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Rusted Warfare - RTS For Mac

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Rusted warfare - rts for mac download
Rusted warfare free pc

Rusted Warfare - RTS. Roxio game capture software mac. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews 39 in Group Chat An RTS inspired by the classics of the. Jun 25, 2019 Rusted Warfare – RTS Strategy – Great strategy with a very simple interface and graphics. It is very similar to those old strategies that we all once played, there are not a lot of resources, but there are many different types of troops, some of which are designed for air battles, while others are for ground battles.

Rusted Warfare - Rts For Mac Os

Rusted warfare - rts for mac iso

Rusted Warfare - RTS. Roxio game capture software mac. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews 39 in Group Chat An RTS inspired by the classics of the. Jun 25, 2019 Rusted Warfare – RTS Strategy – Great strategy with a very simple interface and graphics. It is very similar to those old strategies that we all once played, there are not a lot of resources, but there are many different types of troops, some of which are designed for air battles, while others are for ground battles.

Rusted Warfare - Rts For Mac Os

Rusted Warfare Free Download


A new update to Rusted Warfare is out!
[h2]New Unit: Modular Spider[/h2]
-A walking mobile base
-Starts with no weapons but has 6 slots where turrets, or modules can be built and upgraded.
-Is a Starting unit only, picked from the Game Options (cannot be built normally unless using mods)
-Possible add-on modules:
---Shield Gen, Anti-Nuke, Fabricator T1 & T2, Laser Defense, Lightning, Flak, Artillery, Sam T1 & T2, Gun T1 & T2, Plasma T1 & T2
-Very heavily armored but slow
-Base speed is reduced if any weapons are attached
-Can build units and buildings
-Auto repairs nearby units
-Can move over water
-Built-in Fabricator
-Goes nuclear on death (if nukes are enabled)
[h2]New Turrets and buildings[/h2]
-Lightning Turret T1 & T2 - Upgraded from basic land turret
-Artillery Turret T2 - Upgraded from artillery turret
-Watch tower - Sees through fog in a large range, built from T2 builders
[h2]Extractor T3 upgrades[/h2]
New optional upgrades, only one can be picked at a time:
-Overclock: Much less health. Generates credits faster. Can be reverted back to T3 for a 50% refund.
-Reinforce: More health. [Adds shield. Self-repair. But generates same credits. Can be reverted back to T3 for a 50% refund.
[h2]New Unit: AA Beam Gunship[/h2]
-Anti-air particle-beam weapon
-Beam weak vs shields
-Can not attack land
-Slow speed unless using afterburner action
-Balance wise this unit is meant to counter Amphibious Jets but be countered it's self by Heavy Interceptors (creating a triangle)
[h2]New Unit: Heavy Anti-Air Mech[/h2]
-Strong and long range air attack
-Area affect anti-air
-Weak land attack
[h2]New servers[/h2]
-Relay servers for easier hosting of games (useful when mixing in Android/iOS clients that cannot use steam invite)
---To setup a relayed game use 'direct join' to one of: us1.relay, us2.relay, asia1.relay
---Other players will be able to join your game by entering the shown Room Code into direct join.
---Games aren't public yet, so share your room id with friends or on the discord server.
-Modular Spider FFA battle royale servers (with up to 100 players!)
---Closing borders to force battles between players
---Crates randomly drop around the map that can be reclaimed
---(This was setup before AoE also did this lol)
[h2]Releasing on iOS very soon[/h2]
-Store page here: https://apps.apple.com/au/app/rusted-warfare-rts/id1514329124
-Cross-platform multiplayer between Windows, Linux, Mac, Android, and iOS
-Any support on release would be great. (Pre-orders would be helpful too but I know people don't like to do that.)
[h2]Other major changes.[/h2]
-New maps: Hills (2p), Manipulation (4p), Two Large Islands (10p), Wetlands (10p)
