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: Server memory usage improvements. This should help mitigate many of the lag concerns that have been popping up in some circumstances. AI: Improve the AI's handling of Gas Giants. AI: Minor AI balance changes. Annihilazer: the metal planet can now target planets with active thrusters. Balance: Decrease the grav-well speed of nukes to help mitigate them going in circles around smaller planets. 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 Galactic War: Anti-nuke working again Gameplay: Fix for being unalbe to set an orbital factory or orbital launcher rally point on a gas giant. 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. Gameplay: Advanced Assault Bot can fire on land again Gameplay: Attack move with non-combat units (Combat fabbers or other units without weapon) work again as expected Lobby: Maximum length limit for the lobby name. 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: 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. UI: Alerts and hover details: alert styling fix to center text properly in alert, and fix title text spacing in hover detail Balance: Gunship: Health: 240 -> 300 Commander: AA Weapon: RoF: 2 -> 1, no AoE. Nukes: Cost: 60000 -> 50000 Booms Damage: 250 -> 700 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
Booms Damage: 250 -> 700 Commander: AA Weapon: RoF: 2 -> 1, no AoE. Bot/Vehicle/Naval Fabricators Build Range: 20 -> 30 Hooray!
Great! I no longer need to use UI pathed for this. PS: One issue I know was fixed in this build: PA#4040
And we should have one more build before tomorrow that fixes, among other things, the Linux coherent issue.
I'm getting failed to start game every time through the Uber launcher, no mods installed. Anyone else?
Hm. Login accepted. Maybe it's because I updated the game so quickly and the servers weren't up or something?
PA still forgets my display name after going to another menu and back: Before going to another menu: After going to another menu and back to main menu: This bug didn't appear in any pre-metal planet laser builds.
I wonder what happens if I put halleys on a metal planet? Can I zoom around blasting planets into bits? Or metal planets blasting each other!! Or a metal planet blasting a planet that's about to smash it? MUST TRY ALL THE THINGS *testing*
So I just tried out the new PTE to do some mechanic testing, but in 3/4 games the client hung. By hung, I mean, the UI and simulation is frozen, and the game does not respond, even to the almighty Alt-F4. I have to go to the task manager to kill the game. Note, that I do not get a Server Connection Lost, and when I restart the game I am not given an option to reconnect. These matches were played on a system with 2 Metal Planets, 1 max size Gas Giant, and 4 small moons with halley capabilities vs one AI. Typically, the game is chugging along just fine, no lag, no symptoms of anything being wrong, and then suddenly everything is frozen. Which makes it difficult to identify if there's a problem with Ctrl+P... I'm not running with any mods, and I checked that my graphics drivers are indeed up-to-date. Applicable LobbyIDs: 2427698277189394229 13633695370791508763