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SWArmada 0.1.6

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@thetrufflegouda thetrufflegouda released this 14 Aug 03:28
· 1 commit to main since this release

SWArmada 0.1.6

Version 0.1.6 is the Onager, Android, controls, combat-input, and presentation
release. It also includes substantial multiplayer, chat, lobby, movement, and
rules-correction work shared by every platform.

Onager and combat rules

  • Added the Onager-class Star Destroyer's special firing arc, targeting token,
    ignition attacks, Extreme range, forced first-attack timing, Cataclysm timing,
    and official Onager upgrade interactions.
  • Ship attacks now determine firing-arc legality from the physical defending
    hull-zone edge. Targeting anchors remain line-of-sight references, so a clear
    front-to-front shot is no longer rejected because an authored anchor sits
    outside the base.
  • Attack damage is counted from hit and critical icons. Accuracy and blank faces
    remain zero-damage unless a printed card effect explicitly converts them.
  • Corrected close-range Evade availability, Redirect allocation, Auxiliary
    Shields Team capacity, and exact duplicate defense-token handling.
  • NK-7 and Intel Officer now preserve the exact physical defense token through
    local and accepted online commands. Intel Officer shows only the current
    opposing defender's tokens and uses compact token labels.
  • The Escort VIP ship is restricted to Navigate commands and tokens.

Stable attack and movement input

  • Attacking now follows one consistent flow: select a source firing arc, select
    a defending hull zone, then commit. Either selection can be changed before
    committing, while body taps, empty taps, and invalid taps leave both choices
    intact.
  • Close or overlapping ships use the visibly nearest curved hull-zone control,
    preventing a defender tap from silently switching the attacker's firing arc.
  • Cannon-mode touch input no longer falls through into battlefield selection,
    flash closed, or leave second-attack targeting in a stale state.
  • Ram previews retain the complete plotted maneuver: reachable travel is cyan,
    the impossible remainder is grey, and the real landing choice is orange.
  • HALT TO ZERO uses the same orange maneuver arrow as desktop, raised above the
    ship's size-aware hull hitbox so it remains visible and clickable.
  • Squadron selection, targeting, movement, and collision displacement were made
    reliable on touch. Accepted movement now completes before the turn advances.

Android

  • Added the first Android ARM64 player build, using the same battle rules and
    content as desktop. Minimum supported version is Android 8.0 / API 26.
  • Android uses the device's native landscape resolution; only the frame-rate
    limit is configurable.
  • Added one-finger camera pan with a deliberate deadzone and inertial glide,
    two-finger twist/orbit, two-finger pitch, and more responsive pinch zoom.
  • Scrollable menus accept inertial swipes across the full list surface. Fleet
    and map-builder palette entries are armed with a tap and placed with a later
    map tap, so list scrolling no longer starts an accidental drag.
  • World placements stage before confirmation. Squadron displacement supports
    immediate touch-drag, and firing-arc selection exposes all four touch targets.
  • Added touch-accessible in-game Menu and Game Chat controls, safe-area layout,
    the desktop game icon, visible 3D ship/obstacle models, and logcat-only error
    reporting instead of an on-screen development console.
  • Replaced unreliable dossier gestures with a spatial notepad diamond above
    ships and squadrons. Single tap selects and quick double-tap focuses.

Controller and controls

  • Rebuilt controller support around one persistent virtual cursor: right stick
    moves the cursor, D-pad navigates exposed controls, A or right trigger clicks,
    and B closes the top visible surface before routing to gameplay Back.
  • Left stick pans, LB/RB orbit, LT plus vertical left stick zooms, and L3 frames
    the whole table. The upper analog curve reaches Shift-keyboard speed without
    sacrificing low-stick precision.
  • Rebuilt the virtual keyboard with a live wrapped input field, lowercase
    default, L3 caps, one-shot/double-latch Shift, and letter/symbol pages.
  • The shared Controls reference is available directly from the main menu,
    Options, and the in-game pause menu.

Squadrons and battle presentation

  • Squadron attack runs are substantially slower: fighters approach, keep moving
    while swarming the target, fire, and return to their exact formation slots.
    Anti-ship attacks, anti-squadron attacks, and Counter share this presentation.
  • Added an attacker-mounted combat camera which keeps the defender in view,
    holds through combat feedback, restores the exact prior view, and yields
    immediately to real player camera input.
  • Ship lasers now originate from the visual center of the firing ship.
  • Contextual ship-base outlines appear during deployment, movement, targeting,
    displacement, and other footprint-dependent decisions.
  • Hull-zone indicator lines now curve subtly inward, while their endpoints and
    all authoritative rules geometry remain unchanged.
  • Improved maneuver markers, firing arcs, targeting-token orientation, ship
    selection over visual hulls, dice-chip layout, and desktop menu text sizing.
  • Baked the tuned CRT/PSX profile, including forced point filtering and reduced
    random wear/tear.

Lobbies, multiplayer, and chat

  • Added request coordination, pacing, retry, and stale-presence handling to
    reduce Lobby Service rate-limit bursts during connect, invite, and chat flows.
  • Isolated simultaneous presence/chat and match-lobby event caches to prevent
    lobby callback corruption and the repeated lobby error cascade.
  • Reworked local and online lobby setup with framed game-type arrows, a separate
    Starting Options row, compact two-way choices, and clear gold active states.
  • Lobby, direct-message, and in-game chat now share 500-character wrapping,
    scrolling composers and reliable bottom autoscroll.
  • Direct messages use top conversation tabs for opened, historical, or unread
    contacts instead of cycling through unrelated players.

Downloads

  • SWArmada-0.1.6-Windows-x64.zip
  • SWArmada-0.1.6-Linux-x86_64.tar.gz
  • SWArmada-0.1.6-macOS.tar.gz
  • SWArmada-0.1.6-Android-arm64.apk

The Windows and macOS builds are not code-signed or notarized. The Android APK
uses a sideload/test signature rather than Play Store signing. SHA-256 sidecars
and a combined SHA256SUMS.txt are included. Generated backup, Burst debug,
DoNotShip, log, and symbol folders are not part of any download.