Runs so much better! The bandwidth usage is way more optimized too even with tons of units. Will take some getting used to. Very difficult to figure out how to work with orbital and the lower levels.
Any chance of a change log of sorts? I only play the non-PTE builds, and it's hard to do the S part of RTS without knowing what the balance looks like .
Thank you, I will do this to save time Now you just need to make a new state of the art PTE that is different from Stable, because having 2 builds do the same thing, seems like the waste of potential resources. I will be THAT guy right now: I am glad Stable died, I will not lay flowers at it's grave nor mourn it's loss and I am sort of jerkishly glad other people actually have to play PTE balance now. Grenadiers are bad, but it can't be worse than armies of kestrels and shellers and gil-e 7 minutes in the game. But, depriving people of their prized build, is just a perk, the real reason I am mainly glad to see PTE pushed to Stable, is as Garat said, to force a greater stress test of pathing, so they can collect more pathing data on more live games, and actually work on fixes until they debug it.
played a 120 min sandboxgame forgot when my last game was ... it is a while since : some obvious already mentioned pathfinding issues but to still be more precise fabbers didn´t possition propperly for optimal fabrication units had issues with navigating coastlines both ground and naval then had some weird static sounds after giving gil-e´s an attack command ironically infernos and vanguards didn´t set any trees on fire as neither did the nuke, don´t know if the latter intended to do ... orbital fabber could´t posssition itself for optimal assistfabbing on groundstructures that´s it from me for now ....
They REALLY need to seriously reconsider if orbital fabbers should be able to assist ground structures or ground fabbers assist orbital. That sounds like a really easy fix to add to their unit attributes. Either way, its counter intuitive, if you can blast nanolathe way up into space, why orbital fabbers or launchers, why not t1 fabbers just build them in space by standard? /rant. Each build, that scares me into thinking it's here to stay, and owmagawd it cant be...
I guess i won't be able to play PA until next build. No unit icons. That means more time for video making! Logically, watching replays from this build shoudn't crash my client. Shallow water! Not sure if it's intended or a bug but i am very happy with that. It's easy to read if the watter is shallow or not (Clear distinction between light blue vs dark blue) Ships can't move over shallow and i can't build a shipyard there. Units can move on shallow water. (No speed reduction yet)
I.. noticed this too. I built shipyards, just to realized they couldn't travel over shallow water to make it to the rest of the ocean. Then, enemies sent tank armies over the shallow water into my base, completely undefended since I didn't put a turret to defend against water derp, so I lose my base before I can respond. It sucks. I play with water level, until all water is deep enough to transverse, but new water doesn't form over land. So tweaking it by a number or two. For instance, the ice planet in the standard built systems, I increased it's water level from 45 to 49. It made water deep enough to travel, formed new water links, but didn't reduce land. Actually made it a damn decent naval map with land usage. @superouman Have you tried deleting all PA off your computer and reinstalling? I am getting the suspicion you and zweimann have some sort of file edit causing issues, config or mod or something from alpha/beta. There are a few people experiencing metal icon loss but most people can't make icons bug like that even trying. It is like you are stuck on cinematic except you arent.
First game I came across an issue with huge delays (several seconds) on input (mouse down/up events and the performance/chat binds) and UI (though FPS was fine at a smooth 60, as normal). Game restart & reconnect didn't help. Luckily I've not been able to reproduce it.
What about water levels? The actual boundary between land and sea units has always been below the actual water line (i.e. shallow water = land). I don't think anything has changed in that regard.
Transparent strategic icons cause some issues with healthbars I think. Besides that, most mods I have used for Stable and PTE. Both worked with the mods. I can't think of any others that broke.
Most of the active modders were testing on PTE, so there shouldn't be many problems. I don't recall much trouble during PTE for that matter.
This bug (and many) others has been fixed... but did not make it into the live build. We are working on some major stuff and a lot of bug fixes are are tied up with it. The static sound is a corrupted audio file.
The point of them attacking ground is to establish landing zones for invasions, and it's air that stops planetary invasions, so they have to shoot air to carry out the role Uber wants to trial them for.
This build is the same as the latest PTE build. The changelogs of all PTE builds since the last stable build are linked below, if comparing this to 64498, then all of the following changes are included. 64758: https://forums.uberent.com/threads/pte-stream-64758-balance.58961/#post-917412 65048 / 65103: https://forums.uberent.com/threads/pte-stream-65048-balance.59154/#post-920832 65198: https://forums.uberent.com/threads/pte-stream-65198.59227/#post-922118 65240: https://forums.uberent.com/threads/pte-stream-65240.59237/#post-922503 65407: https://forums.uberent.com/threads/pte-steam-65407.59309/#post-924071 65588: https://forums.uberent.com/threads/pte-stream-65588.59356/#post-925308 Combined Summary New Unit: Orbital Factory - builds the more advanced orbital units, plus those built by the orbital launcher. Commanders now store enough energy for 4 Uber cannon shots Weapons with splash damage have had their maximum damage radius dropped significantly. Aircraft speed lowered, except for Bombers and Gunships, which were sped up. Bombers' weapon damage and radius increased. Air Scout no longer has a weapon Advanced Fighter's weapon no longer deals splash damage The Slammer now fires faster, with less damage per shot. Overall it gains a damage boost. Bomb Bots auto-attack. Vehicle speeds increased. Metal storage quadrupled. Advanced units and structures metal cost increased roughly 4x. Advanced Metal Extractors produce less metal than before (28 -> 24) Anti-nuke no longer starts with a pre-built missile, and missiles are cheaper and build faster. Nuclear missiles can be fired to any planet in the system, and are cheaper and build faster. Area build separations adjusted for various units. Anti Nuke/Umbrella launcher set to sphere with a wide separation (100/75) New Grenadier unit added. Weapon removed from Skitter Nuclear missile leaves a scorch mark Ant is now Scamper, health & damage doubled Inferno Health increased Uber Cannon damage reduced, Splash Damage greatly increased Commander spawn removed trees in area Planet Radius Experimental size now 1300 (previously 1200) Naval factory and Adv. Naval factory build icons updated Armory screen updated Tree metal value: 15 Tree burning: Damage: 2.2 Radius: 20 Duration 12 seconds Resistance (?): 75 Spread Chance: 0.3 Translations added: cs-CZ da de de-AT es fi fr hu-HU nl nl-BE pl-PL pt-BR ro ru sv tr-TR uk zh-CN Gil-E has a new model Changes to strategic icon rendering New health bar graphics Land scout description changed to "Scout: Weak, fast speed" Sniper bot metal cost increased Pelter firing standard deviation reduced