Hotfix Build 82369 now live!

Discussion in 'Planetary Annihilation General Discussion' started by jables, May 29, 2015.

  1. jables

    jables Uber Employee

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    Hotfix build 82369 - 5/30/15
    Fix for largest cause of "Lost connection to server" issues. We will continue monitoring the issue and make more fixes where needed. Sorry for the issue, and thanks for your patience!


    Release Build 82293 -
    5/28/15

    Resume Anywhere now available!

    How to:
    -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
    --Older replays (before this update) will not support resume anywhere and the button will not appear

    Balance changes:

    Grenadier
    -Ammo Gravity Scalar increased to 6 from 3
    -Max Firing Velocity increased to 88 from 68
    -Min Firing Velocity increased to 85 from 65
    -Added a small explosion when ammo hits to better communicate its small amount of splash damage
    - Now prioritizes turrets and commanders over its normal targeting priorities

    Anti-nuke accuracy improvement
    -Ammo Velocity increased to 1500.0 from 500.0

    Unit Cannon now decays if you stop building it
    -Atrophy Rate set to 140
    -Atrophy Cool Down set to 15

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

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

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

    Interplanetary Fighter (Phoenix)
    - 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

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

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

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

    Frigate (Narwhal)
    - Anti-Air Splash Damage set to 20
    - Anti-Air Splash Radius increased to 0.75 from 0
    - Anti-Air Full Damage Splash Radius increased to 0.75 from 0
    -Ammo Velocity decreased to 85.0 from 150.0

    Missile Ship (Stingray)
    - Anti-Air Splash Damage set to 25
    - Anti-Air 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

    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:
    -Radar fix for units not showing up even when in range
    -Torpedoes now more accurately hit structures
    -Removed Twitch integration as Twitch is no longer supporting it. Customers can still use a third party application, like OBS, to stream PA to Twitch
    -Game should now crash with an explanatory error if the UI crashes, rather than just freezing.
    -Linux fixes
    --Fix some cursor bugs that Linux users with specific graphics drivers have been experiencing
    --Support opening browser from PA on Linux. It should now open the user's preferred browser (by relying on the `xdg-open' command.)
    --Fix invisible CSG for Linux users when playing on PlayFab or on someone's Windows server, but not when playing offline. This should marginally reduce load times for all users.
    -Added Cosmic backer name to credits and planet name
    -Build item renames
    -Enabled Resume Anywhere
    -Fix the AllMetalSpotsFull build condition
    -Changed reclaim on patrol to reclaim unless we are 100% metal efficient and have full storage
    --Units are now able to reclaim wreckage while patrolling
    --Patrolling units are now able to reclaim trees
    -Set the default water depth for planets to 100%. This only affects Galactic War and will only affect new wars
    -Revert a change which was causing the game to hang when leaving the game lobby on some machines
    -The server will no longer broadcast custom csg to clients when the system is changed in the game lobby
    -The system display widget will no longer show the missing image symbol when you rapidly change the system in the game lobby.
    -Updates for save game labels positions in menus
    -Make log filenames & first line of log contain date,which should help both sorting & figuring out which log matches what session
    -More logging for FMOD initialization failures
    -The pause simulation button will no longer reset the position of the planets
    -Changed the way local GW saves are named to avoid filename issues
    AI Improvements:
    -The lobby will remember the last AI difficulty you selected and will use that level by default
    -Added a new AI difficulty named 'idle'. This AI will never take any action
    -AI will take into account allied forces when calculating planet wide threat
    -Added stuck detection for AI area build task
    -Adjusted stuck AI stuck detection sensitivity
    -Reduced AI factory buffer size
    -AI will send more units at once through a teleporter from planets it has full control of
    -AI will expand faster on planets it has full control of
    -Adjusted how the AI sees armies occupying a planet
    -AI will do a better job of balancing its economy
    -AI can now use bomb bots
    -AI can now build and use the Unit Cannon
    -AI has improved its usage of Naval
    -AI should try to get all of its units cannons in sync
    -AI will once again send orbital radars to other planets
    -AI will send fabbers with no build task back to a rally point, out of harms way
    -AI should do a better job of not sending fabbers half way around the planet right after dropping them off at a planet
    -AI will now enqueue orders on the sim rather than issuing them directly
    -AI will build more AA vehicles if it is losing the air battle
    -AI will build a deep space radar earlier when on a planet by itself
    -AI will build an orbital launcher earlier when on a planet by itself
    -AI will be more likely to place a teleporter on a planet, in anticipation of needing it later
    -AI will keep a group of fighters and bombers at the ready when on a planet by itself
    -AI will build at least one air factory when on a planet by itself
    -Improved the AI's handling of Gas Giants
    -Normal AI adjusted to make it more passive while making its expansion and base building behavior less erratic
    -Added "unable_to_expand_delay" as an AI personality setting. The AI will now accumulate time that it is unable to expand. Once they delay has been reached, it will set the unable to expand flag, allowing the AI to react accordingly
    -Minor balance to get the AI building the Delta V Engine and Control Module again
    -Fix for bug preventing the AI from using Delta V Engines
    -Fix for the PlanetHasUseableWeapon build condition not working as expected
    -The CanAffordBuildDemand build condition now supports build items with no spec to build. This will now just evaluate the condition using the fabber's build arm drain
    -AI platoon templates and unit map are now located in a separate folder in the AI content folder
    -The AI can now load multiple platoon template and unit map files
    -Added a cheaper path fixup function to nav. AI now makes use of the cheaper path fixup function
    -AI no longer ticks platoons that are in celestial transit
    -AI will not tick platoons in transit via the unit cannon
    -Removed unnecessary AI build item
    -Updated default personality values
    -AI now can now create unit threat data on demand. This helps support units that are not included in unit_list.json
    -Fix for some AI planet counting stuff
    -Fix for AI not expanding on planets with little to no metal
    -Fix for crash caused by aiBrain no longer being valid during sim shutdown
    -Fix for typo in AI fabber air builds
    -Fixes for cases where the AI would seem to lose track of a fabber
    -Fix where the AI would get stuck on mixed terrain planets
    -Added new AI build conditions:
    --CurrentEnergyEfficiency
    --CurrentMetalEfficiency
    --SpawnablePlanetCount
    --PlanetIsMainEcoBase
    --DistFromNearestEnemyThreat
    --PlanetHighestEnemyArmyThreat
    --FocusTargetThreatRatio
    --PlanetHighestEnemyArmyThreatRatio
    --PlanetIsGasGiant
    UI Improvements
    -Changing your primary color will no longer reset your secondary color
    -Add a Game Menu button to the options panel
    -You can now choose to exit the game or exit to the Main Menu after selecting the 'exit' option from the live game menu
    -Selecting any menu item will now hide the menu
    -Replay: Remove animated text that causes weird flashing in the background
    -Armory: Remove title animation to fix flashing background
    -Armory: Fix line height in KS credit to not overlap w/ commander visual
    -Armory: Tweak indicator for default commander
    -Quit menu: Tweak text on commit buttons
    -Main menu: Added view intro button

