upgrades: pressing the [Stop] button now cancels upgrades (e.g. for T-Collectors). The full amount of assets is always returned.
- Website: Rankings now available on the website at http://www.retrocommander.com/ranking.html
- Website: Release history now available on the website at http://www.retrocommander.com/history.html
- Website: Server status now available on the website http://www.retrocommander.com/status.html
- API Addition: .../arr/
[, ] can be used to query a list with given IDs (e.g. for querying users). See API documentation for details. - API Addition: option to query standings table and ratings of users. See API documentation for details.
- API Addition: profile query now also returns links (if available).
- API: profile pictures are now served cached for 30 minutes.
- Markup: the markdown code for strikethrough has been changed from '--' to '~~'.
- Markup: italic text can now be marked using "*|italic|*".
- UI: Info popup panels now span the whole window height.
- Modding Guide: updated with additional links to the modding tutorial videos.
- Modding Guide: slightly updated with further information regarding image formats and other technical stuff.
- SSL: All websites now switched to secure http, i.e. "https://...".
- SSL: Redirect to secure site at https://... automatically (.htaccess).
- SSL: Error reporter, if chosen to be used, now also uses SSL when sending a report (mail.php).
- Audio: asynchronous audio library now on Droid to improve performance.
- Sync. Errors: wrote a simulation program that tries to find synchronization errors by running & verifying the game update loop and AI.
- Language: latest translations added - Thanks :-D
- Language: some of the supported localizations now also listed for the app store (iOS).
- Language: to prevent abuse, the translation system is now only available to accounts that are 3 days or older (not new accounts).
- Maintenance: main server moved to Hetzner.
- Maintenance: migrated the map download server to a new provider due to cost & misc. (Hetzner).
- Maintenance: Jetty server updated to 9.4.49.
- Maintenance: Multiplayer socket-server logging updated/fixed.
- Bugfix: games would not properly synchronize anymore, if e.g. a transformer tank was transformed on a transport ship (recon grid went out of sync.).
- Bugfix: The [Stop] button would be selectable for T-Collectors, whereas stopping was not possible (auto-job).
- Bugfix: removal of models from maps didn't properly work (errors fixed).
- Bugfix: Server doesn't store initial username as "Contact Name" anymore (wasn't really intended).
- Bugfix: generating explosions/etc. via trigger will not start them in the air (but ground).
- Bugfix Crashes: for old maps with missing assets!
- Bugfix Crashes: for 32bit/64bit mismatch for DLLs (e.g. Discord).
- Bugfix Crashes: when showing movement info panel for troops when the object has been destroyed.
- Bugfix Crashes: when checking if an temporary object belongs to the same team.
- Bugfix Crashes: when joining a LAN game, the application would crash if the required map was not installed, i.e. the required assets could not be loaded.
- Bugfix Crashes: while saving unknown file extensions.
2022-10-13: Update 2.7.64 - Campaign Chapter 04, Balancing, AI, UI, Keyboard Shortcuts & Bugfixes
- Campaign: Chapter 04 with 4 missions & comic released.
- Campaign: option added to reload the mission right away if it failed (instead of going back to the comic first).
- Campaign: CH01/07 comic frame updated (AJ).
- Battle Map 02: 3 vs. 3 scenario added!
- Squads: structures can now also be marked as squads 1-8 for quick access (still not able to move due to obvious reasons).
- Idle Robos: multiple build robos will be assigned to construction if they would be idle otherwise (rather than max. 1).
- Power Grid: improved visualization on map on which areas are powered or not!
- Video Introduction: introduction for GRA Tech (Stealth) at https://youtu.be/sAvvejSgimM
- Video Introduction: introduction for ELC Tech (Robots and Airships) at https://youtu.be/6HV4eO9T4kk
- Video Introduction: introduction for IDB Tech (Hover & Drones) at https://youtu.be/SLw-nwUm6H8
- Video Introduction: introduction for Mayan Tech (Decoy & Portals) at https://youtu.be/04mJyoTme7c
- Video Introduction: introduction for Ancient Tech (Shields) at https://youtu.be/izH4JSpRUzQ
- AI: improvement for calculating if we can afford units or not.
- AI: limiting number of aircraft carriers/etc. built if not enough planes are available.
- AI: filling aircraft carrier with troops improved by going to location where there are available planes or helicopters.
- AI: increased building of transport ships and barges.
- AI: limiting number of flying transports construction if too many are unused.
- AI: improved finding of attack locations. Prevents targeting of walls, i.e. focuses on structures of interest more.
- AI: builds bases slightly faster due to better assignment of workers.
- AI: limiting the number of airfields (was too many before).
- AI: not targeting enemy rocks/etc. marked for removal anymore.
- AI: bugfix for determining the percentage of factories already built.
- AI: bugfix for getting stuck trying to capture or loot if the target object was hidden behind fog of war.
- AI: bugfix for not setting build robots back to auto-movement after being transported to e.g. an island.
- AI: bugfix for turning off all production instead of just e.g. the matter to uranium converter (once a certain amount of matter was reached).
- AI Loop: will use less resources e.g. when a game hasn't started yet or is finished (to save energy).
- Attack Radii: now more visible and animated by default.
- Chinook Auto-Unloading (Trial): this is a test to always have chinooks auto-unload their troops when they land. Works nicely in combination with multi-waypaths where they return to e.g. the original destination when unloaded. Please provide feedback!
- UI: Indicator "No Power" added if a structure isn't connected to power.
- UI: not showing parachute in UI for troops (only showing the parachute on the map when parachuting down).
- UI: a more detailed popup for selected units can be opened showing speed, attack and defense parameters etc.
- UI: each faction now has a listing that shows all (1) its troops and (2) its structures.
- UI: tutorial info panel now animated with '>' pointing to the location.
- UI: tutorial info panel has no an animated comic figure.
- Mouse Scroll at Screen Edge: pushing the right mouse button when at the screen edge will scroll the map at 2x speed.
