[Hotfix] Fix for Subcommanders not functioning [Hotfix] Fix for AI not building on easy and normal difficulty [Hotfix] Fix for AI building structures that blocks metal spots [Hotfix] Fix for System Designer crash - Mass of orbiting planet being larger than planet it is orbiting [Hotfix] Metal planet symmetry now enabled [Hotfix] Vehicle factory explosion size set to 1.0 instead of 2.0 [Hotfix] Added KS name to Tokamaktech Commander [Hotfix] Localization pass for menus [Hotfix] Replays screen UI reformated to be consistent with other loading screens [Hotfix] Fix for crash - AI was sending a unit killed message too long after a planet has been destroyed [Hotfix] Added a Surrender button (not available in replays) Previous build notes: [General] You are now able to chat after games, even in chronocam mode [General] Added in backer names on more commanders in the Armory [General] More backer names are now in for planets and Galactic War credits [General] Nukes now have a specific effect if they happen in space [General] Jigs have a new custom explosion effect [Balance] Jigs now explode in a nuke sized explosion (drag select will space these to be safe, but you can hand place them closer if you feel lucky) [Balance] Change to Dox vision from 150 to 100 [Balance] Commander torpedoes rate of fire reduced from 2.0 per second to 1.0 per second [Balance] Commander torpedoes range reduced from 200 to 160 [Balance] Dox will now correctly fire on factories [Balance] Nuke damage will now expand out to match the effect [Ranked] Leaderboards are now online (found under Multiplayer off the main menu) [Ranked] Players can watch the last replay of the top 10 of each rank in the Leaderboards [Ranked] 3 new custom made 1v1 planets for Ranked play, to replace the old pool [Ranked] You can no longer pause in ranked games [Ranked] Disconnecting in a ranked game now pauses it and gives the disconnected player 180 seconds to reconnect before they forfeit [Ranked] A player has 30 seconds to show up for a ranked lobby before the game is abandoned [Ranked] A player disconnecting from a ranked lobby now immediately abandons the game (and applies a penalty to the abandoning player, like before) [Ranked] Players are now notified when they have a match and are tabbed away (flashing icon and sound) [Ranked] A new and louder sound now plays when you find a match. [System Designer] We’ve implemented symmetrical planet creation [System Designer] You can now edit CSGs (move, add, delete, copy, paste, rotate, raise, and lower them) [System Designer] You can now place or remove metal spots [System Designer] All System Editor hotkeys can be found under settings and changed if you like [System Designer] Orbiting bodies are not allowed to be more massive than what they are orbiting (As a placeholder fix, the system designer will move the orbiting planet to orbit the sun if you increase mass higher than the planet it orbits) [System Designer] Water flows into custom CSG [UI] Lots of small changes to bring more continuity through the UI [UI] When first entering game, we have a bar added to give new players an idea of the initial controls [UI] Top 3 players from the Leaderboard are listed on main menu along with their last replay [UI] The message telling you that your opponent abandoned the ranked lobby will no longer disappear after 5 seconds. [AI] Now uses Gas Giants [AI] Neural net tweaks [AI] Will now build Annihilaser [AI] Better handling of platoons [AI] All known issues of AI getting stuck now fixed [AI] Added a large set of new AI names [AI] Now better performance in the late game due to smarter pathing choices [Bug fixes] Changing economy after everyone has clicked ready will unready everyone [Bug fixes] Your rank changes will now immediately update after a match [Bug fixes] Replaced the messed up “5” in the font [Bug fixes] Landing zone low resolution circles now removed [Bug fixes] Straight line graphics bug when you look up through atmosphere into space is now fixed [Bug fixes] Linux should now correctly load all translated locales [Bug fixes] You should now be able to see the quit confirmation even if the game is paused [Bug fixes] Nukes and commander explosion damage should now better match the visual effect [Bug fixes] Fixed some of the instances of jerky movement [Bug fixes] Orbital Fabbers will now correctly build on planets other than their current planet [Bug fixes] Fixed detection that the planet you are orbiting was destroyed while attempting to move somewhere else [Bug fixes] Commander AA now prioritizes air correctly [Bug fixes] You should no longer be incorrectly prompted to reconnect to an old game [Bug fixes] Attempting to requeue after playing matchmaking should no longer prompt you to reconnect to the game you just played [Bug fixes] Connecting to a matchmaking game should be more reliable [Armory] New Commander: Berlinetta [Armory] New Commander: Banditks
hmm for me it did it once in the past when it first encountered server.exe and it went like "OH I've never seen that program before" but everytime isn't good I think, it should be smart enough not to do that.
Does it every time EDIT: it also has been deep scanning the same file for over 15 minutes now. It says it usually takes 15 seconds...
Yes. I am also testing out a mod, so I clicked on the single player AI skirmish, which makes even less sense.
I booted up to the main menu in PTE but I never tried starting a game Is there a way to add it to the exclusion list in Avast!? I actually might not be the only one with this problem either since the hotfix build was just released.
Actually, it suddenly stopped popping up to scan when I launched Avast! and messed around with it.... No longer scans when try to host a game. Crazy stuff, I hope it stays this way.
Yep that happened to me also and, I thought it was because of playing on single player, but obviously not
I just joined a match which the host selected the wrong system so we all wanted to quit and rehost. But the new surrender button requires you to wait for the game to start before to can quite to main menu. Rather annoying.
https://gfycat.com/DistortedSecondaryHamadryas# these were all launched at the other side of the planet, pls fix.
Found a metal planet bug: When you destroy a catalyst (or commander in my case) and a catalyst blows up miliseconds after the metal planet fired, the laser effect will not disappear. Here the metal planet turned to its original position after firing upwards in this picture. Here you see the short effect, following the metal planet its pole position and the laser which destroyed the planet 10 seconds earlier. Why not make the metal planet selfdestruct when a catalyst is destroyed during buildup/fireing because power instability or so? This would be way cooler ^^ Not that it was already epic that I nuked his commander seconds before the laser shot my planet down since it took too long for the catalysts to selfdestruct. Replay link: http://pastats.com/replay/12034964852347204874 Alias my replay ID is 12034964852347204874.
dunno if this is right here, build says 75771 pte... played a game with mostly water world and low metal spots, the 4 AI commander did exactly nothing (one even had 2 metal spots somehow near him). didnt find the replay, so either i was stupid enough to play local or this builds replays are not shown yet (witch maybe another bug then^^)