Subset of the notes from this - there's a bunch of fixes that are hard to encapsulate in notes like this. But should see some pathing improvements in addition to what's listed. [AI] Minor AI balance changes. [Balance] Decrease the grav-well speed of nukes to help mitigate them going in circles around smaller planets. [Gameplay] Fix for tactical missile bot not working when moving away from targets. [Gameplay] Fix for weapons and projectiles damaging your own units even with splash_damages_allies set to false. [Gameplay] Updated the firing tolerance for the metal planet weapon. Fixes a situation where the planet appears to be on target but does not fire. [Replays] Replay browser now allows replay playback from direct lobby IDs pasted into search box, even if those lobby IDs aren't in the displayed replay list. [UI] Alerts and hover details: alert styling fix to center text properly in alert, and fix title text spacing in hover detail [BALANCE] - SXX can now shoot at and hit air units. (Like commanders in Pelicans) - Commander death no longer damages orbital units. - Orbital Factory - Health: 30000 -> 15000 - Jig: - Health: 7500 -> 500 ; - Metal Cost: 6000 -> 3000 - Teleporters: Increase the build length: 60 -> 75 - Bot/Vehicle/Naval Fabricators Build Range: 20 -> 30 - Sniper Bot: Sight Radius: 100 -> 180 ; Now does beam instead of shell. Stops them from being useless on bumpy terrain. ; Range: 140 -> 220 ; Turret Yaw Rate: 90 -> 45 - Advanced Assault Bots: Torpedo Range: 200 -> 160 - Adv Torpedo Launcher: RoF: 2 -> 3, Damage: 300 -> 235 - Metal Planet Turn Rate: 5 -> 10
Other Changes Tactical missile launcher firing sequence changed Orbital structure default armor type changed to AT_Orbital (was AT_Structure) Nukes do 0 damage to AT_Orbital Audio cues added to Halley for death and build completed Orbital laser firing effect scale increased SSX Max Range increase (10 -> 15) Pitch Rate increased (720 -> 7200) Yaw Rate increased (750 -> 7200) Adv Torpedo launcher now fires from all three muzzles Replay Browser localisation changes [AI] Max Advanced fabbers increase (8 -> 20) [AI] Max Basic Fabbers increase (5 -> 6) [AI] Basic to Advanced Factory Ratio set to 0 (ignored?) Planet smash explosion audio now plays when not focused on the planet. Camera shake for planet smash removed? Backer names added to Galactic War credits
It's set to active on the Steam beta PTE branch as well, for you Steam players. Expect another build tonight. We have a majority of the engineering team trying to get our server memory usage down a LOT. We've made some big wins, but I'll wait til later to give you the before and afters - or ask Forrest or one of the other guys doing the really hard work - to post a bit more details on the before and afters.
Can we expect UI lag gone at launch, or unlikely? Edit: >What do you think about PA? "I like it. The worst part about that game is the clumsy UI, the commands seem sluggish and switching between ground and orbital is clumsy." - Steven "Destiny" Bonnell II 9/4/2014 12:03am EST
Know what would be boss? Turning up the range on the commander build arm. Because he needs it the most due to his slowness, it would help him out in an area of operation without trying to conserve every step he makes, especially early game. Honestly, I would be okay with bot/veh keeping 20, naval getting 30, and commander getting 40.
I'd say unlikely, at least for the lobby. In game UI is perfect for me so not sure which UI you mean.
UI Lag when planets are loading is a gnarly problem to fix, though Coherent has some things coming that may help. If you're experiencing UI lag in game still, I'd need a lot more info. May be running low on memory, running on older hardware, or have too much going on on your computer. Since we split the UI into panels, it eats a bit more memory, but it's snappy as heck.
71609: - common.js updated (could break fancy server mods) for some internal details, asyncCall passing pageId to call, and format change in call responses - a bunch of kickstarter backers added to credits.
ya, ever since that and multithreading, client performance has been beautiful for me. lobby can still be painful but that is a minor problem as far as I'm concerned.
Naval can use 60 unless/until balanced, commander can use 40-60, everything else can have 30, and air ofc can have 20 because it can just fly overhead...
Like it. This means that the AI no longer needs 5 basic factories, but can go T2 right away if it has sufficient eco. Half way there. Unfortunately, this means that the "instant" characteristic of the SXX snipe remains. And also that the Astreus-exploit is now more viable than ever before. Unless of course re-entry sequence is WIP.
Build 71642 just pushed. Same as this build, but with about 4 fixes specific to help server memory usage. The more people free who have time to hop on and test this while it's the wee hours in Seattle, we'd greatly appreciate it. The server is still coming up, but I'd love to see people attack this build. It should alleviate a lot of the memory issues that have been plaguing games in the past few weeks. It's not a panacea, but its a few steps in that direction. We have more changes coming, but the team is about done in for the day. We've got a few more things already lined up that will likely make it into another build tomorrow.
*sigh* Update server for the launcher appears to be overloaded, transfer rate dropped to mere 100kB/s after the first 500MB of the new patch. Any chance of getting that thing moved to a proper CDN before retail release? I mean, you don't really want all the retail customers to download their day-1 patch at 20-50kB/s. That's almost as bad as the Realtek servers (in case anyone ever tried to download a driver from their site, you know what I mean).
Well, up to you. If you're playing anyway, might as well do it on PTE, since it will help improve the experience for you and everyone else! See what I did there? Ok.. I need at least an hour or two of sleep now.
We're on a very solid CDN. There are some other throttling issues in how the launcher handles patching that we have fixed, but sadly aren't quite ready for rollout. Hopefully in the next couple of days.