- Mouse Scroll Mini-Map: dragging the overview map will go to the location right away (smooth-movement disabled).
- Keyboard Shortcut HOME: opens the in-game menu (instead of previous 'F10').
- Keyboard Shortcut ESC: now also opens the game menu when in the game (can be disabled as needed).
- Keyboard Shortcut 'H': centers the screen around the commander.
- Keyboard Shortcut 'B': selects all combat ground troops visible on the screen.
- Keyboard Shortcut 'N': selects the next unit of the same type.
- Keyboard Shortcut 'U': opens and closes overview map (instead of previous 'F11').
- Keyboard Shortcut 'Y': detonates an object (if possible).
- Keyboard Shortcuts F01-F24: for map build menu, i.e. to build on the map.
- Keyboard Shortcuts F01-F24: to select hosted troops.
- Keyboard Shortcuts F05(!)-F24: to build troops inside factories.
- Keyboard: shortcuts 'M' and 'N' for chat removed as they interfere with other key bindings. Use ENTER (or ENTER+SHIFT) instead.
- Keyboard & Building: pressing SHIFT during building allows to place 1x1 objects in an area on the map (ditto landmines).
- Balancing: Rocketeer slightly more expensive.
- Balancing: Napalm troops slightly more expensive.
- Balancing: mechanized troops slightly weaker against laser.
- Balancing: troops are now about 20-30% faster to build.
- Balancing: gas extractor for hover takes longer to initialize.
- Balancing: walls are now slightly faster to build.
- Balancing: bombers slightly stronger against missiles.
- Balancing: satellite stations can now be captured by assimilators also.
- Balancing: assimilator restores 50% of health (not just 25%) when taking over.
- Balancing: mobile EMP-field reduced from 5.0 to 4.0 distance. Also, cost of troops improved to prevent them being too powerful.
- Modding: trigger effect added that allows swapping ownership of an object.
- Modding: Agent Johnson's dialogue graphic now also has a version with stubbles. If used, please update your map configuration with the latest bundle.config, otherwise Agent Johnson will render without head.
- Modding: spawning now possible without unit inside. For example, spawning a commando robot now possible without commander.
- Modding: please apply the latest bundle.config and re-upload the maps to have the latest functionality incl. icons integrated - Thanks!
- Modding: option to set an AI difficulty level when testing a scenario.
- Graphics: slight performance improvement rendering scaled animations (by not trying to crop).
- Graphics: improved compression of animations for frames that have the same color (combined).
- Graphics: improved layout of UI elements on small screens (also works better on 1280x720 for e.g. recordings).
- Sound FX: audio effects for targeting are only repeated if (1) a unit or group has stopped moving or (2) a new selection was initiated.
- Manual: explained that multiplayer games can potentially be deleted by the moderators (e.g. ganging in non-gang games, farming of rating points etc.).
- Manual: explained in more detail that circumventing the spam filter via modified binary might result in appropriate actions against a player.
- Admin Guide: the information how to access the moderator inbox has been moved from the pinned post into the admin guide. It's the "Moderator Email" section.
- Discord Game SDK: integrated so the status is correctly displayed in Discord. There is also an option to spectate or join games now.
- Language: latest translations added - Thanks :-D
- Language: texts updated to better describe what certain structures do (e.g. need harversters for ore refinery).
- API: added more details when the API for "play" and "game" gets queried.
- API: functionality "ro-enrol" added to query users as to which "play" and "game they are enrolled in, including their status (e.g. if turn was entered).
- API: manual updated with latest information how to access "ro-enrol" for plays and games.
- Steam Binary | IMPORTANT: I updated the Steam binary to better support Mac OS on M1 CPU. It's possible that the update inside Steam doesn't properly work, especially on Windows. Please uninstall the game first, then reboot and then reinstall if you are having problems. In some cases, also delete "jre" directory inside the game's folder inside Steam before reinstalling it. Sorry for the troubles.
- Launcher: better auto-detection how the game is launched (e.g. itch or gj).
- Maintenance: logging improved to proper track socket servers to verify the properly exit.
- Maintenance: updated to Google Billing 5.0.0 (from 4.0.0).
- Maintenance: updated Droid to version 13 (API 33).
- Maintenance: reducing jars required when running the status bar daemon (less likely to not work).
- Maintenance: improved performance when outputting FPS, MEM etc. overlays.
- Internal: boot-animation now based on internal video clip format (more customizable).
- Bugfix: troops with auto-attack disabled would potentially still attack enemy structures when they were in the way!
- Bugfix: making sure build robots still build in different sectors even if some robots had auto-movement turned off (prevented anything from being built)
- Bugfix: map does not continue scrolling when the game window is out of focus.
- Bugfix: plane wreck 03 could not be removed by the build robots (potentially blocking the AI from working correctly).
- Bugfix: robo mechanic would not automatically repair troops (was only checking structures which it could not repair anyways).
- Bugfix: intro mission tutorial not working properly if less than 3 battle battle tanks were fully built before the last 4.+ one was constructed.
- Bugfix: connection error to Steam API prevented players from logging in (API call rewritten from direct socket call to URL connection).
- Bugfix: no trying to unload planes and helicopters when a carrier or battle ship move to the coast.
- Bugfix Crashes: potential fix for crashes when a game is exited to quickly (before it really started).
- Bugfix Crashes: if the clipboard couldn't be obtained.
2022-08-14: Update 2.6.59 - Campaign Chapter 03, Balancing, Movement, UI & AI
- Campaign Chapter 03: next campaign chapter with 4 missions & comic released.
- Battle Map 02: randomly generated maps now use "full shroud" where none of the map is visible.
- Battle Map 02: additional randomly generated map scenarios added.
- Random Map Generator: improving spacing between factions (so they are not next to each other).
- Balancing: max. number of hosted troops is now 8 (instead of 6). However, factories producing troops are now limited to a max. of 4 (instead of 6) hosted troops.
