Update time! General * Add support for OSX Mojave. * allow dragging blocks with the middle mouse button after cloning (thanks Jolt for the suggestion) * don't load save slots until they become visible in the menu, for those of you with 50 save slots. * import menu enhancements: Add link to reassembly data directory and save slots. Add sorting and an icon size toggle. * optimize ship load time * players can now place agent into the "agents" directory inside the save directory (controllable with kAgentDirectory cvar). Agent in this folder will be used instead of downloading from the wormhole server, if available. Import menu support coming soon. Bug Fixes: * Fix bug where lasers could sometimes carve through several blocks suddenly. Fix laser-related game hang. * Fix issue where ships could sometimes pass through buildings and plants * Fix issue where ships would randomly take the name or colors from other recently deleted ships. * Fix crash when exporting mods Modding additions: * add cvars kModExportFactionStart and kModExportBlockStart to allow modders to control which faction and block ids the "Export Fleet from Save" function uses. * load blocks.json from mods, if you prefer JSON format to lua * new block fields control turret aesthetics: barrelSize={x, y}, barrelCount=N * allow transparent blocks - block fill colors can now contain an alpha value in 0xAARRGGBB format. Cannon projectiles can also have an alpha value. * improve handling of concave custom block shapes - the game will now automatically calculate the convex hull of these shapes instead of spewing errors. * add cannon spread pattern flag ABSOLUTE (e.g. cannon={pattern=WAVE|ABSOLUTE}). Projectiles with this setting will not inherit the velocity of their parent. Particularly useful for fragments. * add explosive flags FRAG_PROXIMITY, FRAG_FINAL, and FRAG_IMPACT. By default, fragments fire on both FINAL (the projectile reached the end of its range) and IMPACT, but you can use these flags to make only one or the other happen. FRAG_PROXIMITY is analogous to the existing PROXIMITY explosion parameter and also uses explodeRadius to determine the how close to get before exploding. * add new block field "sort" which can be used to change the order of blocks in the palette. The default value for mods is that blocks will be sorted in the order defined in blocks.lua. Set sort=-1 to use the old automatic sort order. * add "lifetime" console command to change the lifetime of blocks. * new cannon field "rangeStdDev" allows adding random variance to the range of projectiles. * new block field explodeStdDev allows adding random variance to radius of exploding blocks. * add teleporterRadius field to control the maximum range of teleporter blocks * Use fuzzier matching when spawning fleets in the world generator. Should avoid a situation where certain ships are inexplicably rarely or never spawned. * Add shield power field which adjusts shield regeneration power (power usage when regenerating is shield.regen * shield.power per second)
[ 2018-10-21 09:48:47 CET ] [ Original post ]
🎮 Full Controller Support
- Reassembly Linux [100.13 M]
- Reassembly Fields Expansion
BUT YOU DON'T HAVE TIME FOR THAT!!!
You're too busy crafting the perfect vessel, a spaceship pristine and precise and, perhaps, powerful, agile, and envy-inducing. Your shapes and colors will induce both fear and wonder into the electronic hearts of whatever insectoid, angley, squarish, plantlike race of alien ships that you come across in your digital safari.
And then you grow. And it changes everything. Now your left wing must become your right wing in a lopsided arrangement of fancy new weaponry and mega-buffed shields. You recall thinking when you last were destroyed (and you will be destroyed), that you really needed to buff up that armor. Right? Definitely.
And then you grow again. And again. And now you're a battleship capable of producing your own fleet, and each member of your fleet can spawn it's own fleet, and you need it. Your enemies are constantly changing shapes, sizes, and intensities as ships created and honed through the experience of a thousand battles find their way from their creator's computer to yours, leaping into your universe with all the mercy in the world of NONE AT ALL.
It's time to visit the electronic tide pool.
Reassembly
- Gorgeous Vector-Based Graphics
- Procedurally Generated Universes
- Ridiculously User-Friendly Spaceship Designer
- A Beautiful and Haunting Soundtrack by Peter Brown (Peaks)
- More Particle Effects Than You can Shake a Stick At
- Very Smart and Reactive AI
- Physics that Give Weight to Your Creations
- Asynchronous Multiplayer: Universes Populated by Fellow Players
- OS: 64 bit linux
- Processor: 2 GHz Dual CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 2.1
- Storage: 150 MB available space
- OS: 64 bit linux
- Processor: 2.3 GHz+. Quad CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 3.3+. 256MB+
- Storage: 250 MB available space
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