• Wir werden in den nächsten Tagen verschiedene Wartungsoperationen und Optimierungen am Server durchführen. Es wird zu mehreren Ausfällen kommen, die teilweise auch mehrere Stunden umfassen können.

PA Patch Diskussions-Thread

WOW das nenn ich mal ein Update. Das Spiel ist eigentlich fertig und es werden immer noch Units hinzugefügt bzw. so ein krasser Patchsupport geliefert.
Könnte sich Grey Goo mal ne dicke Scheibe von abschneiden.
 
finds auch nett, dass sies noch supporten, obwohl sie vermutlich mit dem Spiel kaum noch Kohle machen. Andererseits müssen sies nun auch supporten, da sie den Launch ja gewissermaßen verhunzt haben und das Vertrauen der Community zurückzugewinnen müssen, damit diese bei ihrem nächsten Titel noch da ist. Das Konzept hat EA nie wirklich verstanden, sie haben immer angenommen, dass die Community auch ohne Support kommt.
 
Wie viele aktive Spieler hat denn PA noch?

Die Turniere sind ja vorhanden und gar nicht mal so wenige für ein "nicht SC2 RTS".
 
Weiß ich nicht, gabs überhaupt ne ingame Anzeige? ^^ Ansonsten könnte man auch nachschauen wieviele Spieler in der ingame Ladder eingetragen sind.

Welche Turniere gibts denn so?
 
Pro-Am Tournament, Clanwars, King of the Planet waren die letzten, die ich verfolgt hab.

Btw. finds cool das se das Spiel so optimiert haben. Das Spiel ruckelt bei mir gar nicht mehr, auch bei 80 Minuten Games.
 
Patchnotes von Ende Februar:

Release Build 78071


Balance
Tank Commanders
-Turn In Place set to False


Unit Cannon
-Health increased to 9000 from 3000


Radar
-Surface and Air Radar range decreased to 400 from 600
-Orbital Radar removed
-Orbital Sight range increased to 500 from 300


Advanced Radar
-Metal Cost decreased to 2400 from 4800
-Energy Draw decreased to 4000 from 4500
-Surface and Air Radar range decreased to 800 from 1200
-Orbital Radar removed
-Orbital Sight range increased to 900 from 300


Orbital Deepspace Radar
-Orbital Sight range increased to 500 from 300


Radar Satellite (ARKYD)
-Energy Draw increased to 700 from 300
-Orbital Radar removed
-Orbital Sight range increased to 600 from 100


Advanced Radar Satellite
-Orbital Radar removed
-Orbital Sight range increased to 1200 from 600


Ion Defense (Umbrella)
-Surface and Air Sight range decreased to 100 from 260
-Underwater Sight range decreased to 100 from 260
-Orbital Sight range increased to 300 from 260
-Orbital Range increased to 300 from 280
-Orbital Rate of Fire increased to 2.5 from 2.0


Defense Satellite (Anchor)
-Terrestrial Laser Range decreased to 100 from 120
-Orbital Laser Rate of Fire decreased to 2.5 from 3.0


Orbital Laser (SXX)
-Laser is now a Beam weapon
-Ammo Capacity increased to 12000 from 6000
-Ammo Per Shot increased to 12000 from 6000


-Mines can now only be seen by Combat Fabricators and Advanced Combat Fabricators


Mine
-Observable layer set to Mine from Surface and Air
-Ignore Sight set to False


