While the technical improvements continue in the background, this small update contains some nice features to play around with. The technical improvements should be completed with the next regular update on May 1st to ensure the technical foundation is ready for what's coming next!
Now to the patch notes:
Unit Targeting Modifications
Visual scripting can now be used to modify which units target each other. The previous update added nodes to prevent/allow individual units from being targeted and to let units target units of all or specific teams. This update adds a new node '
ExcludeTargetsWithTag' to exclude all units with a certain tag from being targeted by a units. This can be used to create custom teams (more than blue/red)!

It's really easy to set up:
Unit Paint
While this was somewhat possible by painting clothing items before, there is now a new equipment slot to allow you to adjust the unit material like for clothing/armor items.
Nested Arrays
Scripting array input nodes (and 2d array nodes) can now reference other array(2d) nodes. There is no limit on how deep the arrays can be nested, but keep in mind that the underlying array types have to be hinted manually using the 'HintArrayType' node.
Small Map Size
Added a small map size based on a suggestion. It has 1/4 of the area of the regular map size and could be used for indoor only maps with high vertically, for example.
Other improvements
- The play button in the load/save panel is now only visible when loading battles
- Destruction parts of custom objects can now be generated as a single part to just add physics to the one object as destruction effect
- Added a scripting node to get all attachments of a weapon
- Instance ids are now more reliable. This will prevent scripting references to units from breaking after editing a unit or the player
- Improved the performance of unit targeting
Bug fixes
- Fixed various problems when using the unit creator from the 'CustomUnit' input node
- Fixed various animation problems after editing placed custom units from the battle editor (single frame passive units, guard poses and more...)
- Fixed that uploading local custom items in workshop collections would not apply their tags which prevented them from being found individually.
- Fixed a rare bug that causes some older custom items to be rendered with missing mesh faces
- Fixed inconsistent scripting node output connection order on different computers
[ 2023-03-31 14:52:14 CET ] [ Original post ]