- Balancing: chinooks can now host 5 troops (instead of 4).
- Balancing: barges can now host 8 troops (instead of 6).
- Balancing: min. distance to beach for wall & gate building removed (walls can now be built anywhere again no matter how far from the beach).
- Balancing: small power pole slightly weaker.
- Balancing: ground turret and transformer turret had too strong of a defense against bombs (additional '0' gave it 10x the defense by mistake).
- Balancing: cloak vision range for radar slightly shorter.
- Balancing: dogs have vision for cloaked troops when next by.
- Balancing: cost-performance ratio for Fusion Plant fixed so it makes sense in the grand scheme of things.
- Movement: troops are now attacking walls/gates if they are in the way where they are going.
- Movement: resetting a job-target if the movement target was replaced.
- Movement: harvesters can now be sent to locations manually to mine (overrides auto-mining).
- Movement & Job-Scheduling: builder robots too slow to respond with e.g. 12 AI players. Better assignment of build robots to job locations (also updated fixing robots).
- Graphics: desert tile added.
- Graphics: misc. razed graphics for chairs, altars, antenna and pillars.
- Graphics: hellfire huey had the stationary rotor blades placed to far down (moved to proper location).
- Graphics System: changed to using the ANGLE wrapper for OpenGL starting with just Windows 10+ (instead of Windows 8+).
- Game Loop: improved loading of troops into multiple hosts (e.g. 50 tanks into 25 heavy lifts).
- AI: AI now runs on a separate thread increasing the speed of the update loop! Also, the AI can now run many more calculations at the same time as it won't affect the main core loop anymore.
- AI: crash handling added so that when the AI crashes (generally rare), it is restarted internally (rather than letting the game crash).
- AI: not rebuilding destroyed structures right away anymore (to get them destroyed right away yet again).
- AI: stronger AI focuses more on attack by not building landmines.
- AI: not wasting assets on matter and uranium fabricators at start of the game anymore.
- AI: considering locations where they have factories or misc. production facilities as base centers also.
- AI: more careful when opening loot crates (considering some are booby traps).
- AI: casual AI doesn't build walls and perimeter defenses.
- Modding: trigger condition for proximity now allows excluding nukes & stuff if desired (checkbox added).
- Modding: triggers with forever or multi-action will not trigger again until the trigger condition becomes false first.
- Modding: map generator updated to also consider sand/desert tiles.
- Modding: hidden spawn area added (in addition to the visible one). In case the spawn area should not be shown on the map.
- Modding: "Auxiliary" factions, e.g. "Pan-Am Auxiliary", added for the main factions (for campaign story).
- Modding: option for "full shroud" added which completely hides a map and it's land/terrain outlines.
- UI: reworked how hosted troops are shown. Improved the display for factories. Also, hosted troops are shown as well if multiple units are selected on the map.
- UI: also showing the actual number of selected troops if they are 2+.
- UI: 3D-effect for campaign button added so it's more clear it can be clicked!
- UI: FPS or memory consumption display can now be turned ON/OFF anytime (without exiting the game).
- UI: option for LAN-games now also available in the "Multiplayer" section of the game.
- Language: latest translations added - Thanks :-D
- Language: misc. minor spelling fixes!
- Performance: AI now runs on a separate thread.
- App Size: improved and changed some sound FX & music files to reduce app file size.
- Maintenance: Mac OS X signing certificate updated (till 2027-02).
- Internal: internal mail notifier for server status updated to port 465.
- Bugfix: time would drift in multiplayer matches very slowly resulting in a -1 second reset every so often. Smoothing out of time step.
- Bugfix: preventing seams on iOS for zoomed maps (maybe due to retina displays?).
- Bugfix: bombers and other long-range troops would take off and land forever ("flashing"). The fuel level to take off was less than the fuel level when they had to refuel.
- Bugfix: proximity trigger doesn't trigger anymore when the target-location has been destroyed.
- Bugfix: spawning of air units didn't always properly work (e.g. Rocketeers). Also, it could break spawning of other troops also.
- Bugfix: radiation now still appears even if e.g. landmines are placed upon Uranium.
- Bugfix: superiority tank moved to decoy factory (was previously assigned to Mayans but not the factory it could be built).
- Bugfix: random map generator wouldn't properly update the cache after a new map was generated.
- Bugfix: troops not moving in air towards a target when parachuting down.
- Bugfix: selecting the nuke button deselects the current troops incl. squad selection (otherwise the nuke didn't properly work).
- Bugfix: prison & troop transport with soldiers inside were moving to the edge of the map when trying to attack structures/troops.
- Bugfix: robo repairer not always repairing if there were damaged troops also.
- Bugfix: custom keyboard mappings weren't properly saved resetting them when the game was restarted.
- Bugfix Crashes: setting a trigger to patrol between points would result in crashes as the way-object wasn't properly copied and recycled after 1 run.
2022-06-28: Update 2.5.50 - Campaign Chapter 02, Troop Movements and misc. Updates
- Campaign CH02: chapter 02 of the campaign is now available! Sorry for the wait, the comic & missions just took a while to finish.
- Map Building: idle troops will move out of the way when trying to place a structure to make room for the structure!
- Balancing: large structures can now also be affected by EMP.
- Infrastructure: re-ordered road to come up later in the list (not as first item under "Infrastructure").
- Supremacy Objective: slightly increased the victory condition to end slighlty less early.
- Movement (Attack): not moving away from target when attacking and already close by.
- Movement (Bombers): long-range bombers (or general long-range planes) don't need to be fully refueled to take off again.
- Placing & Radii: building radii are now also shown when a structure, e.g. a turret, is being place on a map!
- Map Downloads: the download and list of maps now indicated if a map used an older version or is customly modded.
- Settings: option "Thick Unit Radii" to show distances of troops with thicker outline (so it's easier to see).
- AI: also considers smaller locations for a base if existing structures are present (will start building troops/etc.).
- Graphics: animation when a structure is affected by solar flare activity.
