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Releases: ndilday/OnlyWar

v0.6.2.1: trying to figure out the save issue

05 Jan 17:14
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  • fixed a bug I introduced in 0.6.2 that broke battles when the largest weapons killed enemies
  • made the save button say "SAVE FAILED" when, y'know, the save fails
  • added a bunch of logging to the save function to try and help pin down what's going on with save failures

v0.6.2: More bugs squashed

05 Jan 02:10
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  • scout squads should be automatically deleted when the last member is moved out of the squad, since at this stage of development, it doesn't add any value keeping them around, and they were causing some bugs elsewhere (though hopefully I fixed that problem, as well)
  • kill tracking was causing a bug that I think was corrupting saves, so I've put in a fix for that

v0.6.1: Bug fixes

04 Jan 17:51
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A quick bug fix release to knock out a few early reported issues, some of which are definitely long-standing.

  • updated ship capacities to make room for HQ squads
  • fixed a bug in the ApothecaryView where clicking on a squad on the left would show the wrong soldiers
  • on the chapter screen, improved the scrolling behavior of the soldier history (there are probably other scrollables that need this fix, as well)
  • none of the squad lists were updating when you deleted a scout squad; this should be fixed

v0.6.0: Requests!

02 Jan 02:10
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It's been a long time since my v0.5 release, but I've been using my extra time off this holiday season to finish the last couple of items on my to-do list for v0.6!

  • Planetary Governors will now be monitoring their planets for heretical and xeno activity, and request your aid if they find some. Of course, it's possible that the planetary governor is paranoid and jumping at shadows... but paranoid or not, ignore the governors' requests and their opinion of you will diminish. Some governors will be more patient than others. Right now, having a governor dislike you won't matter... but come v0.7...
  • Carnifexes and ripper swarms have been added to the Tyranid planetary forces
  • I also discovered and fixed an old bug where trying to do anything with scout squads after the first 10 or so would cause exceptions and generally bad behavior.

Hopefully, releasing a new version will lead to some more bugs being found that I can clean up. Please use the github issues (https://github.com/ndilday/OnlyWar/issues) to report things. Please attach your log file as well. Where those can be found depend on your OS:
Linux: ~/.config/unity3d/ObstiNate Games/Only War The Next Chapter/Player.log
macOS: ~/Library/Logs/ObstiNate Games/Only War The Next Chapter/Player.log
Windows: C:\Users\username\AppData\LocalLow\ObstiNate Games/Only War The Next Chapter\Player.log
If it's something that can consistently be generated after loading a save file, please attach that, as well. The save file should be under your game directory in: Only War The Next Chapter_Data/StreamingAssets/Saves/default.s3db (at least for Windows)

v0.5.5: Bug Fixes

19 Sep 22:10
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This is purely a bug fix release... no new features yet.

  • switched the planet and fleet lists in GalaxyMapController to dictionary to fix some access bugs from other parts of the code
  • fixed a potential bug where duplicate soldier ids can be generated after loading a game
  • fixed save/load bugs related to incorrectly assuming that Unit.Squads returned not just child squads but all descendant squads
  • fixed a bug in Battle/BattleSquadPlanner that led to missing melee weapons
  • fixed a save/load bug related to changing the data structure for HQ Squads
  • refactored my IDbCommand creation to solve a problem with the Sqlite connection not getting closed. This should mean you can save more than once per run going forward.

v0.5.4: Ambushes

21 Mar 01:28
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A relatively small release, mostly for adding in the ability for the Genestealer Cults to ambush nosy Space Marines who go poking around their planet before they're ready to revolt. I went ahead and gave them some grenade launchers to use, as well.

  • added the capability to have different battle configurations
  • added an ambush battle configuration
  • added the ability for NPC squads to have multiple weapon loadouts
  • added Grenade launchers to Brood Brother Squads
  • added the capacity for Hidden factions to ambush active Space Marine forces on their planet, if they think they can win

v0.5.3: Bug Bashing!

05 Mar 13:45
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Fixed up a bunch of niggling problems. I believe there are still some intermittent errors in melee combat that I haven't found. Also, I realized today that I'm not saving squad weapon choices, so if you've set a given devastator to always carry 4 heavy bolters, you'll have to go back and set that up again when you load the game.

  • fixed ships not realizing they were around a planet on load
  • fixed ships without loaded troops causing crashes after load
  • removed dupe listing of HQ squads in PlanetView
  • fixed some bugs around when battles should and shouldn't break out
  • fixed a load bug where squads were not being properly assigned to planets
  • did some selection logic cleanup on PlanetView, but there's more to do here
  • fixed a save gave bug where the active/reserve status of a unit wasn't being preserved
  • temporarily upped the chances of GC and 'nid planets
  • fixed a bug in fleet id assignment
  • fixed a bug where you could make a fleet look like it was traveling to the planet it was already in orbit of
  • fixed a stupid oversight that was preventing default melee weapons from being handled
  • fixed display bug with planetDetail where, after loading the game, loaded soldier counts were always zero

v0.5.2.2: Savegame fixes

23 Feb 01:08
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There were several bugs that have been squashed in saves.

v0.5.2.1: One Bugfix to Rule them All

17 Feb 22:24
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Thanks to B12 EuchreJack for finding a stupid bug I left in that was breaking all battles. Let the shooting of the Tyranid Scum return!

Speaking of returns, return of the separate Mac and Unix builds!

v0.5.2: Bugfixes

13 Feb 22:33
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New Unity build settings only have one build for PC, Mac, and Linux; let me know if it doesn't work on one of those platforms, and I'll dig in more.
Also, Unity says it should be logging exceptions to these locations; if you experience some weird behavior, let me know whether or not there's anything in that file.

Linux: ~/.config/unity3d/ObstiNate Games/Only War The Next Chapter/Player.log
macOS: ~/Library/Logs/ObstiNate Games/Only War The Next Chapter/Player.log
Windows: C:\Users\username\AppData\LocalLow\ObstiNate Games/Only War The Next Chapter\Player.log

Changes

  • there can now be genestealer cults hidden among the imperial population. They can even, over time, revolt and take over the planet, if they think they can win. Sadly, the Space Marines are not currently authorized to engage on nominally imperial worlds, yet, so this is purely cosmetic
  • planet populations, and their PDFs, grow. Occasionally, the Emperor calls on a planet to provide a new IG regiment, and the PDF shrinks. (It'd be a shame if that happened on a world with a large Genestealer Cult, wouldn't it?)
  • fixed padding on the galaxy view to prevent the ship select view on the right from preventing you from traveling to those eastern-most planets in the sector
  • fixed a bug in fleet merging
  • fixed a save game bug