The launch edition of the game includes a number of upgrades, including enhancements to both single-player and multiplayer. It will also include two new features: resource-rich gas giants and the "Annihilaser," a celestial laser of doom that obliterates planets with each tremendous blast. As a thank you to our generous backers and early access supporters, we're giving you all access to these features shortly via a game update. Thank you again for all your support throughout development. We're thrilled to deliver on our vision for an RTS with massive scale and even more massive battles, easy-to-use tools, and incredible moments. We can't wait to show you what's next. Patch Notes: AI: Improve the AI's handling of Gas Giants. Annihilazer: the metal planet can now target planets with active thrusters. Bug: Fix for crash when a unit is on the final leg of a celestial move to a planet that gets smashed. Chat: Disabled the keyboard capture stack handling in live game. Chat: Breaks due to capturing more than it releases due to being inside of the computed without current capture state tracking Gameplay: Fix for being unalbe to set an orbital factory or orbital launcher rally point on a gas giant. Lobby: Maximum length limit for the lobby name. UI: fixed a bug with planetary weapon control alert logic. UI: you can now join an army after leaving a shared army (since the selectedCommander function will now always return a well formed object). also fixes the preferred commander logic. UI: shared armies will only use a single color. players (except the first player in an army) will give up their color when they join a shared army. [BALANCE] Gunship: Health: 240 -> 300 Commander: AA Weapon: RoF: 2 -> 1, no AoE. Nukes: Cost: 60000 -> 50000 Booms Damage: 250 -> 700
Does this mean we can area patrol avengers on Gas Giants now? Yay! (Still might be a bit too pricey, but yay!) Did you guys fix the friendly fire issue that sorian looked into after Custard mentioned it? ("Even the bugs have bugs" )
Any chance of getting the pathing bug fixed before release? Talking about this one: https://forums.uberent.com/threads/problems-with-pathing-and-obstacles-with-screenshot.62909/ It's really annoying when units don't manage to steer clear of even such obvious obstacles on a regular base. Doesn't happen every time, but still often enough. And when it happens, every movement command issued in the next few seconds has the same bug. Smaller obstacles like mexes are even ignored on a far more frequent base. AI also suffers from this bug frequently as half of a platoon gets stuck and the other half barely dodges the obstacle and runs away.
Hate to sound like a broken record in all these. But the radar? Also any idea what causes planes to stop mid air. Noticed it happened in a moon for the first time. Happens a lot over tress and lumpy ground.
Just want to say I just tried to load one pre-saved 1300 meters (everything default, with maximal possible seed) earth planet and I have 3 server crashes (back to menu) in row on EUWest, but once I changed to USCentral it's loaded fine. I usually spawn games on large planets and it's never caused issues before.
Orbital units: area patrol broken, works only if issued for the whole planet, otherwise all units just stop
Patrol for air units still seems to be a bit broken for me. They'll patrol at first, but once something flies in and gets attacked, they'll kill it and land, requiring a new patrol to be set. Also, server disconnection at 9 minutes in a 1v1 game vs. AI with 3 small planets, 2 gas giants. Two air patrols and maybe 150 units. Last time I had a server disconnect was a few months ago, I think. Didn't happen in last build, although the lag was just as bad in that one. i5 2500k 560 Ti 16GB RAM Win64 Pro
Been this way since introduced. I mention above all area commands are being worked on. Better to repeat than miss mentioning, however! So thanks!
No its in just a normal move command, iusually happens at the worst possible time, like bombers been chased by fighters
Does this also mean units don't disappear into the void if they are on their way to a planet that get's death lasered? I had someone's commander become invulnerable and stuck somewhere in the last patch. Couldn't end the game.
It probably is totally random. Like I just had a testgame vs AI with very few units overall and it run fine for the most part. Then it suddenly broke down, just to be better a while later again.
Yeah at the start it was running smooth vs AI, i was playing Galactic War. But afther like 10 min it's getting more choppy, till unplayable. Game stats update: Server = 1.0 fps @ around 992 msec till 1 sec Sim = 0.5 till 11.2 fps @ 113 msec till 1.15 sec Screenshots: