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PA Patch Diskussions-Thread

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Da die Anzahl der Patches recht hoch ist und es etwas unübersichtlich ist, wenn wir die Patchnotes im Feedback posten, dachte ich ein eigener Thread wäre wohl angebrachter. So kann man gleich noch ein wenig darüber diskutieren wie man bestimmte Changes findet.

Also postet am besten ab jetzt die neuesten Patchnotes hier ;)
 
Das wollte ich hören :D

Ist halt übersichtlicher falls jemand die Patchnotes suchen sollte.
 
Build 50083:
32 Bit Windows Support: Download the launcher or via steam, and the executable should automatically detect your OS, preferentially choosing 64 bit if available
Mac build should be significantly more playable now; Please report new problems to http://forums.uberent.com/forums/viewforum.php?f=73
Auto weapon tick sped up again
Subs should move now; Underwater is weird
Sound cues for various states (low metal, low energy, commander under attack, C and F to select commander/fabbers)
Balance changes
 
Current Build: 50240 / 50256
Date: June 28th, 2013

- 50256: Hotfix for crash
- Custom Games now allow for free for all up to five players, and for team based gameplay up to 10. 2v2v2v2v2 to 5v5, or anything in between
- Roster in the lobby now shows you who's there, and what their status is (in case you're waiting for someone to click ready)
- Snapping when building now. Should make base building go much quicker.
- Commander has a normal fire weapon. Makes him a lot sturdier early game
- A number of rendering pipeline improvements that should bring performance closer to where it was before 50083
- More updates to the recon system. Don't forget to scout!
- Bombers, Artillery and other "build for demand" ammo users should be a little more discriminating about choosing targets, especially if they're given an explicit order
- Selection boxes and effects show underwater
- Pole Markers so you can tell your north from your south
- Updated builder lathe effect
- Commander has limited built in radar now
 
Build 50355:

Team Chat: Enter is still used for global chat, shift-enter for team chat
Landing zones should work a little harder to space players out more at the start
It should be a lot harder to place, intentionally or accidentally, more than one building in a spot
Metal spots are now required! There is currently no option to turn these off, but it's a requirement to balance the game
We are now collecting client crashes so we can start fixing crashes out in the wild more quickly
Ongoing UI updates, bug fixes and new features
Music System work to support dynamic music (WIP)
Balance: T2 Artillery damage dropped, splash increased, T2 Metal buffed, Tactical Missile reduced a bit, Commander HP Buff & Speed reduction & Removed radar
 
Current Build: 50742
Date: July 15th, 2013


  • Planet Editor! (WIP) The first pass of the planet editor, which will in turn enable us to build out the system editor. Currently all available biomes are shown, including ones that are still in early development (such as metal and Lava). You cannot save/load planets yet. That's coming soon.

  • AI! (WIP) This is a rudimentary pass at AI. Most of the work done here is not visible in client yet. However, a basic AI has been enabled that builds a combination of fights and bombers and will sending out bombing runs randomly. This initial pass will allow for more iterative improvements to the AI moving forward. We recommend not playing with more than one or two AIs in a game for now, as more can result in significant server slowdown. It is a known area of optimization we're working on.

  • Enemy AIs now use the new Alpha commander. First new commander to be added to the game since the start of alpha testing. Appropriate one to add, we thought.

  • Large amount of plumbing done on the back end to support multiple planets. There is additional support needed before this can be exposed, but it is there. This, plus planet editor, are the big pieces that will start to allow multi-planet battles!

  • Wider range of planet size on new game now.

  • Audio Work: support for reverb, large number of tweaks to sound banks

  • Missile ships should work quite a bit better now

  • Scrubbing now works in the Chronocam

  • Ongoing pathing improvements, fixes, etc. Naval and water in general should behave much more as expected again

  • Anti-Air and Catapults both choose targets more carefully

  • New art for a number of units (nuke launcher, energy plant, a number of others)

  • Balance: Radar health reduction, adv bot factory no longer has a build speed advantage over veh factory, storage buffed up quite a bit, T1 energy brought down a bit, laser defense (reg and adv) now have guard radiuses, commander will attempt to fire (low priority) at air units now
 
