It's been a long time since my v0.5 release of Only War, 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, so you can snag it at:
https://github.com/ndilday/OnlyWar/releases/tag/v0.6.0- 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)
Next up on the agenda on the road to v0.7 will be adding a bit more sophistication to the battle generation. Right now, Tyranid planets just have an army... you plop down a force, mark it as active, and the two sides run at each other. As part of adding Cults, I did add a (not well tested) version where the player's forces can be ambushed; I want to greatly expand upon this idea so that the engagement distance, size of opposing force, etc, will be dependent on player force size, how long they've been on planet, how large the opposing population is, and so on. This should have a side effect of providing obvious routes for Lictors, Reavers, and other burrowing bug aliens to make an entrance, and I'll probably add flying aliens while I'm at it.
Once I start to get that in shape, I'll also start thinking about planetary unrest, and the possibility of a planetary governor getting fed up and declaring independence. That will then mean I'll need to build out human armies, which leads into my last planned piece of 0.7: human armies independent of yours going around the sector doing things, with the possibility of them being an allied force in a battle, or an opposing one.
As always, this remains a hobby project I fit in around other things, so no promises on dates, void where prohibited, batteries not included, and all that. I'm always open to other folks interested in contributing to the project (and I've found that I'm a far more diligent developer when working with others), so feel free to reach out; interest is more important than experience.