- Graphics: animation when a large structure is affected by EMP.
- Modding: all the files needed for modding, i.e. the bundle.config and imported files, are now inside the binary! You don't have to download the latest version from the website anymore. They are located in the user_rco/mod/* directory inside the binary. The template has been removed from the website as a consequence.
- Modding: the folder on how to do "custom" modding is now included with the binary also. To link to the "include.hjson" you can use the parameter "$DEFAULT.INC" in the import list and it references the latest template inside the binary.
- Modding: to do custom modding by modifying the default files, please copy the template from inside the binary to another folder on your computer. Changes will otherwise overwritten by future updates!
- Modding: maps with older balancing will now be marked with a warning "old config" in the download section! Please update your maps with the lastest configuration and upload again to have the warning hidden.
- Modding: Custom modded maps will be marked as "custom" in the download section.
- Modding: 'typeOrder' just below 'type' allows to order structures to be built in the build menu (the higher the integer/ID the later in the list).
- Modding: parameter 'lenReady' defines the fuel level at which a plane (e.g. bomber) can still take off.
- Modding: it's now possible to remove models from a map (use carefully!).
- Modding: inverse trigger pre-condition can now be set for triggers also, i.e. if not true.
- Modding: renamed "Activate Map" to "Focus Camera" for the triggers to make it more clear what the effect does!
- Modding: if affected by solar flare now defined via parameter "modFlare" (instead of just being defined via the energy item).
- Menu UI: making it more clear where to find the campaigns. Also better coloring for the campaign panel.
- Sound FX: added a sound FX when a dog was killed.
- Investigation: investigated tutorial award not given out for when the tutorial was completed. Seems to give out the awards just fine, i.e. cannot reproduce problem).
- Manual: manual updated explaining that "Blackmail" is not acceptable behavior.
- Language: latest translations added - Thanks :-D
- Bugfix: deconstructing a structure would result in the assets to be returned multiple times if multiple build robots were used.
- Bugfix: making sure rockets don't pass through cave walls. Fixes https://www.reddit.com/r/retrocommander/comments/v2bocu/bug_report_command_robot_can_fire_through_the/
- Bugfix: the barge couldn't be recycled (was not listed in the small shipyard).
- Bugfix: dogs couldn't be healed (where not listed in the corresponding structures).
- Bugfix: tooltips in menu screens also show when scroll panel is activated.
- Bugfix Crashes: during custom modding if either walls or gates were not available, i.e. 'null', the AI would crash.
2022-06-08: Update 2.4.47 - Roads Building, Walls Placing, Balancing, Modding & Bugfixes
- Road Building: it's now possible to do road building.
- Wall Building: walls need to now be slightly placed away from the beach.
- Balancing: Fighter Jets stronger in attack and defense against missiles. The jet also travels slightly further.
- Balancing: Bullet Tank/etc. was too strong Reduced the attack ranges of all troops with "Dual Bullets" except for the fighter jet.
- Balancing: Sniper bullet hit points reduced.
- Balancing: Dolphins slightly more expensive?
- Balancing: Portals can now take 2.5x more damage and are slightly cheaper.
- Balancing: Power Bypass can now take 2.5x more damage and is slightly cheaper.
- Balancing: Booby Trap that can be built now stronger and with slightly larger radius.
- Balancing: Shields are now fully blocking napalm and are generally more effective (except EMP). Please read the updated guide for details.
- Balancing: Hovertanks have slightly higher HP and run faster on land than most other tanks.
- Balancing: Superiority tank is now weaker against air targets (about 50% of original offensive capability). Also slightly more expensive and armor reduced.
- Balancing: Snipers are now with ELC (Robots & Airships).
- Balancing: Superiority tanks are now with the Mayans.
- Balancing: Cloaked troops have a slower rate of firing.
- Balancing: Radar tower can detect stealth troops further out.
- Balancing: Drones have slightly stronger defense against missiles.
- Balancing: Rocketeer moves faster.
- Balancing: Vehicles (e.g. Tactical Submarine) with nukes take now longer to reload.
- Balancing: Militia soldiers now weaker.
- Balancing: Turret ranges extended to make them more useful.
- Official Events: there was a bug in the verification code preventing an official event game from being started ('null' pointer).
- Chapter 01 (default map): updated the missions and fixed some inconsistencies with the comic. Also update Mission 03 to make it slightly easier by having Fluffy show the way for people that cannot find the portal.
- Battle Map 02: background music is now also used for the randomly generated map!
- Modding: update for trigger condition for obtaining assets to also allow to trigger for total held (not only increment).
- Modding: old bench graphic, chairs, altars etc. added.
- Modding: additional dialogue character added in addition to to "Major Tom".
- Modding: specific units and structures can now be disabled for each faction (e.g. for campaign where not everything should be available just yet).
- Modding: remove the "include_all.hjson" (not that troops and structures can be blacklisted within the editor). If you made custom modifications, simply include the "include.hjson" (given the include_all.hjson has been removed as it is redundant).
- Modding: there is now a map object that can be used to adjust wind to 0%, respectively 100% (intended to be used in combination with triggers).
- Modding: option to set the initial shield strength when placing shielded troops.
- Modding: default map screenshot directory is now the same directory as where the edited map resides.
- Modding: example added on how to add custom mouse cursors (select-cursor).
- Modding: template.ZIP updated with the latest. Please update your map with the latest template if you are using the dialogue characters. Some of the internal IDs for dialogue graphics are slightly altered!
- Language: latest translations added - Thanks :-D
- Language: improved descriptions for "All Maps & Modding" and "Modded Maps". For "Modded Maps" you get ALL the modded maps (not just a single map). It just excludes official maps.
- Language: misc. fixes for spelling.
- Bugfix: squad reset to 'null' if a unit component is recycled (probably didn't cause any problems).
- Bugfix: binary 2.3.43 didn't have fluffy. Added in small patch.