-Spectator support, players can be set as spectators to just watch games. And all players can be set as spectators from team layout.
-Borderless fullscreen option on Windows/Linux
-PC version uses a lot less memory loading images from mods so it can support bigger mods
-Can create replays in sandbox (and play them back within the editor) useful for creating videos, trailers or machinima
-Can hide the interface in sandbox and replays for screenshots and videos
-New background map added to menu rotation
-Nicer map rendering when zoomed out
-Afk players players get shared control turned on to their allies as if they disconnected
-Much faster rejoins and resyncs in multiplayers, with less impact on replays
-Adds 1.5x, 2.5x income multipliers to the existing 2x setting
-The host can pause multiplayer games by typing ‘-pause'
-The host can type ‘-roomlock true' in battle room to stop new players joining
-Android: Now has export as map in sandbox
-Fix attack move on bombers, etc
-Defeat stats screen
-Flying fortress can be picked as a starting unit
-Carrier $38000->$30000, x5 factory speed to x2 factory speed. To help make this a more general purpose unit.
-Fabricator $1500->$2200 (as well as upgrades), to promote more extractor focused gameplay.
-Android: Much faster map and fog rendering (27x faster in extreme benchmarks, yes really)
-Android: See-through interface from PC, can be switched back to classic style in settings
-Android: Unit cap can be changed in settings, up to 10,000 units per team
-Lots of new map scripting features for creating custom missions
-A bit of a tutorial help added to mission 1
-Improved pathfinding with better performance
-Fix fog not being restored when loading saves
-Fix streaming maps from compressed .rwmod files in multiplayer
-Better performance on units with large numbers of actions
-Much faster unit/mod loading times
-Better handling of out of memory while loading mods
-FPS cap upped to 300fps for high refresh rate screens
-Fix xOffsetAbsolute, yOffsetAbsolute, xOffsetAbsoluteRandom and yOffsetAbsoluteRandom weren't working on [effect], this might cause issues for mods that expect them to be broken.
-New 500x500 pixel map thumbnail image limit, recommended is 100-200px (note: this is just the preview image, not the map size)
-Fix false positive warning message with addTeamTags/removeTeamTags map scripts
-Fix income multiplier and no nuke option not working in single player skirmish
[h2]Lots of new modding features[/h2]
-See: Rusted Warfare: Beta Modding Reference for complete 1.14 reference
-Added: [graphics]isVisibleToEnemies and [graphics]showOnMinimapToEnemies - allows creation of stealth systems when used with canOnlyBeAttackedByUnitsWithTags, and converting to revealed versions
-Added: [ai]lowPriorityTargetForOtherUnits and [ai]notPassivelyTargetedByOtherUnits - Allows better wall buildings that units don't target by default.
-[action]addActionCooldownTime, [action]addAllActionCooldownsTime and [action]clearAllActionCooldowns - Player cannot use action again till timeout expires
-[animation]effect_Xs: { x, y, name } - Spawn effects while playing an animation
-Added: [action]convertTo_keepCurrentTags
-Added: [core]disableDeathOnZeroHp
-Added: [action]takeResources_directTransferStoppingAtZero
-Per unit leg limit is now 20
-Added %{self.playerName}, %{self.teamName}, %{self.resource.X} to showMessageToAllPlayers, etc actions to create dynamic messages
-Added: [turret]aimOffsetSpread
-Added: [action]addWaypoint_position_relativeOffsetFromSelf
-Added: [action]whenBuilding_rotateTo_aimAtActionTarget and [action]whenBuilding_rotateTo_rotateTurretX (BETA NOTE: is broken in some cases)
-Added: [attachment]showAllActionsFrom (logic boolean) - shows actions from the attachment when parent is selected, when clicked actions will be applied to the attachment as if they were selected. Can be used to create inventory systems, or control subsystems of a unit, etc.
