Retaliation: Enemy Mine
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Published! Start playing now! Hand painted terrain graphics Multiplayer and combined arms Decapitation game mode Fog of War
Windows and Linux/Wine demo archive from Forgotten Empires Get the Android demo on Google Play Online playable flash game MacOS demo archive from Forgotten Empires Buy the iOS version on itunes Buy Retaliation: Enemy Mine on Desura Buy Retaliation: Enemy Mine on Steam

Path of War 0.97

Release notes

*** RC Version 0.97 [2014.01.14] ***

Announcement: this release marks the introduction of a new gameplay mode to "Retaliation: Path of War", codenamed "no luck". If selected (in the main game options), all combat results become deterministic, making the game more similar to chess.
It is hence now possible to play Retaliation in four very different modes: classic boardgame style, videogamer mode (faster and smoother), arcade mode (good aim and reflexes influencing combat outcomes) and no-luck (deterministic).

What's new?

NEW FEATURES:

* added new game variant "no luck": chance is removed from combat and from river crossing, initiative is rolled only the first time

* hide-interface mode: pressing on the "eye" icon, most of the UI is hidden

* no luck combat mode: combat modifiers still apply, but instead of rolling dice, the total number of attack dice translates into number of hits took by the target. Two hits are needed to destroy each enemy tank. A single hit would only damage it (indicated by smoke), requiring a successive hit to destroy it.

* crossing rivers in no-luck: the first attempt always fails, the second attempt (in the same position) always succeeds, effectively translating in two turns needed for a unit crossing a river.

* no luck initiative: order of play is decided only once (with the very first initiative phase) and then kept fixed

* added damaged tank animation (smoking tanks)

* differential display of rivercross (red/green circles) and lastresults (crosshairs) for no-luck mode

* redesigned in-game options menu

* added four "packages" of UI options: four levels, from beginner to hardcore, while still leaving the possibility to independently toggle each interface option

* added move-confirmation feature with move-preview display

* added combat-confirmation feature

* added split-confirmation feature (in preparation for hardcore mode with split/join without confirmation)

* added new in-game music (Digital Fortress by Machinimasound.com, licensed under creative commons CC-BY 3.0)

UNDER THE HOOD CHANGES:

* reorganized options for game variants

* added "score" variable to missions, to determine how well the mission has been completed (in preparation for having most successful battles influencing campaign progress)

* damaged tanks animation also shown in expanded units mode

* joining of two damaged tanks in no-luck makes a single un-damaged tank

* removed "videogamer" warning splash screen

* optimized opengl rendering of custom rules

* modified management of particle fx

* optimized render fx queue

* moved "animation" option from mainmenu to UI in-game menu

* faster creation of units (in reinforcements), without having to wait for the completion of animation

* optimized the function for removal of players

* modified the display of destroyed tanks in units expanded mode

* modified splitjoin dialog for "no split confirm"

* optimized rendering of attack report

* optimized AI class

BUGS STOMPED:

* access violation in case of "draw" (mutual simultaneous destruction)

* bug with "esc" shortcut

* pre-verification of movement to avoid impossible moves

* pre-verification of split

* restart button label in option menu

* show of combat modifiers in no-luck

* retreat move cannot be the one just freed by attacker

* restart of externally loaded map was crashing game

* AIwait option not recognized

* freezeloop in taking ground by AI

* click2pass was active during reinforcement dialog, preventing reinforcements in some cases

* cancel of split dialog if splitting unit was clicked while confirming

* buttons still clickable although hidden

PREVIOUS WARNINGS:

* version 0.94 introduced some changes in campaign progress save which may result in some of your already played campaign maps appearing now locked. We apologize for the inconvenience.

* version 0.92 introduced an alternative combat mode called ("'videogamer'"); you can disable it in options if you prefer to keep playing in board game mode

* version 0.91 introduced antialiasing. If you encounter problems after enabling antialiasing, check the 0.91 changelog

First appearance: Tue Jan 14 16:53:17 CET 2014 - | - Last modified: Tue Jan 14 16:55:17 CET 2014

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Windows and Linux/Wine demo archive from Forgotten Empires Get the Android demo on Google Play Online playable flash game MacOS demo archive from Forgotten Empires Buy the iOS version on itunes Buy Retaliation: Enemy Mine on Desura Buy Retaliation: Enemy Mine on Steam