- Bugfix: Robo Mechanics didn't properly repair tanks (job-function) when alone or when in squad.
- Bugfix: exporting factories and some other graphics didn't work due to images sizes being 0x0 or negative (mirorred).
- Bugfix: custom display scaling correctly initialized when the game is restarted.
- Bugfix: tooltip for awards properly reset when touch is gone (could stay visible for long-touch!). Fixes https://www.reddit.com/r/retrocommander/comments/v0xptx/bug_report_screen_forgot_to_redraw_after_popup/
- Bugfix: network adapter on Android + iOS should now show the correct local IP (not 127.0.0.1).
- Bugfix: making sure that the Advanced tutorial mission doesn't get stuck when moving fighter jets onto the carrier. Fixes https://steamcommunity.com/app/338820/discussions/0/3390660679624131020/
- Bugfix: spawning didn't properly work if only a commander and no support troops were defined. Fixes problems in "3vs3..." map.
- Bugfix: dialogue character size increased to 400x420px (from 400x400px) so the helmet for Major Tom doesn't get cut off in full portrait view.
- Bugfix: near condition is not triggered for events when the trigger is removed (would automatically execute when removed).
- Bugfix: trigger for intro mission tutorial and moving to enemy coast triggered too early (by non-movable vision object).
- Bugfix Crashes: when creating a new campaign mission, the default figure head for failed missions wasn't set.
- Bugfix Crashes: when inspecting the group of a player while not joined (e.g. spectating).
- Bugfix Crashes: during squad movement when there was no beach/coast area available (i.e. 'null').
2022-05-21: Update 2.3.43 - Bugfix for Desync. in Multiplayer Game, Modding Update & Bugfixes
- Sync. Error: the AI modified a random number generator in the core game loop it shouldn't cause all clients to be out of sync after a short time (butterfly effect).
- Sync. Error (minor): auto-entering a captured unit such as a chinook could potentially lead to synchronization issues (code removed).
- Modding Intro: there is now a introduction video for modding available on YouTube at https://youtu.be/d7ZMeS9HkXk
- Modding /w Custom Units: explains how to create your own custom units and such. Available on YouTube at https://youtu.be/lVFtDx7VcRw
- Modding: the editor now allows exporting the raw object graphics used by the game. Available via "Export Graphics" in the [Edit] menu. This can be used as a starting point to potentially fully customize troops and structures and more.
- Modding: the "custom" folder in a template.ZIP now contains a working tank model example on how to add e.g. a custom tank graphics. Comments included!
- Modding: I updated the template.ZIP with the latest fixes and balancing (e.g. bullet hovertank with wrong sound FX). Please apply it and upload a map update if you have the map uploaded to the server. Thanks!
- Modding Manual: updated with image formats and sound formats supported. Also further detail on map uploads and versioning.
- Modding: 2-figure dialog can now also be configured to have the 1. figure blank (just on right-hand side). Used in campaign and for triggers.
- Modding: Fluffy added as dialogue character (pending final graphics). template.ZIP updated also.
- Language: latest translations added - Thanks :-D
- Maintenance: keeping better track of sync. errors in the 'pass'-grid by storing additional details.
- Bugfix: change the '+' keyboard shortcut to '=' key as it seems to work more reliably (can be adjusted in the settings as needed).
- Bugfix: the redirect to a website didn't work on Steam if the Steam overlay was disabled.
- Bugfix: there was a crash creating a multiplayer game.
- Bugfix: updating a map with custom assets didn't properly retain the new assets during the update (it required re-loading the map to properly work).
- Bugfix: spawning function only spawns the commander once (no commander re-spawn).
- Bugfix: setting up a trigger that spawns troops didn't work properly.
- Bugfix Crashes: if the job target had the wrong type (possible due to sync. error?).
- Bugfix Crashes: if a host we move to had the wrong type, i.e. not a host.
2022-05-18: Update 2.2.41 - Hosting Games now Free & Steam DLC to Unlock Current & Future Maps incl. Campaign
- Steam DLC "All Maps & Modding": the game can now be also purchased also via the "All Maps & Modding" DLC. This includes everything for single player including the campaign, LAN or WAN games. This covers the same as the corresponding "All Maps & Modding" that is available in-game.
- Steam DLC Purchasing Options: I removed the other options for purchasing maps (based on player feedback). It's just "All Maps & Modding" (either via DLC or in-app). If you made a purchase for a single map or you purchased just modding, you might want to get a refund, given there is now no more other options to complete the set on Steam. Contact me under user "noblemaster" in-game via private message and ask for the refund. Sorry for the inconvenience.
- Hosting Games: hosting games over the official servers is now free. The original goal was to cover hosting fees but also encourage players to join other players' games. Given hosting games is now free, giving 5 coins per day to each player isn't really needed anymore and the amount has been reduced to 1 coin a day.
- Maps Updated: default map and "Battle Map 02" now also have a 1 vs. 1 scenario.
- AI: the AI should now build troops early on in the 4 vs. 4 vs. 4 scenario (BM 02). It should also build troops earlier in other maps.
- AI NOTE: I'm aware the AI needs some more work. I'll spend some time, but there are quite a few smaller things that I need to focus on first incl. bugs. Please wait.
- Map Zooming: the minimum and maximum zoom level can now be configured in the settings. It's now possible to zoom in up to 2x of the original and zoom out 2x further. Please note, zooming out too far might potentially cause performance issues for rendering on some devices.
- Display Scaling: the display scale factor setting had the scale into the wrong direction. It's now fixed. If you had it set before, it was reset due prevent problems. Please re-apply your setting again, sorry for the inconvenience.
- Mouse Middle Button: the mouse middle button (if available; possibly "merged" with mouse wheel) allows dragging the map when pressed.
- Key Binding: Grave character '`' with follow-up '1' to '9' will select a ICBM. Grave button can be configured in the settings.
- Key Binding: pushing the SHIFT key during ICBM selection will select up to 4 ICBMs (instead of 1) if available.
