PTE build 79270-pte now up

Discussion in 'Planetary Annihilation General Discussion' started by jables, February 16, 2015.

  1. doomrater

    doomrater Active Member

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    I guess apparently nobody uses pelters like they're supposed to?
  2. Quitch

    Quitch Post Master General

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    Firstly it doesn't explain why this came up in the first place. Well, let's be honest, we know why it came up: the model changed.

    Secondly, why would you introduce an entirely new mechanic around a unit just to resolve an issue which was introduced entirely as a result of trying to resolve a different issue, a mechanic that in addition would in no way resolve the issue of anti-wall units being useful.
  3. jables

    jables Uber Employee

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    Op updated:

    Build 78421-pte - 2/19/15

    Balance
    -All radar units that require energy to see the surface layer now require energy to see the underwater layer.

    Orbital Deepspace Radar
    -Orbital Sight Radius increased to 1000 from 500

    Defense Satellite (Anchor)
    -Orbital Sight Radius increased to 600 from 280

    Ion Defense (Umbrella)
    -Orbital Sight Radius increased to 500 from 300

    Orbital Factory
    -Orbital Sight Radius increased to 250 from 100

    Oribtal Fabricator
    -Orbital Sight Radius increased to 250 from 100

    Orbital Lander
    -Orbital Sight Radius increased to 300 from 100

    Orbital Fighter
    -Orbital Sight Radius increased to 400 from 250

    Vehicle Factory
    -Placement Size changed to [40,60] from [30,60]

    Air Factory
    -Placement Size changed to [40,40] from [30,30]

    Bot Factory
    -Placement Size changed to [40,55] from [30,60]

    Naval Factory
    -Placement Size changed to [40,50] from [20,47]

    Advanced Naval Factory
    -Placement Size changed to [50,125] from [50,70]

    Commander
    -Build Arm Energy Draw decreased to 2000 from 2200

    Metal Extractor
    -Metal Cost decreased to 170 from 200

    Grenadier
    -Firing Arc Type changed to High from Low
    -Max Firing Velocity increased to 58 from 53
    -Min Firing Velocity increased to 55 from 50

    Walls
    -Metal Cost increased to 30 from 25

    Added air_pbaoe ammo
    -Damage set to 30
    -Splash Radius set to 1.5
    -Splash Damages Allies set to True

    Bomber (Bumblebee)
    -Added air_pbaoe as death weapon

    Fighter (Hummingbird)
    -Added air_pbaoe as death weapon

    Heavy Tank (Leveler)
    -Turn Radius decreased to 60 from 90
    -Yaw Rate increased to 30 from 15
    -Splash Radius increased to 3 from 0
    -Full Damage Splash Radius increased to 1 from 0

    Gunship (Kestrel)
    -Metal Cost decreased to 600 from 720

    Bugfix/Polish
    - AI will now realize if its nukes are destroyed mid flight and react
    - Random planets will no longer spawn to where they will collide with one another
    - Fixed landing zone bug on random planets
    - Increased average metal on random planets
    - Fixed Galactic War being unable to start
    - Fixed case where shift key would get stuck while panning the mouse
    ace63, cwarner7264, mjshorty and 13 others like this.
  4. jtibble

    jtibble Active Member

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    Holy cow let the games begin!!

    Edit: I'm very excited to try out the upgraded levelers.
    Last edited: February 19, 2015
  5. Clopse

    Clopse Post Master General

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    These updates really show you guys/gals are listening to the community. Great incentive to
    test the PTE. Thanks and great work.
    ace63, cwarner7264, radongog and 10 others like this.
  6. cola_colin

    cola_colin Moderator Alumni

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    about the placement size changes:
    How exactly does this work to fix pathfinding for the "stuck in factory"-case.
    I would've thought the placement size only effects placement (duh).
    So if it is small, you can place stuff closer together. I thought once stuff is build it gets another bounding box and I thought that bounding box is used for pathfinding.
    So a pathfinding issue always would be about that bounding box, not the placement size. A small placement size could only create issues where you end up placing factories in a "weird" distance to each other, so that pathfinding has trouble telling if units can sequeeze through or not.

