Instead of a big feature in a post, here are some smaller things we’ve been working on:
Harvester memory
Harvesters now remember where they last mined spice. After dumping credits at a refinery, they head back to that spot rather than searching from scratch. A small quality-of-life change that keeps your economy ticking more smoothly.
Sardaukar
You can now select Sardaukar as your house in skirmish. The Sardaukar Heavy Factory also has its own independent IX upgrades, separate from the other houses.
Palace super weapons
When a Palace is constructed, its super weapon countdown now starts automatically. No more manually triggering it after the building is done.
Multi-select UI
The selection rectangle and viewport drag line now pulse and fade like selected units, making them easier to see. They also got a visibility boost to ensure they stay readable on any terrain.
Unit testing
I have started adding unit tests to the codebase. Tests now cover the math utilities, cRectangle, and cPoint. Still early days, but the foundation is there.
Bug fixes
Several bugs were squashed: glitched sidebar tiles, windtrap glow rendering, Sardaukar emblem colour, harvester behaviour on rock terrain, wrong concrete placement on mission 2, and a colour issue when placing structures.

One response
Really cool to see the latest progress!