Beta Build: 57703 Lobby Passwords: Long awaited, make sure you can lock down your games to your friends. You'll need to share the password with them of course. Major start spot and metal placement fixes. Please report if you're still finding significant unbuildable metal spots. Keep in mind, if you have very craggy planets, this can result in anemic start spots in terms of metal. Numerous Linux Fixes: We've implemented SDL on Linux, which should enable full screen, fix issues with backspace doubling up, and a number of other errant behaviors A number of server and client crash fixes Loading screen is back: Should help make it clear when there is loading going on Improved visualization of orbital paths/trajectory changes in Celestial view Improvements to metal planet pathing and moon pathing Support for audio on multiple planets now; Should make planet audio less confusing! Bombers now use a carpet bombing technique. This will change their overall bombing behavior. Play around with them a bit. This will still require additional tuning, but consider it the first pass. Their numbers have been adjusted quite a bit to take these changes into account. Hiding your commander underwater will be much less effective now. Unit guard layer consistency pass
Other Changes Unit Blueprint cleanup (especially the physics section) Some changes to metal & moon terrain brushes Added worldview API Unit Changes Commanders Weapon target layers: Added SeaFloor Air Factory Wait to rolloff time: 2 -> 0 Adv. Air Factory Wait to rolloff time: 2 -> 0 Air Scout Guard Layer: AnySurface -> nil Weapon target layers: Added SeaFloor Bomber Guard Radius: 200 -> 100 Bomb Initial Velocity: 75 -> 35 Bomb Max Velocity: 75 -> 35 Ammo Capacity: 4000 (200/shot) -> 3000 (300/shot) Carpet Fire: nil -> true Max Range: 70 -> 80 Pitch Range: 60 -> 10 Pitch Rate: 180 -> 360 Yaw Range: 60 -> 10 Yaw Rate: 90 -> 360 Adv. Bomber Guard Radius: 200 -> 100 Bomb Initial Velocity: 75 -> 35 Bomb Max Velocity: 75 -> 35 Ammo Capacity: 20000 (600/shot) -> 9000 (900/shot) Carpet Fire: nil -> true Max Range: 70 -> 80 Rate of Fire: 3 -> 1.75 Pitch Range: 60 -> 10 Yaw Range: 60 -> 10 Torpedo Bomber * Guard Radius: 200 -> 100 Fighter Guard Radius: 120 -> 100 Adv. Fighter Guard Radius: nil -> 100 Guard Layer: nil -> Air Gunship * Guard Radius: nil -> 100 Guard Layer: nil -> AnySurface Air Defense Target Layers: Added SeaFloor Artillery Guard Radius: nil -> 280 Guard Layer: nil -> AnySurface Target Layers: LandHorizontal, Seafloor, WaterSurface Adv. Artillery Guard Radius: nil -> 610 Guard Layer: nil -> AnySurface Target Layers: Added SeaFloor Assault Bot Guard Radius: nil -> 90 Guard Layer: nil -> AnySurface Target Layers: LandHorizontal, Seafloor, WaterSurface Adv. Assault Bot Guard Radius: nil -> 110 Guard Layer: nil -> AnySurface Target Layers: LandHorizontal, Seafloor, WaterSurface Bot Factory Wait to rolloff time: 2 -> 0 Adv. Bot Factory Wait to rolloff time: 2 -> 0 Adv. Spider Bot * Guard Radius: 85 -> 110 Target Layers: Added SeaFloor, Underwater Land Scout Target Layers: LandHorizontal, Seafloor, WaterSurface Laser Defense Target Layers: LandHorizontal, Seafloor, WaterSurface Adv. Laser Defense Target Layers: LandHorizontal, Seafloor, WaterSurface Single Laser Defense Target Layers: LandHorizontal, Seafloor, WaterSurface Tactical Missile Launcher Guard Radius: nil -> 510 Guard Layer: nil -> AnySurface Amphibious Tank * Target Layers: Added SeaFloor Adv. Artillery Tank Guard Radius: 125 -> 180 Guard Layer: LandHorizontal-> AnySurface Target Layers: LandHorizontal, Seafloor, WaterSurface Adv. Tank Target Layers: Added SeaFloor Tank Guard Radius: 75 -> 120 Target Layers: Added SeaFloor Vehicle Factory Wait to rolloff time: 2 -> 0 Adv. Vehicle Factory Wait to rolloff time: 2 -> 0 Battleship Guard Radius: nil -> 270 Guard Layer: nil -> AnySurface Target Layers: LandHorizontal, Seafloor, WaterSurface Destroyer Guard Radius: nil -> 240 Guard Layer: nil -> AnySurface Target Layers: LandHorizontal, Seafloor, WaterSurface