ToF 0.7.1-beta release


Hello!

This is the first, and, at the same time, the last official devlog for this project!

A new update brings a handful of stability and translation fixes, but don’t expect too much. The biggest fix is the attachment of a new SSL certificate, as the old one expired quite a while ago, so that all online and multiplayer functions will work again.

And as for the project end, fret not! Tanks of Freedom II has been in development for years now, and is already available on itch. Check it out on https://czlowiekimadlo.itch.io/tanks-of-freedom-ii

While the new game is not yet on par in terms of funcionality (no saves or online features!), it already has way more content that the old one ever had. If you crave more Tanks of Freedom, this is the one for you!

See you in the next one!

Files

ToF Beta 0.7.1 Android 64bit 22 MB
Dec 22, 2022
ToF Beta 0.7.1 Linux 32bit 36 MB
Dec 22, 2022
ToF Beta 0.7.1 Linux 64bit 37 MB
Dec 22, 2022
ToF Beta 0.7.1 OSX 64bit 27 MB
Dec 22, 2022
ToF Beta 0.7.1 Windows 64bit 27 MB
Dec 22, 2022

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Comments

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2 things. One, how do you use the download website for custom maps? and HURRY UP WITH THE OTHER UPDATES!

Please Make A 32 Bit Version For Android So I Can Play This One ;)

I think this build should already work on 32 bit android? I’m not sure. There is no explicit export for that in Godot 2, and all of that is long abandoned.

then you should definitely turn the architecture from 64-bit to Universal I'm going to give it a shot on my android 7.0 running nougat it's an LGLV seriies phone from 2011 ish

Also, the turn limit in level 9 makes it too big of a difficulty spike considering what came before. It would've been challenging enough without it, but as is, the mission is too long to have to replay the entire thing solely due to the turn limit. You should at least add the ability to save a checkpoint manually mid-battle like in Advance Wars.

This limit should have been increased in version 0.7.1, but maybe it’s still not enough? Anyway, this game is long abandoned, so I don’t think I’ll be going back to change that. I do have a plan to re-make this campaign as an add-on for ToF 2, I’ll probably balance it there.

Can you make it more clear as to what triggers a counterattack? I think it has something to do with AP, but there's no way to see how much AP the enemy has, nor is this mechanic ever explicitly pointed out in-game like unit costs are (and the tooltips reset after each battle, so if it's explained there, people won't notice because they'll turn it off after three battles of seeing the exact same tutorials over and over).

The game isn’t very well explained, that’s true. I think the first mission should mention how this works, but I’m not sure. Anyway, unit will counterattack once, if it has any AP remaining, and survives the initial attack on it. This means that, for example, infantry can’t counterattack tanks, as it will always die from the attack. Tanks can’t attack (and counterattack) helis at all. Performing a counterattack will drain the remaining AP, so it can only happen once. Hope that helps!