I'm developing Armaphract, a urban tank strategy game.
| STEAM: https://t.co/zcBTrLVUhQ | dev builds are on itch
Shorts
A bunch of changes - Some APS modules will also target all slower projectiles like grenades - Firing ordnance now shows est max range and est accuracy cones - fog of war edges softened - reverse waypoints mean you can queue backing up then moving forward
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point defense for your squad with a little CRAM vehicle
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“The autosyrettes of the M5T trauma kit contains class-7 amphetamines to sustain combat capability in critically wounded vehicle crewmen. It is the medical officer’s responsibility to ensure the kit is properly secured in the presence of enlisted crew.”
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Improving the armory interface! Also adding stats on the right for more information when customizing a unit
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Working on weapon crew and QOL upgrades: • Units will now target the biggest threat they can handle • HMGs and similar can swivel independently (not tied to main gun) • Crews auto-select the most effective ammo for the target (e.g. canister for infantry)
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improved module/armor display for vehicles, to better visualize directional damage
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Reworking the armory into a modular system, for customizing vehicle loadouts
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Night combat
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You can now spin around your vehicles in the armory!
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Adding infantry units, they unload from IFVs and can use buildings to ambush tanks #gamedev
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When all you have is fire, every problem starts to look combustible
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multi faction combat! it's really chaotic
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APS hard-kill countermeasures to intercept and defeat ATGMs and rockets mid flight #gamedev