Alpha 21 - Patch 2
Bug Fixes Only
Enemy trade routes are never displayed as active regardless of whether they are in fog of war or in plain sight. You have to look if cargo ships are commuting a trade route to figure it out if it is active.
Alpha 21 - Patch 1
Bug Fixes Only
Fixed Commando animation glitch
Restored missing destroyed pipeline effect
Updated tooltip images for structures and artillery
Alpha 21 - Essentials Part II
New Haste directive modifier (Game)
The Engage and Move directive can now be toggled to include
If applied to energy consuming units, they get a
30% speed bonus and a raise in energy consumption by 60%.
If applied to non-energy consuming units, they get a 30% speed bonus and start suffering from fatigue causing HP to drop towards HP / 2 by 45 HP per minute. Once at or below HP / 2, the unit will start to stumble, causing the
speed to drop back to normal.
To recognize when units are under the haste modifier, foot soldiers have running animations, land and sea units have a dust trail, and air units have blue afterburners and wingtip trails.
Attack directive removed (Game)
Replaced by the Move directive if you want to push hard through enemy defenses, or by the new Target command if you want to push hard and take out a specific structure.
Move directive behaviour change (Game)
Once arriving at a Point+Move or Line+Move destination, units stand still and will not move away from their destination to engage enemy units, even if very close. They will of course still fire upon units if within range.
Defend directive: Entrenchments (Game)
When a unit arrives at a Line + Defend destination,
begins. Given that the unit can work uninterrupted, entrenching will complete after 20 seconds. Once entrenched, the unit enjoys a 30% armour and 20% firepower bonus.
For non-energy consuming units, entrenching is associated with exactly the same cost as travelling under Haste (see earlier section). Tanks consume energy equivalent to full speed travel while entrenching.
If an entrenchment is temporarily abandoned (by deselecting the unit type in the command bar), a
cooldown of 15 seconds is started. If left abandoned, the entrenchment will reverse and vanish after another 40 seconds.
If attacked from behind (90 degree backwards arc), entrenched units lose all their bonus.
Auto healing/repairing (Game)
All units that are completely still, idling and not in any way engaged in combat for 20 seconds, will start to auto-heal by 22.5 HP per minute. This state is depicted differently depending on the unit type (for example, Infantry and Commando start resting and stretching) while armoured units emit yellow weld sparks.
All costs associated with repairing air units have been removed. Auto healing and repairing comes for free.
Target command (Game)
A new command is issued simply by clicking an enemy structure.
Surface units assigned to the command will Move towards the designated structure and prioritize firing upon it once within range. Long-range units will close in on the target somewhat, to avoid stacking of trailing comrades.
Assigned air units will fly directly to the structure, then passing it repeatedly in a “clubs” flying-pattern, firing exclusively on it.
If the enemy structure is destroyed, the command is automatically removed. The command has priority second only to Line+Defend.
Note: Remember that the Target command is restricted to the Move directive, which can be toggled to Haste.
You can also click the Target command button in the game bar which highlights all targetable enemy structures in red.
Artillery and deployment (Game)
Artillery range is buffed from 3.7 to 4.5 units (22%). Artillery must now undergo a familiar deploying/retracting stage before being able to fire.
“Low energy”-warnings (UX)
When the energy reserve is in danger of becoming depleted, a warning is issued. Based on the recent energy consumption vs production, a warning flash means you have roughly 40 seconds until energy is out. A warning sound (plus red flash) means only 20 seconds remain.
All existing out-of-energy warnings on individual units are now stronger.
Energy consumption and air units (Game)
It is no longer possible to send units on missions without sufficient energy. Energy shortages will keep units grounded or have them return to base.
New Depot structure and pipelines (Game)
All produced energy (except the initial 25) must now be stored somewhere physically on the map. “Energy storages” - the Refinery, Powerplant and Depot - can be connected to each other via pipelines. Do so by selecting 1 or 2 such structures, then press “K” for Pipeline. A pipeline has a max bandwidth of 36 units per minute and costs 25 capital.
Refineries and Powerplants can store 30 units and be connected with 2 pipelines. Depots can store 120 units and be connected with 4 pipelines.