Combat Fabricator
-Set Mine Sight range to 100


Advanced Combat Fabricator
-Set Mine Sight range to 100


Land Scout (Skitter)
- Added Mine Sight vision layer
- Mine Sight set to 200


Combat Fabricator
- Energy Draw set to 800


Advanced Combat Fabricator
- Energy Draw set to 2000


Bug fix/Polish
- Planet smash work
– Craters are now unpathable by naval or land (whether there is water in them or not)
– Units will no longer float above the crater as if it were not there
– Planets smashing into others will now kill units as they are intended to do
- UI: HUD: Added control groups, ability to sub-select within control groups
- UI: HUD: Added controls to select idle fabbers/factories
- UI: HUD: Added quick select buttons based on unit category (bot, land, air, etc.)
- UI: HUD: Updated unit selection display to show total units selected, and allow for sub-selection based on unit category
- Improvements to physics update performance
- Improvements to Navigation performance
- Performance work on voxels
- Improvements on log handling for underwater units
- Updated AI to handle building on islands smarter
- Unit groups of different movement types will now try to stay together
– Unit groups will be split based on Land, Water, and Air/Orbital movement.
- Fix for units getting stuck when pathed or pushed into invalid terrain.
- Fix for units failing to path when given a move order while bordering invalid terrain.
- Improvements on units spinning around when reaching goal
- More improvements on AI not heading to where it knows it will be destroyed
- Improvements on units avoiding running into walls
- Fix for a SimPlanet crash
- Minor update to Anchor ground laser effect
- Changing SXX attack to a beam
- Tweaks on server clean up
- Fix for an invalid replay loading issue
- Crash fixes
- Normal AI and Hard AI are now easier
- Adjustments to how landing zones are handled in the system editor
- You can now confirm live game popups using the enter key
- Mouse scrolling will now only work on the panel you are focused on
- Fixes for some Steam Achievement bugs
- Changed the default minimum radius from 100 to 250
– This only affects new planets created in the system editor
- AI won’t transport commanders in an orbital lander anymore
- Control group UI will now scale to number of units selected
- Art pass on Idle buttons
- Planet smashes no longer deal damage way outside of crater range
- Air units will no longer attempt to hover below the normal ground height
- Air units will no longer land on unpathable terrain
- Bug fix for editor lighting issue on high height range planets
- Selection UI will no longer show type filters if there is only one type
- Quick select “All” buttons will no longer select fabbers unless it’s the fabber button
- Fixed issues of select all advanced button selecting fabbers
- Idle fabber/factory button now selects all target units on screen with single click, and all target units on planet with double click
- You can now track a control group by double clicking
- Fix for game resetting to FFA when you select a planet
- Fix for game crashing on 11+ player games
- Factory’s given rally/move/patrol points will still be idle if idle
- Improvements on AI when making attack choices
- Fixed a few instances of Join Game button not working
 
Patch von Mitte März:

Hotfix build 79600
Balance:
Air death weapon

-Radius decreased to 0.75 from 1.5

Gunboat (Piranha)
-Will no longer attempt to fire at units on the sea floor.

Polish/Bugfix:
-Improvements on neural network for AI
-Fix for performance hit when doing planet wide patrol
-Fix for metal spots being unbuildable
-Fixed AI nuke crash
-Fixed crash for save/load
-Fix for nav crash
-Fix for spectators being able to pause the games
-Removed Galactic War Save button until it is functional
-Fix for uneven starting metal on pacific
-Fix for units not attacking sometimes
-Fix for platoon crash

Hotfix Build 79380

-Replays are once again functioning (though replays created from the previous build will not work as they are corrupted)
-Fix to issues with auto attack
-Orbital Fabber restrictions can no longer be bypassed

Release Build 79317

Save/Load (first pass)
-Very first pass on Save/Load now in game in its beta form (there will be some bugs, but we wanted to get this out for players to make use of asap)
–Save/Load now works with AI Free For All skirmish
—Currently it will not remember dynamic alliances
—Currently has issues with alliances ending the game
–Save/Load currently does not function for Galactic War
–Spectating won’t work after you lose a loaded game
–The sim will freeze while saving. This could take shorter or longer depending on amount of stuff being saved
–You can also view save files as a replay
—In the future this will allow you to pick a spot in chronocam and load the game there, though it is not yet functioning
-Next passes will be adding some of the missing functionality from above, including Galactic War and resume from anywhere in a replay.

Balance:
Orbital Deepspace Radar
-Metal Cost increased to 600 from 300
-Orbital Sight Radius increased to 1000 from 500

Air Scout (Firefly)
-Sight Range increased to 250 from 200

Radar
-Radar Range increased to 450 from 400
-Orbital Sight increased to 600 from 500

Advanced Radar
-Radar Range increased to 900 from 800
-Orbital Sight increased to 1200 from 1000

Wall
-New model to better communicate that your units can shoot through it
-Mesh Bounds changed to [5, 3, 14] from [5, 5, 7] (Taller, more narrow)
-Metal Cost increased to 50 from 25
-Health decreased to 3000 from 5000
-Atrophy Cooldown decreased to 0.5 from 15.0 (this is the time it takes for unit being built to die if you abandon it before it is finished)
-Atrophy Rate increased to 20.0 from 0.416667

Unit Cannon
-Health increased to 18,000 from 9,000

Orbital Factory
-Health decreased to 9,000 from 15,000
-Orbital Sight Radius increased to 250 from 100

Orbital Mining Platform (Jig)
-Nuke Radius increased to 250 from 200
-Area Build Separation increased to 100 from 50

Assault Bot (Dox)
-Move Speed decreased to 18 from 20

Boom Bot
-Damage decreased to 600 from 700

Combat Fabricator
-Can no longer build walls.

