Hotfix build 77725 now live

Discussion in 'Planetary Annihilation General Discussion' started by jables, January 30, 2015.

  1. jables

    jables Uber Employee

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    SUBMARINES AND INTERPLANETARY FIGHTERS!

    Hotfix build 77725 - 2/4/15

    - Fix for broken replays


    Hotfix build 77673 - 2/4/15

    - Fix for asynch parallel crash
    - Fix for nav crash
    - Fix for lobby crash (players are now forced to be spectator if there are no more client spots)
    - Reduction in memory footprint of Save Replay
    - Fix "Chat" showing up for contacts you can't chat with

    Hotfix build 77582 - 2/3/15
    -Stability fixes for Server.exe and PA.exe crashes
    -Fix for Orbital Launcher on water

    Release Build 77443 - 2/2/15


    Hey all! We’ve been working hard to get a full balance pass in place over January. You’ll notice there have been a huge amount of changes based on feedback we’ve received from our players and replays. We’ve also added in 3 entirely new units to the game, including 2 new submarines and a T2 fighter that can travel between planets!

    [​IMG]

    Take a look below for the full list of changes including the balance, bug fixes, polish, and performance improvements!

    Balance:

    *new unit*
    – Advanced Interplanetary Fighter (Phoenix)
    — Can move between planets
    — Health set to 300
    — Metal Cost set to 720
    — System Velocity Multiplier set to 15.0
    — Gravwell Velocity Multiplier set to 6.0
    — Move Speed set to 80
    — Turn Speed set to 270
    — Surface/Air/Underwater Vision set to 150
    — Damage set to 80
    — Range set to 120
    — Rate of Fire set to 3

    *new unit*
    – Submarine (Barracuda)
    — Health set to 550
    — Metal Cost set to 500
    — Spawns and moves on the Underwater layer
    — Rate of Fire set to 0.6
    — Damage set to 250
    — Range set to 150
    — Vision set to 150
    — Acceleration set to 40
    — Brake set to 120
    — Move Speed set to 12
    — Turn Rate set to 60

    *new unit*
    – Stealth Submarine (Kraken)
    — Health set to 2100
    — Metal Cost set to 1800
    — Spawns and moves on the Underwater layer
    — Torpedo Rate of Fire set to 0.6
    — Torpedo Damage set to 250
    — Torpedo Range set to 150
    — Missile Rate of Fire set to 5
    — Missile Damage set to 200
    — Missile Range set to 150
    — Vision set to 200
    — Acceleration set to 40
    — Brake set to 120
    — Move Speed set to 12
    — Turn Rate set to 60
    — Cannot be detected by radar

    – Destroyer (Orca)
    — Removed torpedo weapon
    — Rate of Fire increased from 0.5 to 0.6
    — Range increased from 180 to 200

    – Gunboat (Piranha)
    — Move Speed increased from 15 to 20
    — Acceleration increased from 150 to 200
    — Brake increased from 50 to 75

    – Frigate (Narwhal)
    — Added torpedo weapon
    — Torpedo Damage set to 250
    — Torpedo Rate of Fire set to 0.4
    — Torpedo Range set to 150
    — Shell Rate of Fire reduced from 1.5 to 1.0

    – Advanced Torpedo Launcher
    — Rate of Fire reduced from 3.0 to 2.5

    – Torpedo Launcher
    — Health increased from 1500 to 2000
    — Metal Cost decreased from 400 to 350
    — Rate of Fire increased from 0.5 to 0.8

    – Missile Ship (Stingray)
    — Missile model changed from missile_tactical to missile
    — Health increased from 1000 to 3000
    — Missile Rate of fire increased from .2 to .25
    — Missile Range increased from 180 to 225
    — Missile Damage increased from 500 to 1000
    — May now target orbital units
    — Deals 50% damage to AT_Orbital armor types
    — Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

    – All torpedoes no longer deal AOE damage

    –All units with surface_or_air vision can now see underwater as well

    -t1 Energy Plant
    — Health decreased from 3000 to 1000
    — Metal cost decreased from 450 to 400