Frigate Guard Radius: nil -> 220 Guard Layer: nil -> AnySurface Target Layers: LandHorizontal, Seafloor, WaterSurface Frigate Guard Radius: nil -> 460 Guard Layer: nil -> AnySurface Naval Factory Wait to rolloff time: 2 -> 0 Adv. Naval Factory Wait to rolloff time: 2 -> 0 Nuclear Submarine Target Layers: Added SeaFloor Sea Scout Target Layers: LandHorizontal, Seafloor, WaterSurface Torpedo Launcher Guard Radius: nil -> 310 Guard Layer: nil -> AnySurface Note: Some of the "nil" values are actually inherited from base spec's, which mean they may not have changed. If I get time I'll go through them and find the inherited values. * Indicates the unit is not playable
Resolved tasks on bugtracker: PA#1961 - [Linux] ESC/Backspace/Delete/etc counts double PA#2226 - [Linux] Fullscreen PA#2645 - [Linux] Chat not appear when press Enter. Not yet fixed for Mac.
While I love the performance and bug fixing patches and am particularly pleased about the mass spot fix, I was really looking forward to some big new feature or more unit types
The Carpet Bombing seems a little wonky. they have what appears to be a VERY hard time with moving targets, often circling several times before actually striking. on the upside, bombers are capable of damaging multiple targets when the bombs do fly. so not only are they a threat to their intended target, but to anything past it as well. large bases can be whiddled down with ease, especially at the right attack angle. now entire swarms of Pgens can be taken out with a swift bombing raid. i am slightly confused as to what the whole "Guard Radius" means. is it the distance where a unit will auto attack enemies or something? because i see that the Adv. artillery just got one with this patch. and yes, please fix the AA static for the spinners. annoying as ****...... also. GUNSHIPS? TORPEDO BOMBERS? woot woot!!! EDIT: i will say that i think this is more an interim update as they brace for the big patch.
Correct, guard radius is how far out a unit looks for targets. Edit: Gunships and Torpedo bombers aren't in the game, only in the game files.
SEXCELENT, that means the Adv. artillery is going to actually do its fricking job now. also, i had figured they weren't in the actual game yet (Gunship and Torp Bomber, as well as other "buried" units), but to me this confirms their eventual existence.
I must say, I think that bombers should start bombing before their intended target. Right now it looks like they attack normally and then can't stop for another bomb or two.
Dammit I was just about to go see if those units were there ;-) What is weapon target layers? I assume this means air scouts can now units under water?
They've been in the data files since more or less day 1 . @duncane, correct, it determines what layers the weapon is allowed to target.
Damn it why must I read this first thing in the morning when I start work. Now I have to wait all day D: fml. On the other hand, this build seems to fix the majority of annoyances I've had for the last few play sessions. High five!
i must ask though. did uber not say there was going to be a "MASSIVE CONTENT BUILD" before good ol' turkey day? when is THAT happening? hmmm? HMMMM!?!?!?
Actually....if you look at the last build, the words "Content build" and "Before Thanksgiving" are used in the same sentence.... **Edit: not those exact words...but you know what i'm getting at** or is THIS that build? now i'm confused.
yes. yes that. pardon the confusion, but i may/may not have jumped the gun and thought there were going to be, oh, i don't know... new units, interplanetary nukes....that SEXY *** UNIT CANNON. i just had it in my mind that this was going to be THE update.
I did too, but garat did say "Our plan is... " and not "I will cut off one of my fingers and flush it down the toilet if we don't...". We shouldn't rule out however, that it's entirely possible they've worked really hard and completed whatever features they are holding back, but have decided not to release it for a laugh.