Added air_pbaoe ammo (air units with this will do AE damage on death)
-Damage set to 30
-Splash Radius set to 1.5
-Splash Damages Allies set to True

Fighter (Hummingbird)
-Added air_pbaoe as death weapon
-Health decreased to 150 from 200

Bomber (Bumblebee)
-Metal Cost increased to 280 from 240
-Rate of Fire decreased to 7.5 from 10.0
-Added air_pbaoe as death weapon

Interplanetary Fighter (Phoenix)
-Health decreased to 200 from 300
-Ammo Lifetime decreased to 2 from 5
-Added air_pbaoe as death weapon

Tactical Missile Bomber (Hornet)
-Added air_pbaoe as death weapon

Battleship (Leviathan)
-Ammo Lifetime decreased to 4 from 10

Anti-Nuke
-Ammo Lifetime decreased to 5 from Infinite
-Velocity increased to 500 from 400

Defense Satellite (Anchor)
-Metal Cost increased to 2200 from 1800

-All radar units that require energy to see the surface layer now require energy to see the underwater layer

Defense Satellite (Anchor)
-Orbital Sight Radius increased to 600 from 280

Ion Defense (Umbrella)
-Orbital Sight Radius increased to 500 from 300

Orbital Fabricator
-Orbital Sight Radius increased to 250 from 100
-Can now reclaim features and wreckage
-Can now assist and repair units and structures in the orbital layer
-Can now assist and repair teleporters

Orbital Lander
-Orbital Sight Radius increased to 300 from 100

Orbital Fighter
-Orbital Sight Radius increased to 400 from 250

Vehicle Factory
-Area Build Separation increased to 6 from 3

Air Factory
-Area Build Separation increased to 6 from 3

Bot Factory
-Placement Size changed to [30,55] from [30,60]
-Area Build Separation increased to 6 from 3

Naval Factory
-Placement Size changed to [20,50] from [20,47]
-Area Build Separation increased to 10 from 3

Advanced Naval Factory
-Placement Size changed to [50,125] from [50,70]
-Area Build Separation increased to 10 from 7

Grenadier
-Firing Arc Type changed to High from Low
-Max Firing Velocity increased to 68 from 53
-Min Firing Velocity increased to 65 from 50
-Range increased to 125 from 105
-Vision Range increased to 130 from 120

Heavy Tank (Leveler)
-Hit points increased to 1500 from 1000
-Turn Radius decreased to 60 from 90
-Yaw Rate increased to 30 from 15
-Splash Radius increased to 3 from 0
-Full Damage Splash Radius increased to 1 from 0

Gunship (Kestrel)
-Metal Cost decreased to 600 from 720

Commander
-Build Energy Draw increased to 2000 from 1500
-Energy Production decreased to 2000 from 3000
-Metal Production decreased to 20 from 30
-Metal Storage increased to 1500 from 1000
-Energy storage increased to 45,000 from 20,000

-Commander and missile turret weapons now prioritize pelicans over other non-prioritized air units

