One thing that I didn’t bother mentioning in the original visual updates post is that the economy structures emit particles of various colors, which show their tech level at a glance.
With the latest release, there were some pretty significant visual updates (and audio). Additionally a couple of new units have been added. Here are some before and after shots of some of the models.
Over the past couple of months, some pretty massive updates to the UI have come about. I’m going to try to detail it all here. Firstly, the Build and orders menu UI has been moved over to ChiliUI. Now, for players in general, this isn’t a particularly big deal. It won’t change the way that you interact with the UI elements in any way really. However, it’s important to note that because it is ChiliUI, it is more flexible, and that’s the big news here.
This release of Evolution RTS brings forward over two months of development advances. Included in this release are:
- Visual Updates
- UI Improvements
- AI Revamp
- Hotkeys Revamp
- New Models and Sounds
I will be covering each of these in subsequent posts, as many of them deserve their own talking points.Until then, fire it up, check it out! It’s new and better experience! Massive thanks to Damgam, Stowtemid (Commonplayer), Sprunk, Maddox and Adriano Lima for all of their time, effort and/or help into making this release possible!
The Enigma TNG is back!!! But it gets even better! We recently got permission from the AMAZING Dreamstate Logic to use his music in Evolution RTS! If you haven’t heard either of these guys, let me just say that they are INCREDIBLE. That is what your mother never told you, because she wasn’t cool enough to find them on her own.
Aircraft have been revamped, renamed, and are now Drone Platforms. Aircraft (Drones) in the Spring Engine are a difficult beast. They are unpredictable, impossible to really control. In a lot of ways, it’s almost as if aircraft in the spring engine follow form over function. By that I mean that they tend to look really good if you set them up properly, but at the same time, their dps tends to be all over the place due to unpredictable flight behavior, sometimes they will leave the map and become unresponsive, etc.
If I had the smallest sum of money every time that I thought that I had defensive turrets dialed in, I would be an exceedingly rich man. However, past failures of balance help shape the balance of tomorrow, or something like that. But while we’re on the subject of pointless lists…
Evolution RTS has seen a little bit of an effects overhaul recently with regards to base structures. In this screenshot I tried to cram all of them in one shot, but I’m missing a few. Regardless, the effects are actually color coded to show the structure’s tier level. Orange is Tech 0; Orange and blue is Tech 1; Orange, blue, and purple is Tech 2; Orange, blue, purple, and green is Tech 3.
Energy usage has changed, a lot. No longer will your units require energy to fire. This change means that you will no longer have to worry about your army being completely unable to fire if your energy economy tanks. The energy to fire mechanism was unique and was a neat little mechanic, but the problem is that it was always simply to opaque to end users, especially newbies.
Holy crap. Clickbait title indeed! So this is what happens when you amusedly search google for a clickbait title generator and plug in your own stuff (No, evo is not moving away from github… we aren’t insane lol).
Before I get into anything though, I want to mention that I’m trying out a new format for newsposts. I HATE writing news stuff with a passion. So what I’m going to try now is “micro news”, as in, I’m going to pick narrow subjects that are important, write a paragraph or whatever I need to to explain it, and call it a day. Perhaps if I do news this way, I can be persuaded to write news stuff more often.