Release v1.4 - BIG Update!
UnDUNE II ยป Devlog
Release v1.4 - BIG Update!
Well, this update grew somewhat! ๐
What started with a couple of minor bugfixes, ended up being another monster update!
Some highlights:
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New "End" Credits screen (also accessible from the Title main menu)
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Prioritised AI attack for buildings + periodic attacks until "discovered"
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Units that retreat to Repair Facility will now "auto-return" to the battlefield after being repaired
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Better FOW shape (no longer square!) and HQ radar now shows better FOW detail
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More improvements to overall performance and some gfx sprites
Enjoy the update & keep the spice flowing! ๐ค
v1.4 Release Notes
- ADD: End Credits screen (also accessible from main pause menu)
- ADD: Auto-return repaired units to battlefield
- ADD: Made it easier to start a new game/switch house
(also via Title cart's "pause" menu) - ADD: Starport now has fluctuating pricing to order from
- ADD: Prioritised AI attack for buildings + periodic attacks until "discovered"
- ADD: Hitpoints, Power and Arm stats added to build menus
- ADD: AI will now retaliate against attack!
- ADD: Atreides can now control Fremen (after initial target order)
- ADD: Made it easier to start a new game/switch house
(via Title cart's "pause" menu) - ---
- CHG: Better FOW reveal shape (was square before)
- CHG: Launcher tanks now have minimum firing range
- CHG: Unit order feedback
(now deselects when tell to move - consistent with attack) - CHG: Unit cap now set for each faction, rather than total count
(+now applies to soldiers created on building destruction) - CHG: Build menu now matches ordering of original game
- CHG: Increased pathfinding memory (fix broken pathfinding on LVL 9)
- CHG: Improved sprite gfx (turrets, storage silos)
- CHG: Credit sfx interval reduced (+build/repair speed tweaked)
- CHG: Sonic tank + Trooper fire/missile size
- CHG: Repair rate reduced slightly (was too fast)
- CHG: HQ Radar now shows FOW now more accurately
- CHG: Enemy unit/turret fire FOW reveal reduced (was too large)
- ---
- FIX: Diff. faction level req. for some buildings (Light Factory, WOR, etc.)
- FIX: Slabs placed under units are now lost
- FIX: Abort attack when unit is collected by carryall
- FIX: Build Placement now ignores flying units
- FIX: Tech tree requirements
- FIX: Broken turrets mid-level
- FIX: Ordos now start with Deviators not Launchers on later missions
- FIX: Click close menu sometimes triggered radar move
- FIX: Crash if click build with no build menu items
- FIX: Worms can no longer "eat" flying units
- FIX: Now only infantry soldiers are created when buildings destroyed
(not troopers) + reduced count - FIX: Infantry/Troopers reduce too quickly from 3 down to 1
- FIX: Harvester info now resets to 0% after unloading
- FIX: AI able to build units on levels earlier than should be
- FIX: "never the less" Typo on Harkonnen Mentat screen (bug in original)
- FIX: Units sometimes spawning with 50% health
- FIX: Sardaukar have heavy troopers, not infantry (on LVL 4)
Files
UnDUNE2_linux.zip 824 kB
Mar 27, 2022
UnDUNE2_osx.zip 3.3 MB
Mar 27, 2022
UnDUNE2_raspi.zip 2.1 MB
Mar 27, 2022
UnDUNE2_windows.zip 1 MB
Mar 27, 2022
web.zip Play in browser
Mar 27, 2022
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UnDUNE II
A demake of "Dune 2" - in PICO-8
More posts
- Release v1.3 - HUGE Update!Feb 18, 2022
- Release v1.2Feb 02, 2022
Comments
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Oh, man!! This is incredible! You make a Dune in PICO! I never think about - is it possible. PICO has some limitations. But this is a cool thinbg you make!
Thanks a lot for the kind words! ๐