Metal Extractor
– Metal Cost increased to 170 from 150

-Phoenix, Barracuda, Kraken and Unit Cannon enabled in Galactic War



Polish/Bugfixes:
-Added new ranked system Amplus to the matchmaking pool
-Added new systems Amplus and Blitz to the default system list
-Updated every ranked system with new iterations
-Removed Battlefield and Inner Sol System from the pre-made system list
-Adjusted the recommended players for all of the ranked systems and the PAX system
-Fixed issues of Assisting/Repairing failing (most commonly seen from Factories with Patrol not having fabbers it built assist it)
-Fixed for units under construction by orbital factory moving when factory is being assisted by orbital fabbers
-Adjustments to how AI prioritizes based on planet resources
-Fix for rare cases where units would not fire
-Fix for a few coherent crashes
-Fix for missing vision on reconnect
-Beta tag added to Save/Load buttons on the main menu
-Fix for build orders not loading (not factory queues, but actual build orders like from Commander or Fabber)
-Fix for weird floating units after load
-Annihilazer should now load correctly (unless it’s mid-fire, you will need to fire it again in that case)
-Craters now load correctly
-Alliances restored during save/load
–Loaded games don’t end properly when allied victory is true (upcoming)
-Credits system added for our writer
-Coherent fix for crashes
-Fix for crash in AntiWeapon code (should fix that anti-nuke not firing issue)
-AI unit cap is now adjustable via the ai_config file
-Online (PlayFab) save games are found under Replays (Local saves still found in same spot, this will be better in future pass)
-Save games filter added to Replay browser
-Units falling behind the group will now pathfind much better
-Performance improvements for large army battles and large numbers of units
-Optimization pass on weapon tasks
-Improvement for dark side of the planet with shadows turned off
-Upgrade to Coherent 2.5.4
–Update to UI framework that should improve stability of the game on Mac & Linux
-Change Gamma display name from Delta to Gamma
-Improvements to AI threat handling
-Added Submarine influence for the AI
-AI will scout smarter depending on difficulty
-Factory build task improvements
-Fix for cases where army vision was not granted correctly
-AI will now realize if its nukes are destroyed mid flight and react
-Random planets will no longer spawn to where they will collide with one another
-Fixed landing zone bug on random planets
-Increased average metal on random planets
-Fixed case where shift key would get stuck while panning the mouse
-Fixed crash from patrolling with large amount of subs
-AI will now use subs
-Fix for amphibious units not using patrol correctly
-Completely re-worked neural networks for the AI
-Fix for an instance of AI getting stuck
-AI will now defend base for longer before abandoning it
-Minor changes to how AI will invade a planet
-Added Random System picker to the game lobby

es wird auch an einer Speicherfunktion für den Galactic War gearbeitet
 
Die 2 Patches im April:

Release Build 80187

We continue pushing on our save/load work, which as a big addition to the game is taking a while, but we are glad to now have added in first pass for local Galactic War save/load! We’ve also added AI improvements, Commander economy adjustments, Pathfinding improvements, and fixes for the “Lost connection to server” issues we had reported to us in Galactic War. If you find yourself getting these issues still, please contact support@uberent.com so we can try to track down the repro to fix it! Thanks, and enjoy :)

Build 80187 4/07/15

Balance:

Commander
– Build Arm Energy Demand decreased to 1750 from 2000

Bugfix/Polish:

– Fix for known Galactic War issue: lost connection to server
– Updated AI neural net data
– AI pathing improvements
– General unit pathing improvements
– Fix for chronocam vision after game has ended
– Fix for save game filenames
– Fix dynamic alliance
– Updated AI land neural net data
– Updated AI air neural net data
– Fix to how AI expands to other planets
– Fix for units not being able to assist factories building submarines
– Fix for AI build items that do not require either energy or metal
– Fix for AI economy calculation with teleporters
– Local Galactic War save/load (first pass, will only work on local games, not playfab)
Start a new, local Galactic War and play
Select ESC to bring up menu options
Select Save Game (Beta) and Yes to save game
Select Quit to surrender and exit to the desktop (Abandon War will not work to save game)
When you return to Galactic War, your game will be listed under the Active Wars tab
Select your game and Go To War
An option to either Restart or Continue your saved game will be available​

Hotfix Build 80462 4/14/15

Bugfix/Polish:

– Fix for crash loading a saved game
Known Issue: Saved games that experienced this crash prior to the fix will continue to crash. This will fix future saved games from crashing.
– Added a text warning to indicate filenames restrictions
– Fix for vision after reconnect
– Fix for the gas giant size bug in System Designer
– Added a sandbox option to enable server cheats without using a mod. (This does not worked in ranked games.)
– Enable Galactic War Save/Load for PlayFab servers
–These save files will disappear after ~30 days
–If you revert the Local Server setting, your save will still work, however you will not see the save file available until you change your Local Server setting again


This entry was posted in Game Updates, News on 04/14/2015 by mkrater.
 