- Key Binding: F10 will now bring up the game menu with settings & exit option when pressed in-game. F10 can be configured via settings.
- Key Binding: F11 for opening and closing the mini map (can be configurated via in-game settings).
- Key Binding: '+' and '-' can be used to adjust the speed factor (keys can be remapped in the settings as needed).
- Key Binding: key binding 'G' for dropping the flag was only listed but not actually implemented.
- Key Binding for Editor: '1' to '9' to select terrain to draw.
- Key Binding for Editor: '+' and '-' to add or remove map objects.
- Tooltip Delay: reduced the default from 1000ms to 800ms. Also, the tooltip delay can now be adjusted inside the game's settings.
- UI: alignment fixed for start game button compared to faction selection panel.
- Balancing: Commando Robot is now more expensive.
- Balancing: Orbital laser now more expensive.
- Balancing: Robo Defuser has slightly more HP.
- Balancing: Soldiers, snipers and spies have reduce HP (500 instead of the usual 750).
- Balancing: Snipers are more expensive and a larger reload duration, i.e. shoot slower.
- Balancing: Battleship has slightly more HP and slightly cheaper.
- Balancing: Airship more expensive.
- Modding: I updated the template.ZIP with the latest fixes and balancing (e.g. bullet hovertank with wrong sound FX). Please apply it and upload a map update if you have the map uploaded to the server. Thanks!
- Modding: map trigger points now also show for which events they are used.
- Modding: map triggers are now number starting from 1, i.e. 1, 2, 3 etc. so they are easier to spot.
- Formatting: {SKEW} tag now formats text in italics.
- Language: latest translations added - Thanks :-D
- Language: misc. spelling bugfixes.
- Maintenance: updated the backend libGDX library to 1.11.0 (LWJGL at 3.3.1). If you are on Mac OS X, you might have to re-install the binary if you got it (a) via itch.io or (b) our website. Sorry for the inconvenience!
- Steam API: update the API calls to the Steam servers from v1 to v2/v3 with support for 64bit. Potentially resolves problems?
- Investigated: investigated the error "not enough players to start" for private games. Could not reproduce. Based on screenshots, this is caused by a connection error, i.e. still connecting to game.
- Bugfix: selecting a squad key, e.g. '1'-'8' on the keyboard a second time for a squad will center the map around the squad.
- Bugfix: placing bombers into a squad could potentially have them drop their bombs on their own based. Disabled squad formation update for bombers and such to prevent one from nuking their own base.
- Bugfix: the bullet hovertank made a sound effect for laser when in combat (effect removed).
- Bugfix: build robots could get stuck trying to go to unreachable locations (blocked by other buildings but generally reachable). The build location is re-tried differently if it failed.
- Bugfix: the orbital radar (and probably orbital laser/EMP) didn't work in unexplored territory. The placing failed because the territory was unexplored and nothing happened.
- Bugfix: TAB-key could change the keyboard focus preventing the map to be scrolled via ASDW and arrow keys.
- Bugfix: if a timer was set, the timer running out in "Escort" and "Rescue" objectives would count as a victory rather than loss.
- Bugfix: if multiple target objectives where defined by "Escort" and "Rescue", they would count up too many times.
- Bugfix: the tutorial intro mission got stuck when the build robots were unloaded 1-by-1 rather than via the button indicated.
- Bugfix: (box-)select was not working when in the tutorial (offset was wrong due to additional panel).
- Bugfix: updated the tutorial text to say that loot-crates are never random but always predetermined.
- Bugfix: Robo 66 removed from chapter 01 due to inconsitencies with the comic. He'll appear later. My apologies!
- Bugfix: The MP drone said "strong against missiles". It meant in defense against AA-missiles. Text removed as not correct.
- Bugfix: internal map verification before saving added (to prevent potential problems if one were to test a map).
- Bugfix: parsing the bundle.config during modding could potentially fail (bad threading).
- Bugfix Crashes: recycling units could cause crashes due to list entries becoming 'null', while we still went through the list.
- Bugfix Crashes: while having a way-path to a host unit that wasn't actually a host (way-type gone wrong).
2022-05-11: Update 2.1.38 - Steam EARLY ACCESS
- Steam: EARLY ACCESS release.
- Campaign: Chapter 01 with mission 01-03 and comics is now complete! All missing slides have now been added.
- Battle Map: new Battle Map 02 added with custom background music and map generator.
- AI: base-building less spread out and more compact especially on continental maps.
- Language: latest translations added - Thanks :-D
- Bugfix Sync. (Multiplayer/etc.): clients didn't properly sync. for multiplayer due to a bug in the sync-error checker that modified results (rather than just looking at them).
- Bugfix: client version variable was wrong (now correct one chosen for proper output).
- Bugfix: random map generator partly broken as it didn't offset hosted troops and teleporter locations.
2022-05-08: Update 2.0.37 - AI Update & Bugfixes
- Balancing: jeep cannot attack air units anymore.
- Balancing: airship slightly slower and slightly stronger defense.
- Balancing: Turrets slighlty more sturdy but also slightly more expensive.
- Balancing: civilian troops take slightly longer to build.
- Modding: template.ZIP updated with the latest balancing. Please update your maps and apply the changes.
- Graphics: rising electric sparks added.
- Action Entry: when a soldier e.g. enters a jeep, the jeep will be selected and the selection for the soldier reset.
- Action Entry: for loading & unloading from host the mouse/touch-area is reduced or increased depending on the condition.
- AI: base building improved by also considering smaller areas (rather than standing around).
- AI: improvement for opening loot crates (commander).
- AI: improved scouting by allowing a larger range of troops.
- AI: improved ICBM attacks by not all targeting the exact same location.
- AI: improved power producer and accumulator construction (less were actually needed).
- AI: making sure that for harvesting/mining, the AI sends the correct vehicle (that can actually take resources).
- AI: builds more transports. As a side effect, less of the expensive troops are constructed (needs re-balancing).
