- Server-side pathfinding now consideres cells out of sight range to be empty
- Show fog of war even then no player is selected
- Show current number of units of each type
- Fix flickering when using debug interface inside
get_action
- Entities in
player_view
are now ordered by id
- Saving/loading game state
- Fixed randomness with fixed seed
- Debug interface flushing control for preventing flickering
- Debug update method now receives game state that is actually currently being rendered
- Debug data sent during debug update is controlling global debug data storage
- Added
itertools
to Rust - Improved Ruby client performance
- Added
pandas
to PyPy
- Reintroduce random order of attacking
- Add
pandas
&torch
to Python
- Changed turret build & destroy score
- When playing 1v1 (Finals), when only one player is left, he gets additional score enough to win the game
- Allow builder units to repair other units
- Dynamic cost is now only applied to units
- Reduced cost of turrets
- Reduced score for destroying a wall
- Fixed
break_through
not working without attack action - Changed Python version to 3.8 and added
numba
- Added
rand
&chrono
to Rust - Added quick start examples for Python, C++, C# and Java
- New movement mechanics
- Dynamic building cost
- Slower repairing
- Changed Ruby interpreter to JRuby
- Added numpy to PyPy
- Tweak schematic visualization
- Finish game if only one (or zero) players left
- Add PyPy
- Stronger validation of incoming values
- Add builder base to the starting state of Round 2 and Finals
- Add entity properties values to rules
- Some changes in entities' properties
- Changed action processing order - now, first attack actions are processed for all entities, then build, repair and move actions in same way.
- Better default camera position
- Save camera position in preferences
- Break through option now does not attack allies
- Fix auto_attack.valid_targets behavior
- Added colors to scoreboard and models
- Fixed out of bounds building
- QuickStart is now saving properly when saving config
- Max population shown now only considers active entities (as it should)
- Killing your own entities does not give you score