World generation changes (World)
Restoring likelihood of energy wells to spawn out in the seas
Restoring likelihood of generating sea-based territories
Land units and commands can now occupy beaches which also improves ability to move through narrow chokes
Visual improvements (UX)
Better contrast for Line+Defend commands and command decorations in any type of terrain
Grenades now explode causing debris and craters
Validating seed number in SELECT WORLD
Destroyer now correctly selects Depthcharge weapon instead of Grenade VS Submarines
Destroyers no longer make an enemy-audible sound when produced
No mooing from cows coming from enemy Industries in FoW
Short amphibious commands more likely to be valid
Refinery energy production buff +20%
energy production buff +14%
Territories no longer provide sight!
Alpha 20 - Patch 8
Bomber buff range +25%
Bomber buff total payload +15%
Bomber buff speed +5%
Bomber nerf production cost +20%
Freighter buff range +25%
Destroyer buff speed +12.5%
Structure repair vs construction cost now 1:1
Initial economy buff +50% (now 1500 capital)
Motivating the Bomber changes: Bomber will never be the go-to unit for single-targeting of structures. Neither is it a unit you could just spam to win the game if your opponent is aware of your plans. Its primary use is war of attrition. Now that structure repair is equally expensive as construction, it doesn't really matter that much if the Bombers return home leaving only burning, undestroyed structures behind. It hurts your enemy's economy just the same. The increased Bomber price tag and payload also has the effect of: 1) increasing the potential DPS launched from an airport, 2) making the Bomber even more fragile in terms of HP/cost ratio.
Alpha 20 - The Essentials Part I
Improved world graphics (Graphics)
The water has been replaced with transparent water with animated normal mapped and specular water. This allows you to see through the water to the bottom of the sea. Enemy submarines now follow the depth of the sea and are visually a bit more tricky to spot in deeper water. The sea-floor has varied depth in different locations. Sea units have improved ripple and wave effects. The mountains have been slightly improved but another big mountain update is due in the near future.
Improved Producer graphics and animations (Graphics)
All the producing structures (Barracks, Factory, Shipyard, Subpen and Airport) have been replaced with new stylized models. The construction of the structures are now animated in phases and you’ll learn to recognize the build phases so you know roughly how much time is left until you have a completed structure. One of the key things to look out for is when the scaffolding goes down the structure is nearly completed.
All the producers now have visible production of the units. This enables you to see which type of unit is currently being produced and how far the build has progressed. Again, you’ll learn to recognize the build phases to estimate how much time is remaining.
Improved damage and debris (Graphics)
Structures have a floating damage level that is illustrated by warped models and dark patches. When buildings and units explode they now interact with water and leaves rings of sea ripples before they slowly sink towards the bottom of the sea.
Unit production progress indication (UX)
Producers now display the current unit under production. Animations and visual hints provide the player with a rough estimate of progress and time to delivery.
Unit production round-robin, up-front payment and refunds (UX)
A Producers production configuration is now set to simply on/off for each type (it used to be quotients ranging from 0 to 1). Units will always be produced in a left-to-right round-robin sequence. Units are now paid up-front before production starts. If you deselect a type that is currently under production, a full refund is paid.
Increased world height (World)
The world's vertical height is now approximately 40% greater, making the map as a whole bigger. We hope this will alleviate some of the “West vs East”-tendency that many games can have. If not, we might go for an even greater vertical height in the future.
Much faster arrangement of units on a Line (AI)
Distribution, re-arrangement and arrival of units on a Line or a Point command is now approximately
5 ~ 10 times faster
! This includes drawing, relocating or reconfiguring a Line, as well as drawing neighbouring Lines. This was possible thanks to a new logic where units swap destinations with each other, whenever appropriate.
Internal swapping of positions on a Line (AI)
Once settled, pairs of units on the same Line command now swap positions eventually, so that units that are stronger/faster/melee stand on the front row.
Unit attraction and pathfinding (AI)
Units are no longer attracted to commands that are unreachable or lie very far away (in terms of pathfinding).
Paths carving through a Line (AI)
Given that the receiver setting of the carving path matches, units that were standing on the Line now swiftly start following the path, once issued.
Start chasing the next enemy (AI)
Units now immediately pick another nearby enemy to chase or attack after having destroyed the first one.
Frontal approaches to Lines of defense (AI)
Units now perform frontal approaches to Lines of defense on a route that is less likely to collide with the enemy.
Broken, corrupt amphibious paths (Bug)
Fixed bugs related to the drawing of amphibious paths in impassable areas, that could result in invisible, undeletable artifacts that kept attracting units.