- AI: Casual & Inhuman AI updated to either prefer (Inhuman) or not prefer (Casual) human targets.
- AI: doesn't build too many ore harvesters any.
- AI: some troops that are of lesser value are generally not produced.
- AI: higher priority for building uranium miners.
- Auto-Movement: robots/etc. don't wander around to turrets/landmines/etc. to prevent getting themselves into danger and destroyed.
- Update Loop: attack calculations increased incl. performance update evaluating potential attack-targets.
- Language: latest translations added - Thanks :-D
- Bugfix: bugfix for syncing multiplayer games. Squad speed wasn't reset when a unit was removed from a squad.
- Bugfix: random join now also let's you select the technology!
- Bugfix Crashes: when an object was mining an object that it couldn't harvest.
- Bugfix Crashes: when adding a single unit to a squad that was already in a squad, the movement type reset to 'null' causing crashes amongst other problems.
2022-05-05: Update 2.0.36 - Balancing, Bugfixes and Campaign Mission 01-03
- Campaign: Chapter 01 now has all missions 01-03. That said, the last part of the comic is still missing (soon).
- Balancing: Dual Bullets (e.g. fighter jet) now reach further.
- Balancing: Hovertanks & Hoverships are slightly more expensive.
- Balancing: Gas Extractor now takes 3 minutes (not 2 minutes) to initialize.
- Balancing: commando robot slightly more expensive!
- Troops: Hot-Wired Robo added (can attack structures).
- Multiplayer: unless you upgrade to this version 2.0.36, your client will not properly synced and not display correctly. Doesn't affect LAN as long all players have the exact same version of the client!
- Modding: template.ZIP updated. Please update your maps with the latest version (balancing, etc.).
- Modding: campaign editing enabled also (will need comics though).
- Modding: example added for custom modding how to add and change sound FX ("custom" directory).
- UI: exit button added when a campaign mission is finished.
- UI: tutorial hint panels updated.
- Manual: update for troop descriptions.
- Manual: spawning system explained.
- Graphics: improved grass and plateau graphics.
- Language: latest translations added - Thanks :-D
- Performance: only BG music if eye candy is not set to full.
- Bugfix: chinook or heavy transport were attempting to land on water (or other locations).
- Bugfix: no scorched area created above minable locations incl. thermal or T-Crystals (hidden otherwise).
- Bugfix: Sniper added to GRA-tech.
- Bugfix: improved host selection (e.g. teleporter relay) if selected troops are already above it (made entering difficult).
- Bugfix: spawning setup in games will always spawn all players as AI in single player games.
- Bugfix: for modding, parsing the bundle.config & relevant .json files for certain languages produced errors as floating-point numbers were expected to use comma ',' instead of '.'.
- Bugfix Crashes: auto-repair of non-repairable unit that is hosted (e.g. orbital laser without hit-component).
- Bugfix Crashes: when inspecting a unit and it was being destroyed while the dialog was still shown.
- Bugfix Crashes: selecting units with movable non-movable mismatch.
- Bugfix Crashes: when game is over and player doesn't have a rank (e.g. by not joined yet?).
- Bugfix Crashes: when connecting to multiplayer game and the user wasn't properly stored yet.
- Bugfix Crashes: if a player wasn't assigned a user account yet (e.g. LAN-play).
- Bugfix Crashes: when we tell a unit in a squad to mine which cannot mine.
- Bugfix Crashes: AI, when it checks what a unit can mine (but couldn't in general).
2022-04-27: Update 2.0.34 - Tutorial & Campaign Mission 01
- Tutorial: implemented the intro & advanced mission tutorial for the game :-P
- Performance: misc. performance tuning should get the game to run several times faster (game-loop & graphics).
- Balancing: rocketeer slightly more expensive and slightly more weaker.
- Balancing: anti-air tanks and turrets stronger against air targets.
- Balancing: artillery range slightly reduced and battleship slightly more expensive.
- Balancing: Fighter Jets & Helicopter slightly stronger against missiles. Helicopter weaker against bullets. Recon UAV weaker in defines but limited against auto-attack.
- Balancing: Recon Drone & Recon UAV now only auto-attacked by Commando Robot (cost & view adjusted also).
- Accumulators: now also indicates how full it is by looking at it directly!
- Accumulators: now all charge or discharge at the same time.
- Auto-Substitution: Aircraft Carrier & Battleship now auto-substitute lost planes and helicopters (unless disabled). Cost applies.
- UI: misc. UI updates (tweaking).
- AI: AI building less EMP bombers etc. as they are not used properly.
- Language: latest translations added - Thanks :-D
- Maintenance: finding targets to shot at run too often (slowing down the game).
- Maintenance: memory consumption of RenderPool reduced (capped the cached items).
- Maintenance: memory consumption of sound FX reduced (empty ones removed).
- Bugfix: Ancient Wall can now properly be removed also.
- Bugfix: double-click and box-select(?) wasn't properly working of non-owned troops were in the area (ignoring non-owned troops).
- Bugfix: selecting own troops with higher priority than other troops (if they share the same location).
- Bugfix: allied mining vehicles will choose distinct area for mining (not share same spot).
- Bugfix: selecting a group of units to repair will not reset the movement-path of troops that don't need repair.
- Bugfix: radius increased when trying to move troops onto transports.
- Bugfix: AI building large power poles again.
- Bugfix: Thaurium crystals now visible on mobile also (was marked as eye candy by mistake).
- Bugfix: ViewImage for overview map was re-created every time (no created only once for performance).
- Bugfix: AFK-players shouldn't win the game anymore, even if they have a higher score.
- Bugfix: bombers would not move correctly and could even leave the map causing problems when forming squads/etc.
- Bugfix Crashes: bugfix crashes finding beach orientation for transports.
- Bugfix Crashes: when moving towards a host that isn't a host.
2022-03-30: Update 2.0.32 - Performance, Balancing & Bugfixes
- Orbital Satellite Stations: can now also be built by a player.
