------- changes for V0.3.0 ------- Now targeted to Android v10.0. Previously was built to target Android x8.0. (Oreo) Minimum supported version is still v5.0 (Lolipop) although I will probably upgrade this to 7.0 (Nougat) or 8.0. I am not planning on upgrading to v11.0 (to support upload to Google Play) until I am ready to publish it on Google Play. BUGFIX: Enemies under cover would stay under cover if Taunted. Enemies could also be taunted and bluffed multiple times. BUGFIX: Allies would not respond to orders once they reached "stop range" near the team. BUGFIX: Fixed button borders being messed up when directing ally movement. BUGFIX: The Scout was unable to continue to "heal" equipment once the maximum number of instructions was generated. The Scout's Analysis is supposed to partially repair equipment even after all instructions are generated. However, Analysis will now only heal to 90 HP, the Tech's Repair is needed to reach 100. - The Tech also now repairs slightly more damage with Analyze than the Scout, since he has to alternate using Analyze and completing an instruction. - The score displayed at the end of the game now displays equipment that "failed" due to damage, as well as equipment repaired. Such can be counted as a negative score, like allies lost. This is true of Force Field Generators too. Scanned enemies will now show up as character portraits in the right info pane. The description text has been drastically reduced to make room. While this text could have been removed, it still indicates that all enemies but Torgoth form groups. It no longer warns about Torgoth overrun, or Kralien suicide bombers. The Scout and Tech's Intel will still appear over the character image, though, at the bottom. Changed Repair so it can only be used on damaged equipment. Usually, Analysis is also limited in this way, but some consoles, like the Power Core, allow Analysis to reveal additional information. This Analysis will not generate instructions, and if the console is damaged, it must be Repaired before it can be analyzed again. Added a "big message" identical to the GAME PAUSED message that appears across the radar scanner. This is used to give the Tech feedback when he completes a Repair, and to provide some info to the Doctor in the Plague scenario. - Note this is not the same as the yellow text warnings that appear at the bottom of the scanner, as those can be turned off. Kralien suicide bombers will now detonate themselves against a Force Field, damaging the Force Field Generator. Changed unidentified enemy color to grey. This is should be distinct from light grey, which is used for allies under cover. Changed distribution of enemies in shipboard Elimination Scenario. Previously, enemy ships would only have enemies of that race, while friendly ships and planets would have about half Kralien enemies, with the others evenly distributed. Now, enemy ships will be 50% that enemy race, with the other races evenly distributed. - Example: Torgoth ships will be 50% Torgoth, with the other half being the other three races. Torgoth still only appear on Torgoth ships or on planets. - This should make Torgoth and Skaraan ships a little easier, but other enemy ships will have more variety and Scouts will have more to do in shipboard scenarios. Implemented Plague Scenario. In this Research Scenario, the Doctor can draw blood samples from the natives in the area and analyze them in order to figure out a cure for the plague. The Doctor or Scout may then gather plant samples from the environment or a Hydroponics console and use them to synthesize the cure. - The Plague will eventually turn all natives hostile, and the Away Team has only a limited time before they become infected as well. - This is a timed mission. A timer will appear on the radar scanner, showing how much time the Away Team has before they succumb to the plague. Implemented Core Breach Scenario. In this Repair Scenario, there are five consoles that are malfunctioning, including the Power Core. The Technician must repair each malfunctioning console and finally the Power Core, before the core overheats and explodes. At higher difficulties, the Away Team will need to defend themselves from enemy forces while repairing the core. - This is a timed mission, much like the Plague scenario. The amount of time will depend on the difficulty, but the Technician will have to repair more consoles, with more steps needed per console to repair them. - On difficulties 1, 4, and 7 the consoles will overheat slowly, taking damage that can be easily countered by the Tech or Scout. On difficulties 2, 5, 8 and 10 the consoles will take damage faster. On difficulties 3, 6, 9 and 11, the consoles will overheat quickly and only the Scout is likely to be able to keep them from failing. Difficulty 11 is insanely difficult, requiring 10 consoles to be repaired with 10 steps each, and can last 30 minutes! All while fending off 10 enemies! Implemented Tablet Mode. During game setup, the phone or tablet may be rotated to landscape or portrait mode. If the game is started in landcape mode, the phone or tablet will be locked into tablet mode. In tablet mode, the radar scanner display is smaller, but there is more space for the information displays. If a phone or tablet is very close to a square resolution (less than 14:9) the game can only be played in tablet mode. This keeps the control area from becoming too small to be usable. Tablet mode is also disabled if the resolution is greater than 2:1. ------- changes for V0.2.2 ------- BUGFIX: Allies would not close to interation range, so the Doctor can heal them. Instead they would seek out cover, which was useless to them. Now allies, enemy Torgoths and suicide bombers will home in on the players at short range, so they are more likely to get into interaction range. BUGFIX: