Neon Protocol v0.6.1: bases that matter, a harvester war and sharper battles

Neon Protocol: Uprising banner. The Overmind's red eye glows over the neon skyline of Shin-Pacifica, with the headline 'The machine did the maths. We didn't like the answer.' and portraits of Kova Arashi versus the Overmind.

A quick follow-up to v0.6 of Neon Protocol: Uprising, shaped mostly by my own first full game.

  • Bases that matter. You can only build inside a circle around your Construction Yard or HQ, so a base can no longer creep across the map one wall at a time. A second base means driving a second Rig there. Walls join up, gates open for your side, and buildings that lose power blink a warning.
  • A harvester war. Harvesters go to work by themselves at the start of your turn. Destroying an enemy’s pays out its cargo plus a bounty, and Lumenite near your Refinery is your claim: you mine more of it, and they mine less.
  • Sharper battle scenes. Six times the resolution, with lit units, rolling tank treads, spinning rotors, a finer city behind them, and soldiers who come apart under heavy fire (the blood can be switched off).
  • And more: a new title screen, a measured difficulty rating on every mission briefing, two new skirmish terrains (a flooded subway and an orbital elevator), more unit chatter, and a button to highlight your own units when the army colours look alike.

The code and the full changelog are on GitHub.