Current Build: 51118
Date: July 23rd, 2013

  • Custom Planets: As the next step into getting the system builder online, you can now save and load (and play) custom planets! A couple caveats: If you see the word "experimental" show up in the planet builder, it means the server will not allow that planet. On planets larger than 1km diameter, you will probably see increased slow down, especialy with larger games. Currently playable games are at 1500, but we'll need to spend some time on performance and optimization before we open it up further. Even at 1500, games can really slow down. Lastly, things will break. This is a big change, and an important one. We imagine there will be some crashes, and we'll be fixing them as rapidly as we can.
  • AI is actively building now. It's still not a "smart" AI, but if you leave the AI alone for extended periods, be prepared for pretty large bombing raids. No more AI building stacking, sorry all. It does still cheat quite a bit, however.
  • You can select the alpha or delta commander (Just click on your commander icon in the lobby - the current images are placeholder, and are incorrect).
  • Alpha and delta both have their right foot back. Poor guys.
  • Metal is back underwater now. It's hard to spot, but if you use the magnetic property of them, you can still fairly quickly place them.
  • Significant pathing changes. In most cases, it should still be better, but we're working hard to find where it still breaks. If you find consistently reproable pathing issues, PLEASE get a thread started in the Alpha forums. If you had one weird thing happen that one time, that's significantly less helpful. :)
  • Air units should handle patrol paths much better now
  • Text input now support: copy/paste, text selection, the '>' character
  • Combat units should now keep their turret pointed in the direction of the last enemy. This will need tuning. It's great for artillery and laser defense, but mobile units may see weird behavior. Please post on the forums if you run into problems or find clearly undesirable turret behavior.
  • Build bar now supports tabs; Use b to tab through them (they don't accept mouse clicks yet); Still WIP to get all the units sorting in an ideal fashion
 
Current Build: 51464
Date: August 1st, 2013

  • This build fixes a large number of small bugs, server instability issues and a number of known issues.
  • Planet display in lobby should now show the correct planet name and type
  • Large number of UI improvements, bug fixes and tweaks
  • Fabber assisting, building and ongoing behaviors have been improved to behave more as expected (shouldn't just stop for no visible reason)
  • JSON file and directory cleanup; this should make it easier for modders to see what's actually used vs what was still just hanging around.
  • You can custom keybind now. This is hopefully a welcome change for people who prefer to have very customized keymaps.
  • Ongoing pathing improvements, including air dodgings and braking behaviors
  • Metal spots are again on the ocean floor. They're hard to see, but magnetic snapping should make it smooth sailing til we get the surface visualization in
  • Many audio additions and tweaks
  • Transitions between biomes looks much better now, more terrain features added
  • Balance Changes:
    • Laser Defenses health increase, DPS increase and projectile speed increase
    • Tank speed reduced a bit, both for top speed, and turret turn rate
    • Walls should be prioritized much lower than other unit types. Logic error was having many of them prioritize walls much higher than they should have.
    • Fabber's should do a better job of searching for things to do when on a patrol route, including reclaiming wreckage if your economy is running a deficit.

 
So jetzt hab ich auch wieder internet und kann auch mal wieder was PA zocken und die patchnotes hier posten :D
 
Da bin ich ja mal gespannt ;)

Current Build: 51853
Date: August 9th, 2013

  • NUKES! And anti-nukes are in the game. This brings much more interesting decision making and higher stakes mid to late game. A single nuke will not take out a commander. Multiple nukes will. The balance on these are first pass, so expect a bit of change on them especialliy in the coming weeks. Currently they are advanced fabber builder and commander builder. The commander building them is a mistake. Enjoy it while you can. :)
  • Huge number of fixes large and small, including a few perf improvements on the client, such as LOD on particle emmiters. Should help during heavy combat.
  • Mouse behavior should be much more consistent and reliable in game overall. Toggle selection (ctrl) now supported, Un-select (ctrl+shift) now supported, toggling in general now suppoted. ESC clears selection.
  • Pathing: Flocking behaviors have been implemented. When moving large groups of ground units, you should see them attempt to form better informal squads of troops, rather than long strings of units that tend to get picked off.
  • AI now respects metal spots when building
  • Number of new selection keybinds for units, factories, idle builders, etc.
  • Air no longer creates wreckage
  • Artillery units (mobile) should be a little more selective about targeting
  • Tanks should return their turrets to default position after a bit
  • Air units flight path involves much less circling now.
  • T2 costs more to get to now. Should slow down the intial tech rush a bit.
  • Walls have a physics block now, so they should act a little more to prevent pathing.
  • Known Issues (big ones):
    • Random Tropical planets can end up being a bit rocky.
    • Planets that are mostly water can be challenging to play on currently
 
Klingt gut. Leider noch immer kein Launcher für Mac/Linux. Nervt ein wenig jedes mal die Dateien komplett neu runterladen zu müssen.
 
