WARBIRDS.IO Dev Log

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Reading the cap, taking cover

The capture zone works and the bots fight for it — but you couldn't actually tell who held it without watching the score creep, and a losing AI ship would sit in the open and die. Two finishing touches: a cap readout on the HUD with a callout when it changes hands, and an AI that slips behind an island to break contact when it's hurt.

A warship's view crossing the glowing boundary of the capture zone, the HUD reading ZONE: CRIMSON with a green ZONE CAPTURED callout across the screen
Reading the cap — the ZONE chip tracks who holds it, and a ZONE CAPTURED callout fires the moment it flips.

Telling you who holds it

You used to have to watch the score creep to know who owned the zone. Now the ship's bridge carries a ZONE chip that reads CRIMSON, COBALT, CONTESTED, or OPEN, coloured to match — one glance and you know. And because a points race is won and lost the moment the cap changes hands, crossing that line now fires a callout: a green ZONE CAPTURED when you take it, a red ZONE LOST when they do. You feel the swing without ever looking away from the fight.

An enemy that knows when to run

The bots fight for the cap, but they used to have no instinct for survival: a ship clearly losing an exchange would circle at gun range until it sank. Now, when a wounded enemy is badly outgunned up close, it breaks contact — and it doesn't just turn tail into open water where it would still get shot. It runs for the nearest island and tucks into the lee of it, the side away from you, putting solid terrain between its hull and your guns. Lose sight of it behind that island and it can genuinely vanish, patch its wounds, and come back for another pass. If you want the kill, you have to press it before it slips away.