Enemies and allies did not do stun damage to each other. Fixed this, and increased ally range so they will fire at long range. Long range damage to enemies under cover is 1/4 for allies, instead of 0 like it is with players. Implemented Technician. The Technician can repair the force field generators, and recharge power cells. Repair will put the Tech's scanner into a unique mode that shows the interior of the console and allows it to be manipulated according to the Scout's instructions. Enemies no longer have to be in blaster range for the Leader to taunt them or ask for surrender. They still must be scanned by the Scout to identify them. Changed the warning message to say the ally is out of range when the Doctor tries to heal them, instead of "enemies can't be healed". Scout's reticle color has been changed to green to distinguish it from the Doctor. Stun bars were changed to yellow. Added a Supply Locker console, which will be stocked by the Leader's Resupply function. In addition to giving the Marine and Doctor control over when they restock their grenades/hypos, this console lets the Tech recharge power cells on difficulty levels 1-3. Disabled buttons on the control panel when the function is not available for some reason. For instance, Scan will be disabled if you do not have an object targeted, or it has already been scanned twice. Added toggle buttons to the Options pane to turn on and off optional features. This includes the auto fire and warning message features added previously. The gyroscope and/or magnetic field sensor can also be disabled if these are making the compass reading unreliable. Finally, there is now a "swipe to rotate" manual mode that is intended for phones that don't even have a compass. Added troubleshooting data to the options screen. These should help you determine if your phone is powerful enough to play the game well and troubleshoot problems with the compass. There is a new troubleshooting section in the ReadMe file. The server's IP Address is also now displayed on the Options pane. This is so the Host doesn't have to back out of the game if a new client wants to join in. ------- changes for V0.2.1 ------- BUGFIX: Allies did not fire back at enemies. This could have had additional side effects on the first enemy in the array, such as preventing pathing from working. BUGFIX: Torgoths and suicide bombers would stop if they found cover between 3 and 5 meters from the team. Skaraans with EMP would try to close to melee. Enemies between 25 and 35 meters away will circle the map for a short time before charging at the players. Clearly indicated short and long range for the blaster with an arc in the green wedge. Changed blaster reticle to match the color of the role using it. Opening "How to Play" on the host will automatically pause the game. Changed the shape of force fields. The console now generates a nested force field in front of it, which blocks enemies at both 10m and 5m. This allows tricks like shutting off the force field to allow an enemy "inside" it, trapping him, while others outside are held back out of range. Added a "End Game" button to the Game Over panel. On the host, this will take the player back to the Scenario select screen, instead of the Role select screen. This allows a new game to be started. The back button will serve the same purpose, if the game is over. Implemented an autofire mode for the blaster. This is intended to be turned on and off in the options panel, but right now it is on all the time. Added warning text below the scanner to indicate things previously only indicated by a sound effect. In particular, the warning text will show when you need to reload, your shot has missed because the enemy is under cover, or heal is not working because you have not targeted a player. Resistance display was redesigned to be more readable. In particular, the settings that do the most damage are clearly indicated as a green bar, while settings that do base damage or less appear in red. The interface for consoles (the force field generators) was also redesigned, with the activate button moved to the right panel and the resistance display re-used as the frequency display for the Scout. The Scout has been fully implemented, with a working Analyze function that will generate repair instructions for the Technician. The Scout's Analyze function will also partially repair the console. Unfortunately, since the Tech has not been implemented, there is no use for the instructions at this time. Implemented the Leader, with a communicator which can be used to taunt enemies, or call for them to surrender. The Leader can also make his team take cover, which will reduce incoming damage. He can also resupply the Marine and Doctor with grenades and hypos, respectively. ------- changes for V0.2.0 (test release) ------- Game re-implemented in C# using Xamarin (version 0.1.0 was written in Java) Marine and Doctor have been implemented. Scout has been implemented partially, with the ability to scan but without any Tech-related functions. All combat has been implemented, with enemy, ally and native types. Enemies use pathing to move from cover to cover, while moving towards players. Objects other than enemies are immune to blaster damage, but can be destroyed by grenades. Kralien suicide bombers, Torgoth steamroller effect, and Skaraan Stun, EMP grenades, and healing has been implemented. Enemies also have different health and damage stats. A single scenario, Elimination, has been implemented. It relies only on combat. Force Field generators have been implemented, as a console type for Elimination. They can be turned on to block forward movement of enemies. If caught by the force fields, enemies will fire at the console until it is destroyed. Skaraans will use their EMP grenades to knock out the force field.