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v0.4.5
A big batch of gameplay polish, AI/pathfinding fixes, and — new this release — diagnostics that make bug reports actually actionable.
Start screen & UI
- The game now starts truly frozen. Until you click "Start / Resume", no orders, no production or build-queue changes, no cannon placement or driver eject — not even a unit's voice. No more accidental commands (or phantom audio) before kickoff. (#76, #91)
- Camera centers on your own fort at game start, regardless of resolution — it used to land off-screen on wide displays. (#74)
- Menu list scrollbars are draggable / click-to-jump — reach map 35 in one drag instead of 35 clicks on the arrow. (#78)
- Options remember game speed and volume between sessions, and the mouse wheel raises/lowers them. (#73)
- Starting squads spawn spaced out instead of stacked at the fort door.
AI & pathfinding
- A robot that peels off to grab a flag/vehicle now rejoins its group, so you keep control of the whole group instead of being left steering only the leader.
- Units stop chasing attackers they can't reach (e.g. across water) and hold position instead of shuffling at the shoreline forever. (#71)
- Grab polish: no phantom re-grab of a vehicle already being boarded, and a peeling unit no longer twitches the wrong way first.
Fixes
- Lost commands fixed — the click-vs-drag threshold went from 1px to 5px, so an ordinary click reliably registers as an order. (#39)
- The move/capture destination marker no longer double-draws. (#38)
Diagnostics (for bug reports)
zod_diag.lognow auto-captures suspicious events as they happen: a move order to an unreachable spot, a unit stuck with no progress, being attacked by an unreachable unit, or a match that can't end.- The F12 / \ unit dump is richer (owner, can-move, crewed vs. driverless, per-team census). If something misbehaves, select it, press F12, and attach
zod_diag.logto an issue.
The Windows zip and Android APK are attached below.