- Terrain: snowy graphics and snowing added.
- Attack Priority: improved the attack (e.g. helicopter), to not prioritize walls anymore but go for armed troops first.
- Attack via Anti-Sub Jets: anti-submarine jets now move over water to drop their torpedoes against submarines/etc.
- Wall Breaker: unit with strong melee-attack against walls added (GFX still missing, i.e. shown as harvester for now).
- UI: Global button added that allows to select and launch ballistic missiles directly without having to select a missile silo.
- Workers: roam around a little bit if idle to reduce likelihood of all of them to be at a single location when attacked.
- Balancing: shortened rain (or snow) and solar flare activity if there is any.
- Balancing: napalm now weaker.
- Balancing: troop costs increased between 15-25%.
- Balancing: satellite base stations require power to charge.
- Balancing: limited troops so e.g. missile tanks can only attack air targets. Also, soldiers are limited to either attack or or ground (but not both).
- Balancing: missile defense slightly more expensive and uses more power.
- Balancing: nukes can be affected by EMP and will not fire.
- Balancing: nukes have limited effectiveness during solar flare activity.
- Manual: updated with latest information.
- Language: latest translations added - Thanks :-D
- Performance: update for render performance, i.e. optimized and fixed texture atlas switching.
- Performance: updated scaled-out map view to be about 4-5x faster in rendering.
- Performance: updated the game-loop with direct variable access (instead of method access) for performance.
- Graphics Driver (Windows): updated the graphics driver on Windows to use DirectX via ANGLE framework (wrapper for OpenGL ES 2.0). The performance appears to be the same (not slower). However, on the upside, most if not all graphics issues, especially crashes on Windows due to driver problems, should now be resolved.
- Steam Windows Binary 64bit ONLY: updated the requirement to run the game to 64bit (32bit Windows binary is gone). The reason for the change is that the new ANGLE drivers didn't properly work on 32bit. Based on the Steam hardware survey only 0.38% of players should be affected. If you can't run the game anymore, please use the official binaries provided on the website instead (there is still 32bit). Sorry for the inconvenience.
- Touch Screen: slightly reduced radius when selecting troops on touch-screen.
- Bugfix: default game broadcast, e.g. 1/4 only shown when the owner actually joined a game.
- Bugfix: during network timeouts (or general I/O errors) it was possible for a player to join the same game multiple times.
- Bugfix: troops under EMP freeze where not attacked (were ignored as low priority instead of attacking them).
- Bugfix: harvesters should now hopefully not get stuck anymore (misc. updates for pathing).
- Bugfix: improvement for rally points. Entry/Exit "roads" are kept to prevent troops getting stuck.
- Bugfix: updated the "usage" grid for a player for when a unit changed faction (e.g. by taking over a town). Removes sync. issues.
- Bugfix: text cursor position would not properly work (left/right arrow key) due to unit conversion not being reciprocal.
- Bugfix: making sure the tooltip for starting a game is below the chat window (doesn't interfere anymore).
- Bugfix Crashes: if squad movement type is 'null'.
- Bugfix Crashes: if actor info is 'null' and we show the actor info.
- Bugfix Crashes: improved synchronization for RenderPool.
2022-03-01: Update 2.0.31 - UI & Graphics Update
- UI: in-game UI updated.
- Graphics: latest troop & structure graphics added.
- Box-Select: box-select for airfields now selects the planes inside (if any).
- Balancing: Bombers more expensive.
- Balancing: Geothermal produces more output.
- Supremacy: victory condition updated to the game can end quicker if majority is reached (based on how long the game already runs).
- Performance Update: napalm reduces the framerate too much.
- UI: error icons & text for map building updated.
- Language: latest translations added - Thanks :-D
- Bugfix: squads not dissolved when attacking "unreachable" location (ships can now attack in-land targets).
- Bugfix: box-select disabled in editor (won't work well otherwise).
- Bugfix: rally exit point not used if it is blocked (defaults to structure's center location).
- Bugfix: for spawning factions, the spawning information is also checked for commando units if they are required, such as for "Supremacy".
- Bugfix: when opening loot box via squad. Was producing infinite income.
- Bugfix Crashes: misc.
2022-02-05: Update 2.0.30 - New Units & Misc.
- Speed Option: 1x, 1.5x, 2x during game setup!
- Non-Team Scenarios added to example map.
- New Units & Structures add (graphics missing).
- Weapon: EMP-Field generator added.
- Balancing for structure costs (maybe too much?).
- Modding template updated.
- UI Update: button sizes reduced/etc.
- Translations added (can now be translated in-game).
2021-12-19: Update 2.0.29 - Bugfix Release
- Save-Files were crashing (incl. multiplayer)
- Improvement for box-select for troops.
- Christmas Tree added.
- Orbital weapon animations updated.
- Bugfixes for squad movement of bombers.
2021-12-18: Update 2.0.28 - Map Generator & Hellfire Huey
- Map Generator: random map generator functionality.
- Comic & Dialogues: integrated (need cleanup).
- Hellfire Huey & Conventional Bomber added.
- Civilian Heliport.
- Underwater Relics.
2021-11-07: Update 2.0.27 - T-Crystals & T-Collector
- T-Collector & T-Crystals added.
- Larger 200x160 map for testing.
- Comic editor added (wip).
- Misc. streamlining for tweens, fonts, etc. (library).
2021-09-14: Update 2.0.25 - Demo Release on Steam
- Demo release on Steam.
2021-05-28: Update 2.0.18 - Release on itch.io
- Pre-ALPHA release on itch.io.
2020-09-12: Update 2.0.2 - Pre-ALPHA Release II
- 2. Unofficial pre-ALPHA release (DEV-Build)
2020-04-22: Update 2.0.1 - Pre-ALPHA Release I
- 1. Unofficial pre-ALPHA release (DEV-Build) on Discord.
2017-08-06: Update 2.0.0 - Development Start
- Development of Retro Commander started.