    -Improves spectator UI - removes unneeded UI elements
    2 new Commanders added to Armory
    Last edited: May 30, 2015
    mjshorty, klavohunter, j4cko and 24 others like this.
  2. stuart98

    stuart98 Post Master General

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    At long last!

    I recall hearing about a fixed bug involving beam weapons not dealing splash damage. Was that bug in stable or in one of the earlier PTEs?
  3. jables

    jables Uber Employee

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    I believe that was not mentioned as it was an issue in PTE only. @tvinita can give more details if needed.
  4. zihuatanejo

    zihuatanejo Well-Known Member

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    W00t! Fantastic news, thanks for the update Uber!

    Edit: having just read the changelog, I think I'm gonna have to test the AI for the first time in months!
    Last edited: May 29, 2015
    Alpha2546 likes this.
  5. Alpha2546

    Alpha2546 Post Master General

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    I just got confused reading the list. Dang thats a lot of stuff! Love it
    zihuatanejo likes this.
  6. zihuatanejo

    zihuatanejo Well-Known Member

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    @Quitch - I guess you will need to update Queller in order to take advantage of most/all of these AI changes?
  7. Quitch

    Quitch Post Master General

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    I'm about to go on holiday for a week, but first I must package and release a version which isn't broken by this patch :) I'll work on integrating the new stuff in June.
    Last edited: May 29, 2015
    Remy561, zihuatanejo and devoh like this.
  8. takfloyd

    takfloyd Active Member

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    Has the editor been fixed yet so things don't get deleted when you save?

    All I want to know.
  9. devoh

    devoh Well-Known Member

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    Awesome work Uber!
  10. TokenElt

    TokenElt New Member

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    Very cool! Though I must ask why the AI doesn't build anti-nukes on absurd difficulty?
  11. KnavishPlum

    KnavishPlum Active Member

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    finally! So many AI fixes!!:D
  12. mered4

    mered4 Post Master General

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    AA AOE for all AA weapons -

    The alternative solution to stacking aircraft. We'll see how this plays out....
    zihuatanejo and stuart98 like this.
  13. killerkiwijuice

    killerkiwijuice Post Master General

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    AA Commander snipes.
    mered4, stuart98 and websterx01 like this.
  14. brandonpotter

    brandonpotter Well-Known Member

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    Sorry folks, Still no new commanders.....
  15. zihuatanejo

    zihuatanejo Well-Known Member

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    @sorian - i tried a quick 1v1 skirmish with the AI and it seems vastly improved from the last time I played it (which, iirc, was after the last major AI update - a few months ago?).

    It did a good job of sending squads to attack, and kept destroying my sneaky (or indeed, not so sneaky) expanding air fabbers. I'll try a few more games and might well record one too.

    Great work, thanks! :)
  16. zihuatanejo

    zihuatanejo Well-Known Member

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    Meh. Who cares? Purely cosmetic.
    nateious likes this.
  17. jables

    jables Uber Employee

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    Known Issue reported
    - CSG bar in System Editor is not showing available CSG elements. Will be fixed in next build
    Remy561 likes this.
  18. killerkiwijuice

    killerkiwijuice Post Master General

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    RIP Advanced Edit indefinitely.
  19. takfloyd

    takfloyd Active Member

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    So after like half a year of no editor bugfixes, it's gotten even worse than it already was. I guess I'll wait for the next build...
  20. jables

    jables Uber Employee

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    currently working on hotfix that will help with lost connection to server and missing CSG in editor
    Remy561, MadGreyOne, takfloyd and 2 others like this.

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