Hab auch seit dem letzten Patch wieder stärkere Performance-Probleme, vor allem bei vielen Einheiten. Die älteren Versionen waren da nicht so schlimm. Ich hoffe bei de nächsten Patches wird das wieder besser.
 
Seltsam. Zumindest durch "Air no longer creates wreckage" sollte es ja eigentlich besser geworden sein ;)
 
Current Build: 52512
Date: August 23rd, 2013

  • First three orbital units are available. These are still using existing systems while full support for orbital and interplanetary is being implemented. Units are: Launcher, Radar Satellite, and Orbital Fighters. These units are expensive.
  • Lava and Metal are now playable! They are still very early, and pathing, especially on metal, can get weird. Play with caution.
  • Lots of soundscape updates.
  • Improvements to virtual texturing systems. Most people should see an improvement to overall framerate.
  • Significant improvements to artillery, especially the lobber. Should have a lot more success finding successful firing solutions at long range.
  • Landing positions are now titled with appropriate letters to identify them. Should make team gameplay significantly easier to coordinate.
  • AI has started doing some basic economic threat analysis. Now they really are hunting you if they scout you out and see a strong economy.
  • All the unit JSON has had a significant cleanup.
  • You should be able to rejoin a game, even if you've already been defeated, if you wish to watch the rest of gameplay.
  • A number of cases of nukes and tac missiles looping endlessly have been fixed. Hilarious as it was.
  • Recon "hover" exploits fixed. May still be some, but should reduce unintentional recon information being provided.
  • Placement of metal on water surface should work more reliably now.
  • Quite a few UI improvements. Mysterious disappearing selection boxes, economic UI, and others should also be fixed.
  • Anti-nukes should be much more effective now. They were not stopping nukes at their full range before. Keep in mind, you need good recon to stop incoming nukes.
  • Advanced fabbers should be able to build walls now. Build restrictions will be getting a big revision in the next build.
  • Fixes to Steam account validation. Should reduce cases where Steam and UberNet accounts don't link successfully.
  • Quite a few balance changes.
  • Battleships will not longer target air units. Because that was silly.
 
Nett, dass sie auch während Gamescom patchen ^^
 
Bisschen spät aber besser als nie ^^

Current Build: 52973 / 53072
Date: September 3rd, 2013

  • UberProbe Performance Analysis: Press Ctrl+F11 to do a 500ms capture of your client performance when you notice serious frame rate degradation: as in Ctrl+p shows "client" perf below acceptable levels - this is not useful for Server or Sim frame rate drops. It will create a file located wherever you're running the executable (If Uber Launcher, in the same directory as your PALauncher.exe ; File is a .upf extension, Steam will put it in your applications directory for PA) Please attach the information to this thread in the alpha forum.
  • The sim is now ticking nav and physics only 10 times per second, rather than 40. This should result in significantly improved sim performance for games, large and small. There will still be performance problems. This is just one of many optimizations to come. There should be no noticable change in gameplay responsiveness from this change.
  • AI is smarter, more evil, and expands much further than before. It also makes better use of CPU so it should have less performance impact
  • Modders: Decoding boolean (false) should work now.
  • Naval bases are much more functional now. This is not the final implementation, but near term, should allow for fully functional naval planets with shared JSON being used for: Anti-air, metal, energy, air factories, anti-nukes, and a few other structures.
  • Lots of plumbing work throughout the engine to support new features.
  • Planets now rotate on their axis. This may result in some near term "chunky" looking behvior, with shadows or with looking at the sun while on the planet.
  • Significant iteration on the Sytem and Planet editor, in preparation for building full systems to play in
  • Projectiles should be able to hit underwater commanders again
  • New radar satellite art
  • Radar blips are targetable again
  • Advanced Laser Defense has increased pitch range - should be able to hit units close by a little easier now
  • A number of fixes for nukes not hitting ; there are still a few known problems, especially in relation to water. Best recommendation - don't nuke naval for now.
  • Quite a few server crash fixes, client side issues, and a host of random errata fixed.
  • Fix to boats exiting shipyard sideways after build
 
The notes for beta launch are not all inclusive. There are far more changes in the build than can possibly be reasonably enumerated.

