Recent Progress: Special Forces, Modding, And Explosives
Chris here! Check out the new explosion effects that I'm working on, in the animated gif above. Still a ways to go before that's fully out in public, but it's coming along really well.
I'm sure most people here don't follow our dev blog (hey, you have busy lives), but whenever you want to do a deep dive and see all the nitty gritty of what we're working on, that's there. There's also the copious release notes, which detail all of the changes as they happen.
We're currently in progress on version 0.110, which probably won't be out today. I had thought it would, but I'd rather not do a big dump of new stuff right before the weekend in case it causes problems for anyone.
The XML modding capabilities of the game are becoming a lot more flexible as of that upcoming version, which is a really welcome surprise that I'm excited to see Keith has put in. The xml files are what drive and organize all of the other non-code types of modding content, which I made a video about yesterday to go along with the new 0.109 build that put in those capabilities.
Also in that last version, Keith put in a ton of new stuff for the Special Forces, which you may remember from The AI From Within: Part 4.
Earlier in the week there was a whole lot of miscellaneous central stuff by Keith that benefit the game as a whole, and a variety of graphical overhaul work by me.
In general we've been doing a lot to work on performance, compatibility, game logic, bugs, the AI... and so on.
Anyway -- the forums are also a place for you to get up-to-the-moment information anytime you should so desire. In an effort to keep this update brief, I feel like I'm really skimming over most of what has happened, but suffice it to say I'm pleased with our progress.