[h=1]Release Build 82834 and Hotfix 83796[/h] Hotfix build 83796 – 7/7/15
– Fix for large number of “Cilantro” errors
Hotfix build 83391 – 6/24/15
Bugfix/polish:
– Fix for a Mac crash in the server browser when there was no network connection
– Better error messages when failing to set up a server on Playfab
– Logs now also include coherent crash dumps, which will improve our ability to track down issues

Hotfix Build 83074
– 6/16/15
Bugfix/Polish
-Fix for unit selection breakdown displaying incorrectly
-Player has the ability to get a random commander instead of a selected favorite
-Changing server name does not unready players
-Allow players to filter replays by type of game
–The current filters are Multiplayer, Versus AI, and Galactic War
-Fixed Galactic War to correctly handle using Chrono Cam to change the outcome of a battle
-Fixed commanders in the armory not clearing their hover style
-Fixed the Armory back button not showing up correctly

Live Build 82834
– 6/9/15

Galactic War Updates:
– Tech Discovery Redesign
–You will now be able to choose one tech from a group of three when you explore a system.
–You will no longer be given techs that you already have as one of the three choices.
–You will now only be given techs that you can use–IE no bot buffs without the ability to build bots.
– Rebalanced chances to discover various techs
– Improved AI difficulty ramping
– Improved system difficulty ramping
– New and improved redesigned boss fights for all factions
– Galactic War now defaults to a system size of Medium instead of Epic
– You now have the option to toggle “Hardcore mode” on and off when starting a new war
–Losing a match in Hardcore Mode will end the active Galactic War, as it did in previous Galactic War iterations.
–Losing a match outside of Hardcore Mode will allow you to load a save from before moving into the hostile system.
– Galactic War now has two neutral stars that always spawn next to the starting point
– The two easier difficulty Galactic Wars now use a different set of possible system templates
–The easier system templates don’t go more than a planet and a moon. They also have more metal.
-Exiting from the GW star map takes you back to the main menu
-The in-game menu for a normal GW now contains a surrender option instead of an abandon war button. Hardcore GW will still have the abandon war button.
-Normal AI Difficulty Tuning
-GW star system tuning
-Fix to the Galactic War intro video not playing
-When the player commander is destroyed, all remaining subcommanders will also be destroyed. This only affects GW.
-Removed the factory wait time on relentless AI difficulty
Gameplay changes:
– Units are now setup to allow their wreckage to be pathed through and shot through
– Fix for custom alert behavior (the first custom alert would work, but all the ones after that would fail)
– Added in persistent alerts for special weapons (halleys and lazer).
– Hide special alerts that are triggered while in chronocam
– Updated icons used for special weapons in special alerts
– Major rework for how recon works for blips
– Updates to visuals and layout of celestial/planets panel to closer align w/ new special weapon alert UI
– Resume Anywhere fixes
– Added music cue for the Target Planet scene
– Units flagged as not collidable with projectiles as wreckage will no longer have the attack cursor come up on the client
– The control group and idle unit widgets are hidden when you are spectating. Chronocam will also ignore unit alerts while you are spectating.
– Fix for a case where a unit would stop and lose its nav move
– Mines can now, once again, be shot by projectiles
– Resume from here dialog will now pause the game
– Fix for (selection/control group/idle) type indicators
– Fix for some units failing to attack during an attack move
AI Improvements:
– AI now can now create unit threat data on demand
— This helps support units that are not included in unit_list.json.
