0.0.9 features loads of changes, including a new Platform type, the Fighter which focuses on high speed recon and support while get at dog-fighting other aircraft. AI Unit Attitudes have been improved, with a new Attitude 'Attack Ground'. This Attitude allows Units with artillery weaponry (and later tactical missiles) to manually select ground to attack. Great for defending those choke points!
New asset models for various platform and weapon types have been added, and will continue to be added through the next couple versions. So far the Phase Bike, ATV, Six-Wheeler, Fighters and HE Cannon models have been completed and added. These use a PSX graphic style.
Weapons now also need a clear shot to be able to fire, which will prevent unnecessary firing at walls and obstacles. AI is a little more clever now too, Units will prioritise targeting Units over Structures and Cores by default. This means if a Unit is targeting a structure and Unit enters it's range, it will change priority. Certain weapons have alternative priorities, for example artillery and rockets will prioritise structures over Units.
There are also VFX changes, new weapons, a new map, muzzle flashes, UI sounds on research and a vastly improved title screen amongst other changes.
More new shiny assets! There's a few more to complete, as well as a few gameplay additions such as Walker platforms and Tactical Missile behaviour. In addition to the already existing stationary turrets, I want to add neutral, capture-able Tactical Missile platforms that target the opponents core, bypassing defenses. This should make way for more gameplay variance, with mini-bases to capture and defend to gain an edge on an opponent. After that, a tutorial then UI iconography!