ZOMG. A new stream. Right? I know! Uhm.. Oh yah, sorry, it's late and I went for a long run today. I don't normally run. It's very tiring to do, did you know that? Opps, off topic again.The build. There's quite a few changes. You should check em out. They're cool. Oh, what's different? I'll come back in the morning and add some comments on what's changed, but by then Raevn, Wondible, SXX and a few others will have already posted full build notes, so it'll probably be irrelevant by then.
Changes Unit atrophy rates increased; atrophy cool-down (time before atrophy begins), halved. Hornet has new firing sound Mesh bounds for many units adjusted New model in data files - "control_module" Air Defense Tower renamed to "Galata Turret" Ion Defense, Orbital Launcher and Tactical Missile Launcher now how naval models. Destroyed event added to structures. Side cannons added back to Battleship model (non-functional) Gunship model given a tiny cockpit Minor changes to Unit Cannon wreckage model Unit Cannon Wreckage appears as a landmark on Metal, Moon & Mountain planets. Build menu and hover info updated visual style 5 Second countdown added at the start of the match Unit Descriptions Air Factory - Analysis: Basic manufacturing- Builds air units. Advanced Air Factory - Analysis: Advanced manufacturing- Builds air units. Air Scout (Firefly) - Analysis: Scout- Weak, fast speed. Bomber (Bumblebee) - Analysis: Bomber- Equipped with basic anti-land and anti-naval bombs Advanced Bomber (Hornet) - Analysis: Bomber- Equipped with advanced anti-land and anti-naval tactical missiles. Fabrication Aircraft - Analysis: Basic fabricator- Wired to build structures. Advanced Fabrication Aircraft - Analysis: Advanced fabricator- Wired to build structures. Fighter (Hummingbird) - Analysis: Fighter- Equipped with basic anti-air missiles. Advanced Fighter (Peregrine) - Analysis: Fighter- Equipped with advanced anti-air missiles. Gunship (Kestral) - Analysis: Gunship- Equipped with strong anti-ground. No anti-air capabilities. Transport (Pelican) - Analysis: Air Transport- Load a land unit for rapid long distance travel. Anti-Air Vehicle (Spinner) - Analysis: Combat vehicle- Equipped with basic anti-air missiles. Air Defense (Galata Turret) - Analysis: Basic turret- Equipped with anti-air missiles. Flak Cannon - Analysis: Advanced turret- Equipped with anti-air turret. Anti-Nuke Launcher - Analysis: Anti-nuke launcher- Equipped with advanced anti-nuclear missile weapon. Anti-Nuke Missile (SR-24 -Shield- Missile Defense) - Analysis: Anti-nuke - Intercepts incoming nuclear missiles. Advanced Artillery (Holkins) - Analysis: Advanced artillery- Equipped with long range anti-land, and anti-ship gun. Artillery (Pelter) - Analysis: Basic artillery- Equipped with medium range anti-land, and anti-ship gun. Advanced Assault Bot (Slammer) - Analysis: Assault bot- Equipped with advanced anti-land and anti-ship lasers. Anti-Air Bot (Stinger) - Analysis: Combat bot- Equipped with basic anti-air missiles. Bomb Bot (Boom) - Analysis: Bomb bot- Equipped with Self Destruction mechanism. Bot Factory - Analysis: Basic manufacturing- Builds bots. Advanced Bot Factory - Analysis: Advanced manufacturing- Builds bots. Grenadier - Analysis: Grenadier- Basic assault weapons dealing area effect damage. Sniper Bot (Gil-E) - Analysis: Sniper- Long range advanced anti-land, and anti-ship bot. Modding Blueprints - "events" > "firing" renamed to "fired". Animtree files renamed (eg, aa_missile_vehicle.json -> aa_missile_vehicle_anim_tree.json) <Under Construction>
Code reading as usual; it's already past my bedtime, so there will be little or no playtesting just yet. tl;dr: mods are probably broken. - AI teleporter tweaking - planet smash will now kill adv factories. - New sound effect, including commander landing - Terrain tweaks - Unit cannon wreckage added to many biome types ?? - all anim_tree .json renamed This alone will probably break most server mods. - Modding unit .json: firing -> fired - many units have new fired sound effects - unit.json: mesh_bounds customized to each each unit - Atrophy rates tweaked. - nuke/anti-nuke got name and description in json - but the hacks are still in live_game - unit.json: strategic_icon_priority - combat fabs cost 0 energy again, 1 was a temporary fix. - unit.json (in nuke) splash_damage_orbital - Many (all?) shaders changed from version 150 o 140 - lots of localization updates - knockout.js upgraded from 2.2.1 to 3.1.0... don't know that that means yet. Mostly seems to have affected binding handlers in common.js - new api and scene: gamestats - icon atlas 32x32 -> 48x48 - new icons: 'bot_grenadier', 'bot_sniper', 'bot_tactical_missile', 'bot_bomb', 'land_mine', 'orbital_factory', 'transport' - a few galactic war cards have new icons - live_game options (setttings, quit, etc) redone to be data-driven to make GW patch easier. - Localization inserted throughout GW - live_game dissection continues with a vengeance. Mod breakage ahead. Obscures any functional changes. - live_game_popup - live_game_version - was this really a performance issue? - live_game_header - live_game_players - live_game_devmode - live_game_sandbox - live_game_planets - live_game_menu - live_game_chat - live_game_footer - live_game_build_hover - live_game_options_bar (twitch, pip, etc) - live_game_selection - game_over scene moved from live_game directory to game_over - gamestats panel is linked from live_game; inputmap says default toggle key is TAB - comment indicates that changing settings in-game will become a panel in the future instead of changing scenes - This looks intriguing: if (msg.data.client && msg.data.client.commander) engine.call("holodeck.setCommanderId", msg.data.client.commander.id); - looks like there may be an in-game start countdown. It might even obsolete Autoselect Commander. - "not enough metal/energy" message in econ bar tooltip - api.game.getSetupInfo - Gamma Commander EDIT: - engine.call("select.byIds", units)
Haha! If I won't die under tech problems pressure there will be bug list soon! So first big change there is usage of GLSL 1.40 instead of 1.50 in all shaders and likely depend on OpenGL 3.1 on Linux (and possible on Mac)!
@garat - was the absence of the Unit's name when hovering over an item in the build bar intentional? The only way to see a unit's name in this build is to hover over the unit once it's begun being built:
It would be hilarious if there were wrecked unit cannons everywhere XD Also, it seems like deathstars are coming.
There is only one spawned per planet (Moon, Metal & Mountain planets only) Code: { ... "brush_spec": "/pa/terrain/generic/brushes/unit_cannon_wreckage.json", ... "max_instances": 1, ... "note": "(Landmark - occurs only once on a planet, set to layer 3)", ... } My assumption also, based on the name of the new model
The warning "Assert failure: Unable to map memory on buffer 0" is more common than it used to be. Used to be once at start, or immediately after a CoherentUI crash, and rarely at other times. Now it's occurring often during games, especially when hovering over a unit.
Knockout blows up and takes the entire scene (functionality) with it if bindings are applied twice. This breaks Instant Sandbox and probably other mods.
Player icons highlight once sighted, and can click to jump again. Still no voice, but that might be intentional.
Start countdown is great for play. Can I turn it off? ;^) Doesn't need to be exposed in the stock UI. p.s. I overlooked something very important (to modders): engine.call("select.byIds", units)
I actually think we need a little longer to sit on this current patch, once the meta settles a little more, they can do another pass on balance, besides, theres a lot of bugs running loose atm that need more attention than a second balance pass so soon.