– Deep Space Radar will no longer be seen as an orbital threat by the AI
– Fix for units going in circles
– Fix for a rare (1 in ~1400) AI crash
– Fix for AI crash when a platoon tries to retreat when there are no active AI bases left
– AI should be more diligent about building anti nukes
– Adjusted AI planet landing spot selection
-AI perf improvement
-Reduced the spikiness of AI perf some more
Bugfix/Polish:
Save game changes
1) All saved games are now in one place. This includes GW saves.
2) You no longer go to the GW page to continue an existing GW. That page is only for creating new GWs. Use ‘the saved games’ page instead.
3) There is now a resume last saved game button from the main menu. It is basically a continue button.
4) You can now change your commander in GW while offline.
5) The ‘continue recent game’ button will only appear if your most recent saved game is more recent than your last completed game.
– Selecting any menu item will now hide the menu
– Fix to layout of in-game menu in GW and live game, added offline state for uberbar
– Fix a Linux crash we have been seeing
– Fix to anim event bug
– Better error messages and logging when encountering UI crashes to help track down common problems
– Improved offline main menu
— Hide leaderboards if we can’t fetch it.
— Hide update news if we can’t fetch it.
— Show a placeholder “null message” for YouTube videos if we can’t retrieve them.
— Hide the “show leaderboards” button when you’re not signed in (it doesn’t work.)
— Reduce the size of the leaderboard entries when they don’t have a “view replay” button on them.
– Added a message box when you can’t start a game
— This shows up if you’re not signed in to ubernet and you won’t be using an offline server.
– UI more responsive when connecting to a server
– The stats panel will now show the max tick time in parenthesis, along with the average tick time
– Reduced load times of UI, especially the main menu
– Misc layout updates to be more consistent w/ landing page template, removed unused planet UI
– Layout fixes for shared resources indicators
– Updated start menu for displaying last saved
– The paused popup will no longer appear at the same time as the building planets popup
– Fix metal not updating during replays
– Fix the lobby option ‘listen to spectators’
– Minor perf improvement for units with auto attacking weapons
– Perf improvement for bomb bots with orders
– Fix inviting users to private games
– Show immediate progress information when accepting uberbar game invite
-Added a button to delete saved games
–Can’t delete save games stored on Playfab. You can delete local and galactic war saves
-Deleting the most recent save will clear out the “resume last saved game’ button
-Fix for units being able to remove orders flagged as blocking from their order queue
-Fix for a case where units would continuously run into the side of a structure
-Fix for some weird and wacky pathing behavior from units
-Fix for corrupted audio file on anti air
-Fix for weapon prioritization bug
-All the csg transformation keybindings will now behave correctly when the key is held down
-Fix Jig not atrophying if a fabber stops building it
-Fix one-time memory leak after viewing intro video
-Reduced load time of intro video, and reduced memory usage during intro playback
-Remove beta tag on save game in menu
-Better feedback when attempting to reconnect to a game in progress, and when joining a non-LAN game from the server browser
-Don’t jump back to the main menu if a server connection attempt from the server browser fails
— go back to the server browser.
-Better progress indication when everyone has accepted a matchmaking match
-Disabled the main menu button while the game is saving
-Fix to add button for player guide in menu
-Improve load times of UI even further
-Fix the youtube list in the main menu
-Even more perf improvements
-Fix the crash on reconnect issue
– Pathing crash fix
-Enable custom commanders Stelarch and Spartandano
 