Known issues (Bug)
We’re experiencing some regression with the return of picky command validation, sorry ‘bout that! Watch out for
- "Too much varying terrain" when drawing multi-lane paths having lane sections that touch incompatible terrain. Temporary remedy: Make sure you draw your paths carefully within the confines of the intended general terrain (land vs sea).
- "End of path is unreachable" when drawing a path that ends on a special item/structure.
Alpha 19 - Kickstarter
Alpha 18 - Sim City
This sprint has been ongoing for a record 2-month period. Alas, it was planned
the very informative survey that you, the playtesters, completed after the last Focus Week. This is why many of the new features mismatch those requested from the survey.
New feature suite “Sim City” (Game Balance, Graphics)
Say hello to all the new entities!
Prior to Alpha 18, the only
(a structure whose only purpose is to generate capital) was the City. With this release, we add another 4 entity types to that category.
BEP = Break-even point [min]
The smallest, least expensive, least risky investment structure. They come in 3 different visual flavors (lumber mill, mine, farm) but are otherwise exactly the same. Constructed on industry sites.
BEP ~ 9 min
Income 18 capital
A moderately risky investment. Constructed on town- or city sites.
BEP ~ 10 min
Income 36 capital
A Town can, on a few sites, be upgraded to a City. This is the most expensive and risky investment. The BEP takes into account the lost income of the Town that got replaced during the construction.
Must be constructed on a city site where both a town and all connected industries have already been completed.
BEP ~ 13 min
Income 90 capital
An investment structure like any other, but also produces cargo ships, connects with other ports via trade routes and can be attacked by submarines and ships.
Must be constructed on a port site next to an already completed town or city
The production of cargo ships can be toggled between
Off - no ships are being produced
Until Saturated - ships are being produced until all connected,
trade routes are saturated (i.e. running at maximum efficiency)
On - ships are being produced unconditionally
BEP ~ 10 min
Income 30 capital (
including the trade route)
Defenseless sea-freighter that carries goods back and forth, thereby creating revenue from trade. Produced at ports at a production cost of 40 each. Cargo Ships are controlled via commands in the same way as all other units,
but they prioritize established and activated trade routes
. Don’t mess around trying to control them, but let them go about their business. A single delivery of goods is worth more than the production cost of the ship itself. They can be brought into battle for use as cannon fodder.
That’s the visible dashed lines you see in the seas. Worlds can have between 0 and 8 (?) of them. Once a Port has been constructed at either end of the route, production of cargo ships start/resume. The route can be activated/deactivated via selection and button toggling.
The estimated income of any saturated trade route (i.e. one that has the perfect number of cargo ships) is fairly constant and not dependent on the length, but a longer trade route is of course harder to protect.
BEP ~ 10 min
Income ~ 100 capital
More conquerable sea territories (Game Balance)
Some sea territories are now conquerable even while not containing an energy well.
Ladder web app (Ranking)
We've set up a ladder at
, go check it out! All completed matches are reported and ranks get updated immediately.
Pathfinding and distribution around structures (AI)
A structure now “carves a hole” in the navigable surface of the world, upon construction. Unit pathfinding takes advantage of this change and finds more efficient routes around structures. Commands are also notified of such changes in navigability and updates unit destinations accordingly, which can be seen in the picture below.
Changed auto correction for land commands (UX)
Issuing a land command with a reset command bar now auto-selects only Infantry + Artillery.
Changed auto correction for amphibious commands (UX)
Issuing an amphibious command with a reset command bar now auto-selects only Infantry + Commando + Artillery + Troopship.
New map generation algorithm (World)
The new map generator is noise based instead of randomly allocating water territories. This should allow for some more interesting maps and the algorithm will have more improvements in the future.
Disk map caching no longer used (Optimization)
Most maps are only played once and occupied 50MB of space each. The disk cache was removed and map generation times will drop in future releases for much faster generation due to planned optimization.
Construction cursor snapping (UX)
When you initiate the construction of a structure that is built on a special site (town, city, port, industry, and energy well) - the cursor will show up as a blue “ghost” where you can construct the structure. Red sites indicate that you don’t control the territory. The cursor also magnetically snaps into the correct building location when you move it close to a site.
Constructing over units and commands (UX)
When placing a structure, units are moved aside to allow construction instead of not allowing construction until units are moved.Placing a structure on top of a command confirms the construction rather than selecting the command.