    -t2 Advanced Energy Plant
    — Health decreased from 13500 to 5000

    – T1 Bot Fabber
    — Energy Draw decreased from 1000 to 800

    – T1 Vehicle Fabber
    — Energy Draw decreased from 1000 to 800

    – T1 Naval Fabber
    — Energy Draw decreased from 1000 to 800

    – T1 Air Fabber
    — Energy Draw decreased from 1100 to 900

    – t1 Artillery (Pelter)
    — Health increased from 500 to 1000

    – t2 Artillery (Holkins)
    — Health increased from 1500 to 5000
    — Rate of Fire increased from 0.05 to 0.07

    – t2 Tactical Missile Launcher (Catapult)
    — May now target orbital units
    — Deals 50% damage to AT_Orbital armor types
    — Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

    – Gunship (Kestrel)
    — Health increased from 300 to 350
    — Metal Cost decreased from 960 to 720

    – Tactical Bomber (Hornet)
    — Spread Fire set to True

    – Bomber
    — Guard radius increased from 60 to 120

    – Anchor
    — Now has two anti-orbital guns and one anti-terrestrial
    — Metal Cost reduced from 3600 to 1800
    — Health increased from 2000 to 3000
    — Surface/Air/Underwater Vision increased from 0 to 120
    — Damage set to 65
    — Orbital Rate of Fire set to 3.0
    — Orbital Range set to 150
    — Terrestrial Rate of Fire set to 2.0
    — Terrestrial Range set to 120

    – Jig
    — Explosion radius increased from 150 to 200
    — Explosion damage deals 5% damage to AT_Oribtal armor type (AKA blows up structures, but not your fighters)

    – All oribital stuctures now have armor type AT_Structure

    – Orbital Fabricator
    — Can no longer reclaim

    – Orbital Laser (SXX)
    — UNITTYPE_Important removed
    — Health increased from 1500 to 1600
    — Metal cost decreased from 24,000 to 6,000
    — Damage decreased from 2500 to 1250
    — Full Damage Splash Radius increased from 2 to 3
    — Range increased from 15 to 40
    — Acceleration increased from 10 to 25
    — Brake increased from 10 to 25
    — Ammo Capacity reduced from 40,000 to 6,000
    — Ammo Demand reduced from 20,000 to 3,000
    — Ammo Per Shot reduced from 40,000 to 6,000

    – Astraeus
    — Metal cost decreased from 600 to 400
    — System Velocity Multiplier increased from 7.5 to 10.0
    — Gravwell Velocity Multiplier increased from 3.0 to 5.0
    — Vertical Speed increased from 100 to 200

    – All Orbital units
    — Guard Radius increased from 50 to 100

    – Assault Bot (Dox)
    — Vision Range increased from 100 to 105
    — Projectile lifetime decreased from 2.0 to 1.0

    – Tactical Missile Bot (Bluehawk)
    — Range decreased from 180 to 160
    — May now target orbital units
    — Deals 50% damage to AT_Orbital armor types
    — Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

    – Grenadier
    — Metal cost decreased from 120 to 100
    — Vision Range increased from 85 to 110
    — Range increased from 95 to 105

    -Combat Fabricator
    –Cost decreased from 720 to 250

    -Advanced Combat Fabricator
    –Cost decreased from 6000 to 2500

    – Pelican
    — Now buildable by T1 Air Factory
    — Health decreased from 90 to 40
    — Metal cost increased from 45 to 100
    — Acceleration decreased from 45 to 30
    — Break decreased from 45 to 20
    — Move speed decreased from 90 to 70

    -Teleporter
    — Metal Cost increased from 400 to 800

    – Unit Cannon
    — Metal Draw decreased from 120 to 60
    — Energy Draw decreased from 4050 to 3050
    — Will now fire in a 30 meter spread around target

