PTE Build 81029-pte is now up!

Discussion in 'Planetary Annihilation General Discussion' started by mkrater, April 21, 2015.

  1. mkrater

    mkrater Uber Alumni

    Messages:
    1,349
    Likes Received:
    1,830
    *To learn more about PTE and how to access it, please visit eXodus eSports guide:
    EXODUS EXPLAINS: PLANETARY ANNIHILATION PTE

    81029-pte 4/30/15

    Balance:

    -Normal AI adjusted to make it more passive while making its expansion and base building behavior less erratic

    Naval firing arc adjustments

    Frigate (Narwhal)
    -Ammo Velocity decreased to 85.0 from 150.0


    Destroyer (Orca)
    -Ammo Velocity decreased to 85.0 from 150.0

    Battleship (Leviathan)
    -Ammo Velocity decreased to 110.0 from 150.0

    Bugfix/Polish:

    -Changed the way local GW saves are named to avoid filename issues
    -Added Resume Anywhere in Single Player AI Skirmish and Galactic War using ChronoCam

    To use:
    -Load or start a game
    -Open Chronocam
    -Rewind back to where you want to go. (You have to rewind at least 2 seconds)
    -Select the Play From Here (Beta) button and Yes when asked “Rewind history and restart battle?”
    -Wait for simulation to load

    Please note, ChronoResume does not work when the game ends or while watching Replays



    80684-pte
    4/21/15

    Balance:
    AA missile tiny AOE radius

    Fighter (Hummingbird)
    - Splash Damage set to 20
    - Splash Radius increased to 0.75 from 0
    - Full Damage Splash Radius increased to 0.75 from 0

    Interplanetary Fighter (Phoenix)
    - Splash Damage set to 25
    - Splash Radius increased to 0.75 from 0
    - Full Damage Splash Radius increased to 0.75 from 0

    Commander
    - Anti-Air Splash Damage set to 25
    - Anti-Air Splash Radius increased to 0.75 from 0
    - Full Damage Splash Radius increased to 0.75 from 0

    Missile Vehicle (Spinner)
    - Splash Damage set to 20
    - Splash Radius increased to 0.75 from 0
    - Full Damage Splash Radius increased to 0.75 from 0

    Missile Turret (Galata)
    - Splash Damage set to 20
    - Splash Radius increased to 0.75 from 0
    - Full Damage Splash Radius increased to 0.75 from 0

    Frigate (Narwhal)
    - Splash Damage set to 20
    - Splash Radius increased to 0.75 from 0
    - Full Damage Splash Radius increased to 0.75 from 0

    Missile Ship (Stingray)
    - Splash Damage set to 25
    - Splash Radius increased to 0.75 from 0

    Bomber (Bumblebee)
    - Removed death weapon

    Fighter (Hummingbird)
    - Removed death weapon

    Missile Bomber (Hornet)
    - Removed death weapon

    Interplanetary Fighter (Phoenix)
    - Removed death weapon

    Grenadier
    - Now prioritizes turrets and commanders over its normal targeting priorities

    Bot Factory
    - Placement Size changed to [40,55] from [30,55]
    - Area Build Separation decreased to 2 from 10

    Vehicle Factory
    - Placement Size changed to [40,55] from [30,55]
    - Area Build Separation decreased to 2 from 10

    Naval Factory
    - Placement Size changed to [40,50] from [20,50]
    - Area Build Separation decreased to 2 from 10

    Air Factory
    - Placement Size changed to [40,40] from [30,30]
    - Area Build Separation decreased to 2 from 10

    Advanced Bot Factory
    - Placement Size changed to [60,80] from [50,80]
    - Area Build Separation decreased to 2 from 7

    Advanced Vehicle Factory
    - Placement Size changed to [60,80] from [50,80]
    - Area Build Separation decreased to 2 from 6

    Advanced Naval Factory
    - Area Build Separation decreased to 5 from 10

    Advanced Air Factory
    - Placement Size changed to [60,60] from [50,50]
    - Area Build Separation decreased to 2 from 7

    Bugfix/Polish:

    -Added two new large-scale prototype maps and put up a new iteration of one of the 1v1 prototypes in addition to 3 other prototype maps
    -Changing your primary color will no longer reset your secondary color
    -Added a new AI difficulty named 'idle'. This AI will never take any action
    -The lobby will remember the last AI difficulty you selected and will use that level by default
    -Added Cosmic backer name to credits and planet name
    Last edited: May 1, 2015
  2. brandonpotter

    brandonpotter Well-Known Member

    Messages:
    966
    Likes Received:
    389
    Sorry Folks, No new Custom Commanders to announce :p
    stuart98 likes this.
  3. killerkiwijuice

    killerkiwijuice Post Master General

    Messages:
    3,879
    Likes Received:
    3,597
    Prototype 4-4-5:
    I feel like there needs to be more metal, there are large (1/5 of the planet sometimes) spots where metal is missing. The lava planet and moon might need some equidistant metal because you can land anywhere on the planet which might make things awkward when there is a large cluster of metal where people want to land on top of each other.

    Prototype 4-1-5
    The lava planet has too much metal. With the cracks on the sawpning planet you can easily turtle and take over the lava planet quickly and win. Moon is awesome, but still some spots look weird without metal. It's probably going to be turret favoring since the clusters are so prolific.