World info overlay in "Select World" (Lobby)
You can toggle an icon overlay in the Select World by pressing TAB (or clicking the lower-left button). The icons will give you a better view of where sites and trade routes are located.
Balance changes (Game Balance)
Initial Capital Treasury
Increased from 800 to 1000
Increased operational range +12.5%
Increased speed +8%
Now prioritizes SAM & Missile Ship targets
Increased likelihood of picking air targets on first encounter
Reduced construction cost -22%
Reduced construction time -22%
Reduced production rate -22%
Reduced air unit capacity from 6 to 5
Reduced construction cost -22%
Reduced construction time -22%
Reduced production rate -22%
Increased HP +30%
Can now repair air units
Refinery & Powerplant
Reduced upkeep -40% (now same as for all non-investment structures)
Reduced income -20%
Major changes! See earlier section.
Visual updates (Graphics, Animation)
Air unit repair effect (it was easy to think air units did not respond to commands while they were in fact under repair)
Helicopter rotor start/stop animation and airplane engine flames off while grounded
New structure explosions
New explosion tree folding effect
Deforestation now follows the footprint of a structure better and minimizes deforestation
20% larger airport and airstrips.
New light angle to light up structures and units better
New city model
New models for city sites, town sites, and industry sites
Special sites are now hidden when constructed upon
More distinct plains/barren/snow patterns for biomes
Changed game bar icons for Striker and Interceptor to represent in-game look of the units
Audio updates (Audio)
Structure confirm placement c
Fixed bugs (Bugs)
Tank tracks and tank forest tree folding no longer visible in fog of war
Enemy producer animations no longer changed for revealed producers that are in fog of war
Trying to construct off the map no longer producers an error
Reduced territory fog of war strength so multiple controlled territories won’t reveal commando units - you will need one or more units in a territory to detect commandos
Alpha 17 - The Right Stuff
Easy matchmaking (Matching)
Based on your feedback we have prioritized to implement a new "Play Now" matchmaking mechanism. You don't have to be Steam friends to play against each other and there is a matchmaking queue that a player will be matched against if anyone else clicks "Play Now". We still have a low number of playtesters so we expect that matchmaking will take some time. A notification will be sent to a new Studio Centurion Line War Discord server that someone is waiting in the queue to increase the chance that some will join.
Single-player “Sandbox” (Tutorials)
Play against a passive dummy computer, to get familiar with the game. You can access the sandbox from the main menu. The opponent won't do anything other than to pick a start territory, so this is not a "single player mode" but instead it's a place where you can practice to draw commands, conquer territories, construct buildings, play around with command receivers, and more. This will be the base for new tutorials in the future, but for now - it's just a sandbox.
Improved options for scouting (Game Balance)
We're taking a first small step to address the lack of good scouting possibilities in the game. This involves the Commando and Interceptor units. See BALANCE CHANGES for more details.
New menu & music (UI, Music)
There is a new short piece of menu music and the menu has a new look and feel. The tanks in the menu are not implemented in the game, but in the next iteration of unit upgrades, this is potentially what units would look like ingame. Chat behaves differently, you have to enter into chat with Enter key and exit with a blank line Enter key press as well. You cannot delete commands or use the Command bar while the chat is active. New options placeholder screen (only music volume enabled).
Camera field of view (UX)
Camera Field of View (FOV) has increased by 8% to see more of the battle field.
Balance changes (Game Balance)
This unit was too efficient at conquering territories. The following changes serves to address this imbalance but also gives the Commando a more clear "special ops" and recon profile:
greater sight range
increased speed +10%
reduced firepower -16.6%
Besides being an air-superiority fighter, the Interceptor now has a strong reconnaissance role as well. The plane could, for example, aid naval units in finding (and fighting) Submarines, like Destroyers do.
greater sight range
greater close-range detection capability
Known issues (Bugs)
- If two people accept challenges at the exact same time, matchmaking can connect the wrong people. This will be fixed by a master server migration to Steam later.
- If two people start a sandbox at the exact same time, they could end up in a match against each other instead. This will be fixed by a master server migration to Steam later.
Alpha 17 Patch Release v0.17.6
- Construction of multiple Refineries & Cities on same site/well no longer possible
- Unconquerable territories verified and fixed
- Game servers no longer accumulate CPU-consuming artefacts after each match
- Proper validation error instead of server error when drawing very short paths