Friday hotfix for your playing pleasure! We're still hard at work, squashing some new bugs and performance problems. This build includes a lot of fixes under the hood, and also some more obvious ones. We'll keep on working to stomp out new and known bugs, such as problems getting back into a game after playing a match, and UI lag during big fights. See you in game, commanders! 66943 includes two Linux specific fixes that were causing client crashes for a number of users. 66830 fixes a Mac only crash at launch due to a new sound system update. Detailed Changes: AI: Improved AI air platoon "not moving when they should be" detection. AI: Fix for AI threat value calculation for anti-surface threat. AI: Updated AI neural net data. AI: Fixed AI threat calculations for units with multiple weapons. Chronocam: also fixes a bug where time scrubing would alter change your playback settings (play to pause, pause to play). Engine: Fix for crash when telling an Orbital Factory to pause during a launch. Galactic War: Big Difficulty pass making Hard/Annihilator more difficult. Adding multiple enemies on systems farther from the start. Galactic War: Added Hardcore difficulty where all econ rates for enemies are high, always adds an extra commander to non-boss battles. Galactic War: Improved the system generation to include bigger systems the farther out in the galaxy you go. Galactic War: GW reliability fixes. Gameplay: Starting locations and metal spots will now only appear on base meshes. Gameplay: AI will only spawn on base mashes. Gameplay: Projectiles that lose their target will now go to the last known position of their target and impact. Gameplay / Art: Metal Planet - more trench and pit pathability improvements (better on smaller planets now). Graphics: Updating post_fxaa.fs to use FXAA 3.11 with GLSL 1.3 spec and optional gather4 optimizations for hardware that supports it. Seeing improvements of ~4x faster on some hardware for FXAA (going from 2.5ms down to 0.6ms). Graphics: Another bug fix for SAO, another issue that NVidia drivers were glossing over (until the latest update!) and GLslang didn't catch (because it was a GLSL 4.0 class extension issue). (Update your drivers, always, folks!) Linux: [main/Linux] Switch to OpenGL Core Profile. Linux: [main/Linux] Save fullscreen & display settings. Linux: FMOD Upgrade. This fixes VO on Linux. Linux: [main/Linux] Use SDL from steam-runtime. UI: hotkey revision. uses a 3x5 layout instead of a 4x4. tab hotkeys do not overlap with build item hotkeys. UI: fix for twitch controls wrapping and not displaying correctly in live game UI: fixes a bug where default keybindings could not be unbound (bound to ''). UI: added keybind for acknowledge alert. default is set to 'space'.
Nice ! Comments Just get raped by AI in 4 (me) vs 3 in Annihilator, with 40% resources tech. Not possible anymore to AFK play with subs commanders Feature proposal Implement something like AI surrender. Let player know, when a building will block a metal spot on the build preview. Bugs/Details Sight is not always shared with sub commanders (Occurred with old build GW played with current build). "Unit under attack" message is not relevant when destructing (DEL) own buildings and units. "Low metal" message at game start is not relevant. Camera move with left click hold on GW is not intuitive. Metal spots are sometime to close each others to build metal extractor on all of them.
Seems to be alot of UI lag when the Notification PIP apear and you have to select alot of units. Still some random server lag.
I like the current hotkeys. More clicks than hotbuild. But very well formatted to my usual keyboard mapping and definitely useable in the future. Since I didn't use hotbuild for anything other than having a button to select a build, I think they just lost a user
Good evening everyone, I can't run the game since the last update, every time the game tries to start the system crashes. I'm running it on a MacBook. I can copy-paste the error given by the system, when it asks me if I want to send it to Apple. Regards.
The ETA is "We're working on it". The fix is done, but we have to test it. Sorry, we can't be more precise than that. Build publishing and other aspects take an indeterminate amount of time, because we do not control internet speeds.
Everyone is. It's a mac only, but ALL mac bug. 66830 fixes a Mac only crash at launch due to a new sound system update. Go patch.
Please explain. Does this refer projectiles which miss their target and fly off into space? Or does this only affect steerable projectiles like rockets which kept circling if the target was destroyed? Why don't attempt re-target first? This make rocket launchers pretty vulnerable to overkill if I'm getting it right, with the previous behavior you had at least a good chance of landing another lucky hit.
I can't use unlocked tech in galactic war. Some of the tech does work, like accelerated building for the commander, but i cant build the bot factory or aircraft factory after having it unlocked. yeah nvm, indeed didnt realise unlocking advanced tech doesnt give me the basic tech. (which is perhaps weird if you think about it). (yes we figured out how to build an jet fighter, but a glider? havent got a clue)
Are you sure you've unlocked bot tech, and not just one of the techs that buffs bots? a lot of people get confused over that.
isn't it possible in galactic war to change a planet? i've made a mistake to fight on a system with four commanders but i've only two subcommanders. i'm missing some technology like the atom bomb to finish this level. (only possible with a teleporter a a really right timing, tried it 5 or 6 times, didnt work great). so it would be easier to change the planet and collect some new technology. but this won't work for me
Yeah, you're stuck on attacking a planet once you move there. Remember not to attack faction leaders until you're confident you can take them.