    Prototype 4-2-2
    Looks alright. The water has no metal and there is a giant choke point. Metal seems pretty good to me.

    Prototype 4-3-4
    Honestly it seems boring. Metal is scarce and there's not really any sort of desire to go in the water.

    Prototype 4-6-5
    ACtually this one has potential. The desert planet is sort of the kind of thing I mean when I say "not boring" or "spicy"; it's so unique that I want to play on it. But it's small and the spawns are crowded.
    The metal planet is weird, the metal is so spread out that air fabs are the only legit use of gathering metal.
    The moon is cool. The metal is good for its size and terrain is a good mix between simple and strategic.
    This system is multispawn. If you're going to make a multi-spawn system you'd probably want the metal count to be congruent on ALL planets (maybe more on increasing size just because balance and for the case of both players spawning on the same planet). Also, be careful with this because a small planet will be very easy to lock down with umbrellas.



    Seems like a good direction. I still think the CSGs could be made more flamboyant because that adds the eye candy which is an important part of wanting to play on a 1v1 map. Huge CSGs just make the planet --insert rarely used adjective here--
    BELOW IS NOT A PROTOTYPE MAP
    I had someone compliment my CSGs skills when playing on this planet:
    [​IMG]

    And this

    [​IMG]

    I know thats asking a lot but it goes a long way and the lack of these kinds of things is actually part of the reason why I took a break from 1v1s since custom games were so much more fun with huge armies and stuff including that.^^
    Last edited: April 22, 2015
  4. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    Idle AI sets econ to 0; it's a more discoverable form of the same feature.

    AI personalities have a name property for use with restore.

    Air death weapons removed, and factory spacing tweaked.
    cola_colin likes this.
  5. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    I do prefer this solution to the air problem better.

    Air still needs a cost increase.
    towerbabbel and killerkiwijuice like this.
  6. KnavishPlum

    KnavishPlum Active Member

    Messages:
    255
    Likes Received:
    76
    I really like the idea of an idle AI, this allow people to mess around and do videos or screenshots without worrying about the AI attacking!

    And I know I have asked this many times, but will there ever be a fix for the Leviathan model? I can't change graphics chips due to having a laptop and not a PC, it makes sea battles underwhelming, mainly when you see Leviathan parts stuck to the enemy commander or when you zoom out the commander all of a sudden is wearing a Leviathan floaty.
  7. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Here's the thing about game development: Generally when a bug isn't fixed, there's usually a pretty good reason for why it hasn't been fixed. If it was simple enough that Uber could say if it would ever be fixed, it would already have been fixed.
  8. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    I guess the reason here is because it isnt easy to reproduce? Somebody who has the issue and knowledge of modelling should maybe play around with the model, there has to be *something* about it that causes the issue.
  9. theseeker2

    theseeker2 Well-Known Member

    Messages:
    1,613
    Likes Received:
    469
    damn it, that last one was SO close to being phallic
    dom314 likes this.
  10. radongog

    radongog Well-Known Member

    Messages:
    638
    Likes Received:
    295
    Sounds like interesting changes to me! :)
  11. mkrater

    mkrater Uber Alumni

    Messages:
    1,349
    Likes Received:
    1,830
    We generally don't release new commanders into the PTE builds. But I know some commanders have been worked on. I'll see if I can get them into the next release build. ;)
    Remy561 likes this.
  12. mkrater

    mkrater Uber Alumni

    Messages:
    1,349
    Likes Received:
    1,830
    It's a lower priority item, but it's on our list to work on as we continue our bugfixing and polishing. :)
    Remy561, KnavishPlum and Alpha2546 like this.
  13. KnavishPlum

    KnavishPlum Active Member

    Messages:
    255
    Likes Received:
    76
    Thank you for responding to my question! :D
    mkrater likes this.
  14. brandonpotter

    brandonpotter Well-Known Member

    Messages:
    966
    Likes Received:
    389
    Well, you add in the commander files in PTEs. Its just in Stable builds that some are added to the Armoury :D
  15. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    The notes don't state what was put back in. For example all the maps were pulled from PTE prior to the last release. They're back, but the notes don't mention them just the new ones. Does this mean air death explosions have also gone again?
  16. radongog

    radongog Well-Known Member

    Messages:
    638
    Likes Received:
    295
    As far as I remember the AirDeathExplosions have been removed with one of the previous patches! (-> no need to mention the removal again!)
  17. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    No, death explosions were removed in PTE, then put back prior to PTE moving to stable. If they have been removed again then the patch notes need to say this.
    Last edited: April 23, 2015
  18. Alpha2546

    Alpha2546 Post Master General

    Messages:
    977
    Likes Received:
    1,561
    I like these bugfix/polish thingy's. Keep em coming!
    websterx01 likes this.
  19. mkrater

    mkrater Uber Alumni

    Messages:
    1,349
    Likes Received:
    1,830
    Sorry about that. Those notes should have been included as the air death explosions are now gone again as well as the building placement change.
    I've updated the OP to reflect these changes.
    (Nice catch, @Quitch! :))
    cdrkf, ArchieBuld, Quitch and 2 others like this.
  20. davostheblack

    davostheblack Well-Known Member

    Messages:
    364
    Likes Received:
    313
    Anyone noticed an issue with Orca's often over shooting torpedo launchers?
    cdrkf likes this.

Share This Page