Emails have started going out. We'll be rolling out updates quickly.

Beta Build: 54382


  • SMASH PLANETS. Build on other planets. This is still work in progress, and you will see a great deal of iteration in the coming weeks and months. Go forth, Commanders, take over the solar system, fling asteroids at your enemies, dominate the skies.
  • Borderless full screen now supported! Alt-Enter (rebindable) to enter the mode. The game will now remember window position and what mode you're in - full screen, windowed, window-maximized, etc.
  • Significant changes to client performance. If you haven't been able to play much, now is a good time to try again and post in our beta forums with details about your experiences, ESPECIALLY if it's worse for you now.
  • Major overhaul to metal density and clustering. Still very work in progress. Reduces overall metal. The actual placement still needs more iteration, as the current system results in too many unusable metal spots.
  • Overhaul of the system editor. Play around with it. Much improved flow, saving, loading and customization of planets and solar systems.
  • Big changes to landing selection. Still a work in progress. Small games should typically guarantee more reliable metal for all. Larger games can still result in limited immediately available metal. This will continue to be iterated.
  • Major changes to how we use video memory. In most cases, you should see a significant improvement in your video cards memory usage. This helps visuals, frame rate, etc.
  • Orbital: In addition to units being fleshed out quite a bit, orbital landers now work. With the lander selected, press L to move it to the ground and "load", select the unit you want to load and right click on the lander to get on board (only some units currently support this - land fabs and the commander), then target another body. Keep in mind, celestial travel isn't fast. Plan accordingly! Also, don't let your commander die while on a lander. Game over man! Game over!
  • Tons of new art. Orbital units, updated land units, Delta V planet movers, and more.
  • The community bug tracker can now be opened in game by selecting Ctrl+F10 (Rebindable)
  • Water shader has more transparency now. Should make it easier to see some of your underwater units.
  • Torpedos work now. However, they don't submerge yet.
  • ENERGY MATTERS. If you are running at an energy deficit, you'll notice stuff that requires energy to work won't, or will work much slower. We don't have specific notifications about this currently, so keep a lot of energy storage or simply don't run negative. You'll regret it.
  • Features are now destructible. Sorry, you can't see them start on fire yet.
  • Reclaim, wreckage and overkill are now all using a dynamic system, rather than hard coded numbers. The amount it will take to reclaim a live unit, or wreckage, are components of their total build cost, health and wreckage stability. Fabbers reclaim at a lower rate than they build at.
  • AI now builds air scouts
  • AI will seek out targets before sending bomber patrols; It will also wait to send a bombing run until it has enough to do an effective run
  • AI now builds radar
  • Significant Balance Changes, most not called out.
  • Tanks currently can't shoot at air. We're testing this change to see how it feels in comparison.
  • More units now can be built on land and water ; We don't have a visual way to show this yet
  • Advanced radar satellite is really worth building now
  • Most orbital units can now move between planets
 
Jetzt da Beta ist werden die Intervalle für Patches wohl erstmal wieder kürzer ^^

Current Build: 54497
Date: September 30th, 2013

  • Various server crash fixes
  • Units should handle wall dodging properly again
  • Fixes to Mac OS/X / AMD sun not rendering (we hope).
  • Lighting changes to lava planets
  • No more metal extractor exploit
  • Orbital Balance Changes: Tac missile launchers can no longer attack orbital units, ANY recon unit will provide orbital radar info (this is experimental/WIP - We think that information may need to be "general" knowledge); Pretty big rebalanc to orbital laser / ion defense cannon
 
Hat einer ne Idee ob es mal auch in deutsch raus kommt oder ist es schon in deutscher Sprache erhältlich.
 
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