Na, that would have been a lazy day. I’ve added quite a bit of stuff There are two extra pixels on the healthbar now, but that’s only because I’ve been busy destroying hundreds of harvesters First one was a bit of a boring update : troopers are now a lot more sensible in selecting harvesters to shoot at. And they don’t scan the entire planet for harvesters. And if they don’t see a harvester for a while, they take a nap for 10 seconds so they don’t hog all that precious CPU. They will always move toward the closest harvester and shoot the closest harvester, changing targets if the situation changes :
Secondly, worms now actively track harvesters. But *ONLY* when they are harvesting. As long as they are not collecting the orange, the worms will not seek harvesters out. However, if a harvester hits wormsign even when not harvesting, it will take damage. These small worms cause a lot of damage, fairly quickly – if you are harvesting, it is very advisable to move your harvester off the orange field quickly :
Here, the worm starts moving toward the harvester as it’s grabbing the orange. I manually give the harvester an order by right clicking to move it off onto normal sand – therefore stopping it harvesting. The worm moves off randomly, now uninterested in the harvester. Until I move it back onto the orange field. Then the worm attacks suddenly.
And the final thing I’ve added, well, I’ll just show you the GIF
Yes that is correct. The worms can swallow troopers whole. The larger worms ( remember these are the small ones ) will be able to do that as well … to harvesters Still a WIP animation, but fairly happy with how it looks – I feel the shadow really helps adds to the depth of the game.
Oh and finally fixed the healthbars – I shall leave you with a gif of a bunch of troopers attacking a harvester with its health bar rapidly shrinking ( the pause is the example of all the troopers sleeping at the same time … zZzZzZz )