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Colony Wars v0.8.0 Released

The My Colony Universe Real Time Strategy (RTS) game Colony Wars has just been updated to v0.8.0, which is live now at it's new web domain and should be hitting Android over the coming days. This is the first real update to Colony Wars in about two years, so the game was long overdue. v0.8.0 contains a lot of updates "under the hood" and some quality of life improvements throughout, so let's take a look what is new!


The biggest change "structurally" to the game is one I mentioned in a thread earlier this week, which is that Colony Wars has been migrated off of the Web App Core framework and is now a stand-alone web app hosted at https://wars.my-colony.com/. If you previously had the Colony Wars progressive web app (PWA) installed to your device from the old Ape Web Apps location, you should uninstall it and reinstall the new one from the new URL.

The next change is the revamped title screen, which you can see in the screenshot above. The old title screen was also a component of Web App Core, so after migrating off of the library, I had to re-write the title from scratch. I sort of tried to copy off of the Red Alert 2 title screen (at least in terms of layout), since many of the game concepts are borrowed from RA2 anyway. Eventually, the background image on the title is going to cross fade between different battle scenes.

You will notice on the title screen that there is a new Quick Match button. This was added in response to Play Store feedback that setting up a new game could sometimes be too complicated on mobile devices. Now if you just want to quickly play a match, hop in the game and click on Quick Match. You will instantly be taken to a random map in Skirmish mode against how ever many AI opponents the map supports.


Improvements have been made to the New Game Lobby. You can now finally assign different teams to AI players, and change the color of the AI opponents as well. You can even assign AI players to be on your own team, if you wish. You might also notice a new map available called Crossroads. This was created by @GeneralWadaling , so if you enjoy the map please let him know!

Since we are on the subject of new maps, the Map Editor has also been improved. Namely, all of the functions on the map editor now work. Before, the abilities to import a map or open a saved map were not functioning, but now everything should be working properly (at least on the web app, Android might still have some bugs, but that will be sorted out in 0.9.0).


There was a lot of feedback on both the Play Store and through my email that the game was too difficult to control with touch screen, so several changes have been made to hopefully improve the situation:
  • Tapping on a unit twice will now select all units of the same kind in a 6 tile radius
  • Units will now automatically attack all in-range defensive turret type structures (pillboxes, SAM sites, etc)
  • When units are selected, you can simply tap on an enemy structure to order an attack, instead of having to click on the "move units" button first
In addition, Colony Wars previously had an issue where you could not cancel an in-progress construction. On the desktop, you could hold/cancel a build with a right-click, but this did not work on mobile devices. Now, a small hold/cancel button has been added to the build item on the construction sidebar, that you can tap on to hold or cancel a building that is under construction.


This also works for units. If you have multiple units queued up, you can click on their number in the sidebar to cancel the build.

Another much-requested feature has been added. You can now see the health bar for a structure by clicking on it (or mouse-hovering it, if your device has a mouse). In addition, there is now an option to sell a building, or to quickly set a rally point for new units. You could previously do the rally point with a keyboard shortcut, but now you have access to the option on touch screen too.


Once in the game, you will notice a couple of additional changes. Firstly, all of the interface voice recordings ("construction complete," "low power," "harvester under attack," etc) have been re-recorded. My wife was kind enough to lend her voice for the recordings, so perhaps the sound will be more "soothing" now that it was before!

The AI's "brain" has been ratcheted up a bit in this release, especially as it relates to attacking your base. Previously, an AI would send some tanks into your base, destroy one building, and then just sit there like an idiot. Now the AI will actually go all-in and continue attacking your base until the job is done (or his attack force is destroyed).

Overall in-game performance should be better as well in this release, as the underlying Scroll2d engine has been updated to the latest iteration, which has about two years worth of improvements baked in over the previous release.

Finally, the multiplayer experience should be greatly improved in this release. As with Scroll2d, there are also two years of improvements brought over from my in-house multiplayer library, many of the code improvements coming thanks to the real-time multiplayer nature of My Colony 2. Multiplayer games now feature better performance, and much better handling of error states, such as player disconnects.

So the main focus of this release was to get Colony Wars migrated to its new home and bring about some of the most requested interface improvements. The next update is going to focus on adding new units and structures to the game. United Earth still needs a few things added before it's considered a complete faction, and if you have any suggestions on new structures and units for United Earth, now is the time.

Once the United Earth faction is done, I will focus on adding LIS to the game. Like in My Colony, LIS will have some similarities to United Earth, but with a few different specialized units and structures.

Once LIS is implemented, it will be time to add Zolarg into the game, and maybe the Alpha Draconians too for good measure, I haven't decided on that yet.

Finally, once all factions are done, the focus will switch to implementing the single player campaign, which will play through the story of the Human civil war, and the LIS's break-away from United Earth. I mentioned in a thread the other day that I want to have RA2 style cheesy cutscenes in the game. I might make them using Death 3D, but I also might get myself a greenscreen and an "Admiral Tots" costume. Haven't decided yet...

All the while adding the above mentioned items, I want to add other improvements as well. More options to the Multiplayer/Skirmish lobby, like setting your starting funds, game speed, AI difficulty, and tech level. The game needs Super Weapons too.

So that is it for this update. Expect more frequent Colony Wars updates, and let me know what you want to see added (as well as what issues you find with this release). Thanks for playing, and be sure to bookmark/install Colony Wars from it's new URL at my-colony.com:

https://wars.my-colony.com/

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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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