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welcome to chaotic era 1.6.3 here's what's new: - added automatic siphoning tech: low-charge units automatically siphon nearby power sources - added wireframe boxes around selected units for better visibility - made numbered build shortcuts unit-specific (ie. "2" will always build a scanner) - lowered default zoom - changed venting to no longer work during siphoning - decreased initial siphon speed - increased barricade damage - fixed AI building on tiles outside the map area - more small tweaks and bugfixes head over to the discord to let us know what you think, and don't forget to leave a review.
more bugfixes to follow-up our performance update last week. plus, cheat codes. - fixed AI building on invalid tiles - fixed research not loading in custom games - fixed crash when restoring game - fixed inspector attack module memory bug - improved console input (`), and added cheat codes that get revealed as scenarios are completed - fixed interactivity bug that caused UI to lock when dialogue popped up while selection inspector was already open - fixed sorting in load menu - adjusted load menu density and fixed rendering issues - improved game load performance more to come. don't forget to join us on discord to let us know what you think.
this update adds a brand new, completely reworked "barricades" feature: firewalls now function as shield generators that automatically deploy forcefields around a district. //key updates for chaotic era 1.6: - increased worker movement speed - fixed workers not being able to move when attacking or being attacked - lowered garrisoning tech level requirement - brought the inspector further away from tile selection to increase visibility - fixed tooltips not appearing for research - adjusted the look interaction to not require mouse drag - fixed duplicate buttons showing up in unit list in lower left corner - fixed incorrect inverse relationship between radius and damage - fixed layout issue causing player to start at weird locations - fixed workers assigned to jobs becoming stuck indefinitely in some cases - fixed membrane not reliably spawning scabs - changed regen rate delayed recovery after taking damage - fixed bug preventing scenarios to sometimes be unwinnable let us know what you think. more updates on the way with better performance and new content.
fast performance. better controls. tons of bugfixes. more to come. // performance - generated readonly symbols for constants, localization keys, research definitions - converted 80% of managed systems to value types - reduced network traffic significantly - parallelized region inspector jobs - fixed 4ms layout bug in rally inspector - discarded legacy universe-simulation significantly reducing memory usage and increasing load times - removed huge number of unused assets - better audio performance - proactively cull non-visible objects to lighten network load // features - new movement system: route units to specific locations with more conventional rts controls - added critical damage system with increasing chance based on health - new graphics menu for adjusting graphics settings // bugfixes - fixed inspector accidentally opening sometimes - fixed loading overlay sometimes never going away - disabled discharge friendly fire - prevented supplies spawning on top of existing supplies or workers - fixed terrain normal strength to ensure works and props aligned correctly - fixed cursor not updating correctly over UI nor respecting UI scale settings - fixed escape in beginning of new match destroying entire scene - fixed multiple extra codex upgrades possible when clicking fast - fixed scenarios starting multiple times if enter pressed in quick succession // tweaks - adjusted map size for Contact scenario - weakened Spore health, attack, battery - increased Sled attack rate - minor adjustment to human props - ensured fighters always automatically respond to attackers
made a series of improvements to performance in our ongoing efforts to provide you with the most chaotic era possible - capped frame rate - reduced texture resolution for visibility - sped up load times and reduced memory usage - more enhancements and improvements keep an eye out for more on the way to eliminate crashes and smooth out performance. if you're experiencing any issues don't hesitate to leave a comment below or join us in our discord.
heres whats in the latest update: + fixed major crashes + resolved all clicking / input issues on windows + adjusted tutorial pop-ups whats next: + hunting down the final crashes + stability and optimization + some cool special stuff update now and give it a try. if you're still experiencing crashes please let us know in the comments below to help us resolve the final ones. more to come very soon.
We just shipped a major update to Chaotic Era. Here's what's new: + made it easier to learn how to play + fixed the controls + rebalanced worker AI And how we did it: + added a step-by-step tutorial to first 3 scenarios + resolved click responsiveness bugs + fixed right click issues + removed incineration + workers prioritize building over combat more + lots of other bug fixes and improvements More to come. Thank you for all your feedback so far, and for bearing with us while we iron out some early rough edges. Update Chaotic Era on Steam now and let us know what you think.
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