[h=1]The Asteroid Update: Release build 85138[/h] [h=1]Asteroids! Now spawning in a system near you![/h] We’ve been working on these for quite a while and are happy to announce that Asteroids are now available to add to your systems in PA! They have been added in a few of the existing systems (including ranked), so keep your eyes open for the telltale Asteroid belts and enjoy a new way to annihilate planets!
This update also includes a ton of bugfixes, polish items, and AI tweaks for you to play against, as well as new feedback added to make placing buildings much easier!
Take a look at the full notes below, and we hope you all enjoy the new additions to the game!

RELEASE BUILD 85138 – 7/31/15
Asteroids are here!
Players are now able to place Asteroid belts in their systems
The asteroid belt spawns in small asteroids at a predetermined timing that can be set by the system designer
An alert plays when an asteroid appears in the system
New planet crash effect! Planets now explode when they collide with one another
-This means that the player no longer targets a spot on the target planet
-This also means that all commanders on the planet are the first to die and die at the same time
Planets in motion go directly to the target after first going around the sun once
Asteroids have been added to the Roc, Styx, and Medea systems. The Roc system has also been added to the list of Ranked systems
Improved feedback while placing buildings
-Build previews now show the placement bounds as a square light
-The preview will change yellow if placing the building will block a metal spot
-The preview will turn red if building is placed in a spot it cannot be built on
Balance changes:
Reduced AA Missile splash damage
– Commander decreased from 25 to 10
– AA Vehicle (Spinner) decreased from 20 to 10
– Air Defense (Galata) decreased from 20 to 10
– Missile Ship (Stingray) decreased from 25 to 10
AI changes/fixes:
Fix for the AI using the wrong value when making a planet wide patrol order on a gas giant
Fix for crash due to bad data in AI unit map
Fix for AI trying to create an artillery platoon when a Unit Cannon is built
Fix for AI failing to build if the factory it wants to start with cannot be built due to the spec not being available
AI should waste resources less often
Added support for AIs to have multiple personality tags
Fix for a bug where the AI would not build an advanced vehicle fabber on planets with an enemy on it
Fix for a bug where a fabber would not be built right away on a planet where the AI had an orbital fabber
Fix for AI not setting up initial army presences correctly
Improved AI econ handling
Fix for AI fabbers constantly starting and stopping assisting
Fix for bug in planetmanager that could cause the AI to not create a new base for a spawned in unit when it should
Minor AI build condition update
Fix for AI crash during sim shutdown
Minor AI build item change
AI will try to stick to the same enemy as a target unless a significant reason exists to change
Minor AI platoon behavior modifications
Fix for AI orbital radar platoons
Added stuck detection to the diband behavior of AI platoons in an attempt to keep them from getting lost by the AI
AI should do a better job of scouting other planets
Fix for AI crash that can occur when an AI is defeated
Fix for AI micro and keep at range distances
Further improved AI attack from range behavior
AI can use asteroids
AI can now handle combat on smaller planets better
AI will launch asteroids at other asteroids, under certain conditions
AI unit cap no longer affects Nukes and Anti-Nukes
Fix for an issue where the AI would not fire nukes in mutli-planet games
Fix for an issue where the AI would send an orbital radar to another planet and it sits there doing nothing
More fixes to the AI platoon distance calculation
Fix for the bug where the AI sometimes would build Nukes/Anti-Nukes and then not have them ever build anything
Minor AI econ balance change
Fix for AI personality_tags having no effect
AI should expand to other planets a bit faster
AI will build more ion cannons
Fix for crash in AI if a transport died immediately after unloading a unit
AI can build Ion Cannons with advanced fabbers
Improved the AI’s orbital game a bit
AI perf improvements
AI will let its metal storage fill up a bit more before using the wasting metal build items
AI will be a little more precise when building recon satellites for other planets
Modding support:
Puppet support
-Allows rendering purely client-side models, effects, and decals in-game
-See worldview.js for API information
-Note: Does not integrate with chronocam due to being client-side
Add JS API for accessing unit state
-Army unit list is available via api.getWorldView(0).getArmyUnits(army, planet)
-Unit State is available via api.getWorldView(0).getUnitState([unit, unit, unit])
Added a modding API for controlling server-side camera culling
Added support for specifying the world view to the time API
Added generic, world-space unit order JS API
Holodeck raycast JS API
-Allows casting rays (optionally multiple per call) in holodeck screen space against terrain, units, and features.
Added the order & build queues to api.WorldView.getUnitState output
Fix the documentation of the world-space order schema
Added WorldView.fixupBuildLocations
-Performs a build placement test, including snapping & etc as appropriate
-Fixes the units list in various WorldView.sendOrder commands
Changed the schema of holodeck raycast call results to include the currently focused planet
Added Holodeck.focusedPlanet() function call, which returns the currently focused planet
In WorldView.sendOrder, removed the requirement on location for non-location commands
Added valid stance value documentation for the WorldView.sendOrder
Bug fixes/polish:
Fix for AMD/ATI brightness bug
-Trades brightness for banding
-Use –gl-force-mrt-srgb-capable on the command line to turn this behavior back off
-It is still uncertain whether this is a driver bug or a pipeline configuration bug. It appears that there is some state that leads to improper blending occurring while filling the diffuse colors in the g-buffer.
+Sing audio! Give it a try and see what it does
Fix for loading a save where an entity was created and retired on the same tick
Fix for area patrol lag
Improved the exiting of teleporters
Speed up of distributing points on a planet for planet wide patrols for Air/Orbital units
Units without auto weapon tasks will no longer keep a list of nearby targets
