Dev Diary #42: (working) Naval Infantry, Beta updates, and plans for what's next...
Working naval infantry, an update to the Community Beta, and a taste of what's to come after v1.34 comes out...
While it’s been quiet on the Essential Guide, I’ve been working furiously behind the scenes to resolve bug reports. 140 and counting resolved so far.
Thank you again to everyone who has been reporting issues over on Discord. If you’ve not signed-up for the Community Beta yet you can do so here.
The headline for this post is that a new update to the Community Beta is being pushed out later today. But do read on for some more detail, exciting developments, and for more on my future plans for the rest of this year…
Today’s update to the Community Beta
The biggest fix by far is that Naval Infantry are now buildable from space-only regions. I had feared that an engine limitation would scupper one of the Galactic Overhaul’s biggest innovations in gameplay, and in turn make my plans for fully stateless factions like the future Empire-in-Exile not work.
But thanks to the modding community I now have a fully operational system for recruiting land units from the space build bar. To see this in operation you can play as the Galactic Empire and build their Naval Barracks orbital structure to get the full range of Imperial Navy land units: from the humble Navy Trooper to the elite Navy Commando. They also have an orbital Sienar tank factory.
Or you can play at the Vagaari Empire, whose whole doctrine is based on being a stateless, Hun-like, nomadic faction with no real fixed territory. After my extensive testing the system works a treat! Any issues, let me know: but the core functionality is now working.
If you’ve reported a bug and it isn’t fixed yet, don’t worry: I have bugs still left on my list. But I wanted to release an update to keep the Community Beta as fresh and up-to-date as possible.