PTE build 79270-pte now up

Discussion in 'Planetary Annihilation General Discussion' started by jables, February 16, 2015.

  1. cola_colin

    cola_colin Moderator Alumni

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    I think they are just rather busy with save/load
    temeter and cdrkf like this.
  2. cdrkf

    cdrkf Post Master General

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    Yeah probably true :p
  3. temeter

    temeter Well-Known Member

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    Jep, considering my experience in following the more open development of indies/early access/kickstarter, the least spectacular explanations are usually the correct ones. :rolleyes:

    Although they still might have something on the backdrop. Like asteroids. Or a new faction. A completely reworked Galactic Warfare. The singularity.
  4. blightedmythos

    blightedmythos Active Member

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    They can't all be busy one save load. There has to be something else being worked on.
  5. cola_colin

    cola_colin Moderator Alumni

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    true, for once tvinita has tested more balance stuff and is making more maps which are probably meant to be ranked maps. more... who knows. I doubt anything big will falls from the sky without being announced ahead of time.
  6. blightedmythos

    blightedmythos Active Member

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    I didn't mean for a feature to just randomly show up. I was thinking more along the lines of "has anything been announce".
  7. cdrkf

    cdrkf Post Master General

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    Unless it's an asteroid (fall from the sky... Lol sorry I couldn't resist)...
  8. jables

    jables Uber Employee

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    A bunch of people were at GDC last week :p
    Zaphys, stuart98, mered4 and 3 others like this.
  9. exterminans

    exterminans Post Master General

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    And Sorian should be busy with turning the neural network into a (more efficient) multi layer network, and to tune make the inputs more generic. Temporal difference learning would be nice, but I don't see that one happening that soon.

    The art team is probably still busy with making more backer custom commanders. Guess we can expect improvements in the art style once they are finally through with that.

    There's still a lot of work to do on the save/load feature, what we have right now is more of a ... draft. The save games contain some informations which is not yet part of the replays by default, so the original "continue from any point in a replay" goal isn't reached yet.

    There's also bug hunting season in the Mac and Linux versions of the client.


    Also don't forget that the PA dev team is nowhere the original size any more. There have been layoffs after the Human Resources disaster, and a good portion of the remaining devs switched from PA to developing and marketing the PlayFab platform and soon-to-be developing VR applications.
  10. blightedmythos

    blightedmythos Active Member

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    Can't wait for this to be done! Lot of exciting possibilities! The core game's art has been neglected for far too long.
  11. Sorian

    Sorian Official PA

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    As interesting as temporal differences seems, I doubt I will have the time for that. There has been an interesting development on the neural net front. Will probably take a few more days for training to complete.
  12. cdrkf

    cdrkf Post Master General

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    Looking forward to it :)
  13. websterx01

    websterx01 Post Master General

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    How specifically vague!

    One of those who went should start up a party thread about it in unrelated! I, for one, am interested in what happened.
    cdrkf likes this.
  14. arm2thecore

    arm2thecore Active Member

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    Please do tell!
  15. tesseracta

    tesseracta Active Member

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  16. jables

    jables Uber Employee

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    Op updated

    Build 79270-pte - 3/11/15
    Balance:
    Assault Bot (Dox)
    -Move Speed increased to 18 from 17

    Grenadier
    -Vision Range increased to 130 from 120
    -Splash Radius increased to 6 from 5
    -Full Damage Splash Radius increased to 2 from 1
    -Range increased to 125 from 115
    Walls
    -Metal Cost increased to 50 from 40
    -Health decreased to 3000 from 4000
    -Atrophy Rate increased to 20.0 from 0.416667

    Radar
    -Radar Radius decreased to 450 from 500

    Advanced Radar
    -Radar Radius decreased to 900 from 1000

    Vehicle Factory
    -Placement Size changed to [30,60] from [40,60]
    -Area Build Separation increased to 6 from 3

    Air Factory
    -Placement Size changed to [30,30] from [40,40]
    -Area Build Separation increased to 6 from 3

    Bot Factory
    -Placement Size changed to [30,55] from [40,55]
    -Area Build Separation increased to 6 from 3

    Naval Factory
    -Placement Size changed to [20,50] from [40,50]
    -Area Build Separation increased to 10 from 3

    Advanced Naval Factory
    -Area Build Separation increased to 10 from 7

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

    Interplanetary Fighter (Phoenix)
    -Added air_pbaoe as death weapon

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

    Air Scout (Firefly)
    -Sight Radius decreased to 250 from 300

    Combat Fabricator
    -Can no longer build walls.


    Bugfix/Polish:
    -Updated every ranked system with new iterations
    -Added new ranked system Amplus to the matchmaking pool.
    -Added new systems Amplus and Blitz to the default system list.
    -Adjusted the recommended players for all of the ranked systems and the PAX system.
    -Removed Battlefield and Inner Sol System from the premade system list.
    -Fix to lack of vision on replays
    -General bugfixes to save/load
    -Improvements to losing buildings when drag building
    -Fix for groups of units going too slow when moving with other groups
    -Perf improvements tied to projectile events
    -Beta added to in-game Save button
    -Improvements to Idle system
    -Fix for Commanders not being able to assist factories
    -Fix for vision issues on reconnect
  17. emraldis

    emraldis Post Master General

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    Interesting changes. But can you please split the "all-seeing-orbital" and celestial radar again? At least make 2 different channels for them...
  18. davostheblack

    davostheblack Well-Known Member

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    ...
    Combat fabbers cannot build walls???

    Meta-changing!
  19. Alpha2546

    Alpha2546 Post Master General

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    Why did you undo the factory change? Units get stuck again now between the factory's.

    pa 2015-03-12 00-08-39-92.jpg
  20. cola_colin

    cola_colin Moderator Alumni

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    The area build separation should prevent you from placing them that close by accident. However if you use any mod that maybe overwrites your local unit definitions with outdated values you might see that. Or if you placed those factories 1 by 1, not using area build.
    I guess only using area build separation isn't going to do it, it needs to be the factory placement size. Was surprised to see the entry in the changelog.

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