Fix for crash if a projectile dies with a unit attached, and the unit triggers a death weapon
Adjusted the tick rate of the auto repair task
Fix for badge resizing and not wrapping in armory
Hovering over wreckage will no longer allow the use command to be the default right-click command
Issuing a terminating order to a unit (which is most orders) will remove all non-terminating orders (Patrol and Assist) from the unit’s order queue
Various GW galaxy visual tweaks
-Adjust the position of outlining stars to keep them inside the galaxy graphic
-Changed the starting zoom level to center on the galaxy and fit it too the view, instead of zooming in on the local cluster around the player. This ensures that you can see the galaxy when you first start, and ensures that the commander is in view.
From the GW, you can now quit to the main menu or the GW map. You can no longer quit to desktop from the live game menu.
Fix for GW Enemy Commander limit
Auto maneuver task will now check the return value of moveTo
Fix for broken chronocam layout at min resolution caused by new ‘play from here’ button
Ensure that advanced editor is always displayed when applicable
Remove slider calls that were throwing exceptions
Fix for weird placement behavior when you attempt to drag build over invalid terrain
Show information about gameplay being unavailable even if you open & dismiss settings page
Game name & password changes in the lobby take effect almost instantly
Fix all GW replays to be viewable again and allow you to view them again
We now have a button that will show the typed password in the lobby. (i.e. it’ll show “hunter2″ rather than “*******”.)
Show an informational dialog for machines that do not meet the required specs to play on a local server
Prevent units from being able to get stuck in celestial when a planet gets moved to a normally invalid location
Fixes for a server lock when a player would issue a patrol order on a different planet than a unit was on
Preventing system save while latest state cannot yet be synchronized with UI
Fix to units getting shot by an Umbrella and not being able to see the projectile
Paused game ui shows a small display for user invoked pause, full width pause when invoked by game (resume after save, etc.)
Pop up a dialog if you crashed due to driver issues
Fix for credits galaxy
Fix for issue where enemy commanders were not being added to the GW map
Added commander footstep sounds
Fixed issue that was causing YouTube/twitch links to not work on Mac
UI Scaling
-Option exists in settings as “GUI Size”
-Players have a slider that allows them to adjust the size of the UI to their liking
Fixed the shader error on mac which was leading to crashes on asteroid systems
Update buttons for offline unavailable, offline disabled, and graphics crash, as well as fix close window button on dialog
Fix for failing to land on asteroids in the low spots
Fix for possibly losing a command if the command is given during freeze time
Potential celestial targets are marked with red circles instead of blue/green circles
Added new music cue which is triggered when targeting an asteroid or the annihilaser
Removed some error log spamming related to Asteroid brushes not existing and particle lifetime being too long
Fix for missing asteroid shadow shader warning
Fix for asteroids showing as grey sometimes. (Default biome color was set to moon grey, now asteroid colored.)
Fix metal planet sound happening on planet smash
Fix for larger asteroid belt chunks not rendering normal maps
Fixed planet smashes playing the sound effect twice in certain situations
Fixed gas giants and far away planets from getting odd clipped edges on their lighting
Fix for “him or me” Steam achievement. Also fixes a bug where the wrong planet selection index was being used.
Fix for a possible divide by zero in physics
Minor physics perf improvement
Fix for overlapping controls (add slot, tag, and privacy controls) in minimum resolution
Fix for particle emitters with the same shader and texture but different facings sometimes not respecting the facing setting
Fix the autoscroll handler
Fix for game stats and pause screens constantly updating in the background
-Significantly improves UI responsiveness
Show that a game is sandbox in server browser
Fix the start screen music not playing
Fix for beam particles sometimes not rendering
Coherent crashes that would leave the UI in a non-responsive state now refresh the crashing panel
-Includes a 30-second cooldown to avoid infinite refreshes.
-The exception dialog will still show up, if one would be triggered.
Teleporter (A) now sends a new “Linked” UnitEvent which is processed through the watch list and handled by audio.js
Saving the game is no longer enabled during landing & game over states
Disabled the “play from here” button when it would end up before commanders have landed
Fix the sliders in the system editor
Fix for a bug where the metal planet’s radius could be set lower than the minimum
Fix for the colors in the color picker to flow out of the UI space
Fix for an issue where a twin CSG could get left behind in the system editor and the user could not delete it
Fix for a server crash when rewinding the game and then saving
Restore the display of Kickstarter backer names in the Armory
Fix for GW battles with multiple commanders after save/load/resume
Fix for a crash that occurred on some machines when you open chronocam
Fix for an issue where the last GW save would not appear in the continue last game spot when you complete a battle and return to main menu
Remove console log spam
Interplanetary transport notifications including visible enemy commanders
Removed a redundant biomes list
If the UI is hidden when the game ends, it will be shown. The UI can be hidden again once the panel is closed (by entering review mode)
Fix for GW systems not spawning the correct type of systems on harder difficulties
Fix preferred commander tile state in Armory
Ensure that correct commander image is loaded on the Start page
Fix for a bug where nukes couldn’t fire after targeting a gas giant
Fix for the Revenants minions so they work like everyone else
Fix for an issue where ranked matchmaking was not matching people properly
Fix for an issue where players could not pick their commanders in ranked matches
Fix for an issue where Mac users would not get build orders on their factory when choosing specific factions
Fix for client crash when hovering over a celestial unit while another unit is selected
 
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