🌟 What’s New
This week brings major planetary warfare upgrades with the new Orbital Bombardment and Ground Invasion systems, a redesigned Ground Combat UI, smoother combat flow, and dozens of bug fixes and performance improvements. If you’ve been waiting to crush enemy worlds in style, now’s the time.
🆕 New Features
Orbital Bombardment System — Added comprehensive orbital bombardment mechanics with UI controls, allowing fleets to weaken planetary defenses before invasion.
Ground Invasion — Implemented ground invasion capability integrated with bombardment UI for a seamless planet conquest workflow.
Ground Combat UI Redesign — Enhanced battlefield visualization with army strength bars displayed above unit columns for better awareness.
⚔️ Combat Improvements
Damage Visualization — Incremental damage application synchronized with weapon effects for more engaging combat feedback.
Destroyed Ship Feedback — Clear visual indicators when ships are destroyed in combat.
Ship Detail Panel — Panel now closes automatically when combat begins.
Combat Flow — Smoother battle completion and input handling for consecutive battles.
Auto-Resolve — Fixed to jump directly to the final combat state.
🐞 Bug Fixes
Fixed multiple combat UI issues including scroll isolation, input handling, and grid cell highlighting.
Resolved ship targeting bug where destroyed ships could regenerate.
Fixed timing issues so destruction animations play at proper turn end.
Corrected ships having zero energy capacity in combat.
Fixed double damage and combat synchronization issues.
Resolved input handling problems when switching between combat and starmap views.
Fixed ground combat final screen to properly display complete phase results.
🎨 UI/UX Improvements
Enhanced scroll wheel isolation between UI panels and galaxy view.
Improved memory management in combat UI systems.
Better defender priority handling for grid cell movement conflicts.
Cleaner, modular architecture for combat UI components.
🛠 Technical Updates
Refactored project documentation into a modular structure for better maintainability.
Resolved
SpatialGrid
naming conflicts inCombatManager
.Reduced test suite orphan count and fixed various test failures.
Removed debug print statements and cleaned up temporary test files.
🚀 Performance & Stability
Improved combat animation system performance.
Enhanced memory management across UI systems.
Better error handling for bombardment operations involving Building resources.