-[action]isAlsoViewableByEnemies and [action]isAlsoViewableByAllies - Allows other players to see actions from this unit, useful for showing stats to other players (eg missile count, items collected)
-transportedUnitsToTransfer=X option added to unitSpawn fields - Moves units from the source unit into the newly created unit. Can be used to create parachutes from planes, teleport effects, etc
-Added: [movement]heightChangeRate
-Added: [movement]fallingAcceleration, [movement]fallingAccelerationDead
-New logic function: self.height()
-Added: [effect]alsoEmitEffectsOnDeath
-Added: [effect]lifeRandom
-spawnPoint_eachActiveTeam option added to [core]onNewMapSpawn
-Added: [action]addWaypoint_triggerActionIfMatched
-Added: [action]showMessageToAllEnemyPlayers (need test)
-Added support for ranges in flag ids (eg: unsetFlag=1-5)
-Note unit flags are now unset before new flags are set
-unitRef feature with functions: self, self.parent(), self.transporting(slot=x), self.attachment(slot=X) - eg: [action]textAddUnitName: unitRef self.attachment(slot='1')
-Added: [action]textAddUnitName: unitType or unitRef
-Added: [action]descriptionAddFromUnit: unitType or unitRef
-Added: [action]descriptionAddUnitStats: unitType or unitRef
-Changed: [action]unitShownInUI: now also supports as unitRef
-Added: [action]unitShownInUIWithHpBar - (boolean) default true, Only used when unitShownInUI is a unitRef
-Added: [action]unitShownInUIWithProgressBar - (boolean) default true, Only used when unitShownInUI is a unitRef. Replaces HP bar if active
-Added: [action]attachments_unload
-Added: [action]forceUnloadTransportNow_onlyOnSlot
-Added: [resource]displayRoundedDown
-Added: [projectile]wobbleAmplitude
-Added: [projectile]wobbleFrequency
-Added: [projectile]turnSpeed
-Added: [projectile]spawnProjectilesOnEndOfLife (projectile types) - eg: spawnProjectilesOnEndOfLife: torpedo_split(offsetDir=90), torpedo_split(offsetDir=-90)
-Added: [projectile]spawnProjectilesOnExplode (projectile types)
-Added: [projectile]spawnProjectilesOnCreate (projectile types)
-spawnProjectile options: spawnChance, maxSpawnLimit, recursionLimit, offsetX, offsetY, offsetRandomXY, offsetRandomX, offsetRandomY, offsetHeight, offsetRandomDir, offsetDir
-Added: [turret]canAttackMaxAngle
-transportUnloadedOrRemovedUnit added to [action]autoTriggerOnEvent
-Changed: [projectile]pushForce / pushVelocity now working on all units
-Added: [turret]barrelOffsetX_onOddShots
-Added: [core]canReclaimUnitsOnlyWithTags
-Added: [core]canRepairUnitsOnlyWithTags
-Added: [placementRule_X] section - allows creation of
-[placementRule]anyRuleInGroup:X (Only require 1 of the rules in this group pass, instead of all. Use the same group name on other placement rules to create a group.)
---[placementRule]searchTags:X
---[placementRule]searchTeam:[TeamRelation] defaults to own
---[placementRule]searchOffsetX: defaults to 0
---[placementRule]searchOffsetY: defaults to 0
---[placementRule]searchDistance:X
---[placementRule]excludeIncompleteBuildings: [true/false]
---[placementRule]excludeNonBuildings: [true/false]
---[placementRule]minCount:X
---[placementRule]maxCount:X
---[placementRule]blocksPlacement: [true/false]
---[placementRule]cannotPlaceMessage: Message shown to player if this rule fails (will be first failing rule in mergedRuleGroup)
---[placementRule]checkEachTile: [true/false] defaults to true (set to false to only test unit center)
-Added: [projectile]mutatorX_addResourcesDirectHit
-Added: [projectile]mutatorX_addResourcesAreaHit
-Added: [core]exitHeightIgnoreParent
-Added: [core]ignoreInUnitCapCalculation (defaults to true for buildings)
-Added: [action]iconExtraImage
-Added: [action]iconExtraColor
-Added: [action]iconExtraIsVisible (logic boolean)
-Added: [core]explodeTypeOnDeath - (options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding)
-Added: [core]fogOfWarSightRangeWhileNotBuilt
-Added: [projectile]moveWithParent
-Added: [projectile]sweepOffset
-Added: [projectile]sweepSpeed
-Added: [turret]idleSweepAngle
-Added: [turret]idleSweepDelay