    Polish/Bugfix:
    – Fix for random landing spot generation not creating valid landing spots
    – Holkins art fixed
    – Can now do multi-node jumps in Galactic War instead of having to move nodes 1 at a time
    – Kickstarter credit updates
    – SpiderofMean Commander name change to Xenosentry based on backer request
    – Random fixes for non-English languages
    – Additional logging added for crash tracking improvements
    – Improvements to logging
    – Fix for Galactic War cards overlapping and obstructing buttons in some localizations
    – Adjusted AI nuke targeting logic
    – Adjusted Order Bar sizing
    – Added support for Command key on Macs
    – Metal spots now added to ocean floor
    – Fix for custom metal spots orientation
    – Layout fix for multiple chat windows styling
    – Fixed 1px shift on chat messages
    – Fix for the “Team Games” achievement
    – Remedy a very uncommon crash affecting some Mac OS X users running firewall software
    – Fix for AI getting stuck sometimes on mixed terrain planets
    – AI will now handle water maps better by not building in small lakes
    – Sound and audio work
    – AI performance improvements
    – Moved air transports to bottom of build bar
    – Fix for AI land and naval rally point selection
    – Update for naval platoons to use the new AI rallypoint work
    – AI should be less likely to transfer its commander to a planet under heavy enemy control
    – Dox ammo is set to half the lifetime to stop overshooting
    – Fix for nav related crash
    – Fixed some effects bugs that were causing lag
    – Fix for AI overbuilding fabbers
    – Fix for torpedoes exploding on hitting water surface
    – AI will look at anti-orbital thread when deciding on where to land on a planet
    – Art pass on icon sizes for sea units and orbital
    – Fixed bug where changing alliances would start multiple countdown timers
    – AI will now build factories closer together
    – Fix for crash from texture pool accessing non-existent textures in .papa files
    – Fix for disconnection errors leading to no game over screen

    New Commanders in Armory:
    – AceAI

    – Enzomatrix
    Last edited: February 5, 2015
  2. wilhelmvx

    wilhelmvx Member

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    **** YEAH !
  3. killerkiwijuice

    killerkiwijuice Post Master General

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  4. websterx01

    websterx01 Post Master General

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    My first thoughts: wait... that's new! Hublgbllbgluer!

    Edit: I want to see Peg-leg Comm in action :p Arrrrg!
    Last edited: January 30, 2015
  5. destravous

    destravous Member

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    I checked the forums, still not live, I launch pa, says update, I check the forums again, pte thread unstickied, I hit f5, this thread was posted.

    Now, time to play the new build.
  6. rhythmictune

    rhythmictune New Member

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    Ooooh!

    Haven't joined the CTE

    How does one?

    Also screenshot of the T2 orbital?
    radongog, stuart98 and Alpha2546 like this.
  7. jables

    jables Uber Employee

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    This build is now live. no need for PTE.
    Remy561, radongog, lafncow and 2 others like this.
  8. Wrekriem

    Wrekriem New Member

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    Yay! Thankyou Uber :)

    Seriously, loving when this game gets patches.
    Remy561, radongog, devoh and 3 others like this.
  9. Alpha2546

    Alpha2546 Post Master General

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    Likes everywhere. Excellent stuff! Well done Uber team :)
    Remy561, radongog, warrenkc and 2 others like this.
  10. killerkiwijuice

    killerkiwijuice Post Master General

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    like this post too alpha
    radongog, Alpha2546 and stuart98 like this.
  11. stuart98

    stuart98 Post Master General

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  12. mayhemster

    mayhemster Well-Known Member

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    great stuff :D
    Alpha2546 and stuart98 like this.
  13. davostheblack

    davostheblack Well-Known Member

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    Awesome
    stuart98 likes this.
  14. imperatorurist

    imperatorurist Member

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    This should have been the real release.
    Nicb1, mered4, nlaush and 2 others like this.
  15. wondible

    wondible Post Master General

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    Odd.. old anchor weapon had changes, but I don't think it's used anymore.
  16. midnightcommand

    midnightcommand New Member

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    IM SO EXCITED!!! SUBMARINES!!! now I am actually going to go play with them... even better muahahahaha :)
  17. takfloyd

    takfloyd Active Member

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    Exactly. Subs risk becoming a liability because everyone has bombers. But if only T2 air counters them outside of naval units, it opens up a more strategic metagame where someone who loses control over the sea has to actually invest in a specialized counter to gain back the upper hand.
  18. jheguy2

    jheguy2 New Member

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    Barracudas have crazy firing speeds I've never plowed through a base so fast.
  19. jheguy2

    jheguy2 New Member

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    Also can't seem to build Phoenix, is it not in the orbital factory?
  20. takfloyd

    takfloyd Active Member

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    It's an Advanced Air unit ;)
    thetrophysystem and al3xtec like this.

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