I'm sure many of you remember Dune II, an all time classic RTS developed by one of the greatest developers Westwood, which was released for the Amiga, MS-DOS and a later release on the Sega Megadrive in 93. Well if you do remember it and want to relive some of that nostalgia on your Pico-8, then make sure to check out the latest v1.4 update of UnDUNE II by Liquidream; a 3 year development demake of the classic (and original) RTS game DUNE II, re-created from scratch in PICO-8.
UnDUNE II a demake of the classic (and original) RTS game DUNE II re-created from scratch in PICO-8 of which we said before, but it features all 3 Mentats, all 9 mission levels including the animated map and intro, music and sound effects remade for the PICO-8 by Gruber, all building types, all 21 unit types, all palace weapons, sandworms and terrain types, a fog of war and radar, auto-saving after each level, and amazingly not just mouse and keyboard friendly, but it spans a massive 11 Pico-8 carts.
v1.4
- 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)
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