-Added: [turret]idleSweepSpeed
-Added: [turret]idleSweepCondition
-Added: [turret]idleSweepAddRandomDelay
-Added: [turret]idleSweepAddRandomAngle
-Added [turret]altProjectile (Projectile) and [turret]altProjectileCondition (LogicBoolean)
-Added numberOfUnitsInAggressiveTeam() logic boolean (for the special 'aggressive to all' team)
-Added logic boolean self.numberOfUnitsInAllyNotOwnTeam
-Added: [attachment]keepWaypointsNeedingMovement
-Added: [core]effectOnDeathIfUnbuilt
-Added: [action]setBuilt (float 0-1)
-Added: [action]offsetSelfAbsolute: x,y,[height]
-Added: [action]alwaysSinglePress (default false) - No confirmation needed on mobile, use with canPlayerCancel: false and allowMultipleInQueue: false to also hide the queue interface.
-Added: [action]addActionCooldownApplyToActions (actions)
-Fix requireConditional on queue items causing false positive desync message to show
-Added [core]isUnselectableAsTarget (boolean) and [attachment]isUnselectableAsTarget (boolean) (defaults to the isUnselectable's field)
-Added 'tookDamage' to autoTriggerOnEvent
-Added [effect]animateFrameLooping (boolean)
-Added [projectile]hullDamageMultiplier (float) - can be used to create EMP weapons that affect shields only
-Added [turret]onShoot_triggerActions (actions)
-[attack]canAttackFlyingUnits/canAttackLandUnits/canAttackUnderwaterUnits no longer required if [attack]canAttack is false
-Added: [attached]redirectDamageToParent (boolean) and [attached]redirectDamageToParent_shieldOnly (boolean)
-Added [graphics]image_shield
-[action]resourceAmount, [action]convertResource_* now also support built-in types like: energy, ammo, credits, hp, shield
-Added [action]addWaypoint_target_randomUnit_tagged (needs testing)
-Added [action]addWaypoint_target_randomUnit_team (needs test)
-Added [action]addWaypoint_target_randomUnit_maxRange (needs test)
-Added 'teamTagDetect' map trigger type (parameters: team, teamTag)
-Added 'setPassiveTarget' waypoint type (needs test)
-Added 'techLevel' to unit spawn parameters, mostly for built-in units and setting damagingBorder size.
-Added 'alwayStartDirAtZero' to unit spawn parameters
-Added 'xOffsetRelative' and 'yOffsetRelative' to projectile spawn parameters
-Fix: newly captured buildings don't reveal fog
-Added [projectile]beamImage (image)
-Added [projectile]beamImageOffsetRate (float)
-Added [projectile]beamImageStart (image)
-Added [projectile]beamImageEnd (image)
-Added [projectile]autoTargetingOnDeadTargetRange
-Added [projectile]autoTargetingOnDeadTargetLead
-Added [projectile]retargetingInFlight (needs test)
-Added [projectile]retargetingInFlightSearchDelay (time)
-Added [projectile]retargetingInFlightSearchRange (float)
-Added [projectile]retargetingInFlightSearchLead (float)
-Added [projectile]retargetingInFlightSearchOnlyTags (tags)
-Added [projectile]sweepOffsetFromTargetRadius (note: shielded hovertank uses 0.4 for it's attack)
-[projectile]moveWithParent now locks with turret instead of unit body for smoother beam effects
-Added[projectile]instantReuseLast_alsoChangeTurretAim - Make turret's aim include last projectile's spread and sweep offsets, useful for beam weapons
-Added [projectile]instantReuseLast_keepAreaDamageList - default false. Keeping the list was the normal behaviour in 1.13 making area damage not apply a second time but this is not useful. Use this only if you want the old behaviour.
-Added [projectile]targetGround_includeTargetHeight for area affect AA weapons
-Added [graphics]showShieldBar and [graphics]showQueueBar
-Added [projectile]beamImageEndRotated and [projectile]beamImageStartRotated
-Allow built-in resources with self.resource() and self.isResourceLargerThan()
-Added moveCamera map trigger
-Added [projectile]targetGroundHeightOffset for shooting over or under a target. Might be useful for projectiles that split and rain down.
-Added [projectile]teamColorRatio_sourceRatio default is (1-teamColorRatio)




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