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v0.4.9
Patch release. Highlights since v0.4.8:
Pathfinding & movement
- Fix A* route corruption — an open-list index bug (
RemovePoint) produced broken, jumping routes that cut straight across water; units now path correctly. Added A* path-validity regression tests (run underctest). - Vehicles ordered onto a bridge now route onto it instead of beelining over the river (or refusing).
- Cranes can repair destroyed bridges again (regression from the destroyed-target fix).
- Units only dodge incoming fire when idle — ordered units hold their move/attack instead of fleeing, so you can actually drive into the enemy fort.
AI
- AI cranes only rush the enemy fort on Expert; on Easy/Normal they just repair bridges, Hard adds flag captures.
Campaign & menus
- Campaign progression fix — winning a level now correctly unlocks the next one.
- Locked campaign maps are greyed out in the picker.
- Adjustable max units per team (Options).
UI, cursor & diagnostics
- Grab cursor now shows over a contested (captured) flag so you can order the capture.
\/F12 dump now captures cursor/interface context and the unit under the cursor (no selection needed) — point at a misbehaving unit and dump it.
Platform
- Android: immersive fullscreen — the system bars no longer cut off the game.
- macOS: Dock icon now has a transparent background (was a black square).
- Networking: singleplayer binds to localhost only (no exposed network port); host a LAN game with
-Lor run a dedicated server with-d. - The reported build version now tracks releases instead of the original 2011 engine date.