    Any explanation?

    I am worried bigger placement sizes create other issues:
    - placing factories on mex will happen more often
    - placing factories will be harder (so more annoying), especially on maps like forge.

    Will try now, download finished. But my first feeling is "make the factories smaller instead". (and everything else while we are at it xD)

    Also great work with the changes, as clopse says they show you really work with us to make the game better!
    ace63 and drz1 like this.
  7. drz1

    drz1 Post Master General

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    "Grenadier
    -Firing Arc Type changed to High from Low
    -Max Firing Velocity increased to 58 from 53
    -Min Firing Velocity increased to 55 from 50"

    Does this mean grenadiers now fire over walls?
    CASHBACK if so.
    thetrophysystem and ArchieBuld like this.
  8. brandonpotter

    brandonpotter Well-Known Member

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    Still cant change Commanders in Galactic War when using Steam in Offline mode :\

    Thought they would of fixed that by now.......
  9. drz1

    drz1 Post Master General

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    "Added air_pbaoe ammo
    -Damage set to 30
    -Splash Radius set to 1.5
    -Splash Damages Allies set to True

    Bomber (Bumblebee)
    -Added air_pbaoe as death weapon

    Fighter (Hummingbird)
    -Added air_pbaoe as death weapon"

    Can anyone explain this in layman's terms, please?
    Does it just mean they added area of effect damage, and that it can kill bombers and fighters?
  10. drz1

    drz1 Post Master General

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    leveller splash damage :O
    and gunship cost decrease :)
  11. jables

    jables Uber Employee

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    When they die, they do a small splash damage in radius 1.5.
    pieman2906, ArchieBuld, drz1 and 2 others like this.
  12. cdrkf

    cdrkf Post Master General

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    This is basically a buff to all AA weapons against blobs of air :p Stack your bombers at your own risk now ppl!
    pieman2906 and ArchieBuld like this.
  13. cola_colin

    cola_colin Moderator Alumni

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    That is a massive nerf to air that stacks up.

    Also on the placement size:
    As expected it makes placement issues worse, here you see the preview while holding down they mouse key:
    [​IMG]

    After release of the mouse button the server disagrees and all I get is:[​IMG]

    duh. But that looked like the factories would easily fit!

    The effect on pathfinding sure is positive though, can't argue against that:
    [​IMG]
    xankar, ace63, warrenkc and 2 others like this.
  14. Clopse

    Clopse Post Master General

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    Ah was just about to say press cntrl alt f11 to see if the factory fits. As your edited picture shows the whole yellow area rectangle needs to not be impeded by unpathable terrain.
  15. jables

    jables Uber Employee

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    Will take a look at it not building the same as preview. that's odd.
    ViolentMind, ace63, Remy561 and 3 others like this.
  16. cola_colin

    cola_colin Moderator Alumni

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    Yeah I know. But while placing lines there seems to be a bug that causes a wrong preview. They don't turn red and when you release you only get a few instead of what you saw in the preview. Worse I think when it seems to accept it sometimes changes the decision when it tries to place.
    Though those are bugs that existed before this change as well. Bigger placement sizes make them more visible and they mean I can't place that line of factories there anymore. I used to place it there :(
    ViolentMind and Remy561 like this.
  17. drz1

    drz1 Post Master General

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    ah I see, it makes sense now. Thanks :)
  18. Diaboy

    Diaboy Active Member

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    Just want to confirm that I have been having this as well - not all the time but generally at least once per game.
  19. masterdigital

    masterdigital Uber Alumni

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    This is bug. It is not really related to the placement size changes. I'll look into as soon as I finish with the save/load.
    ViolentMind, xankar, ace63 and 17 others like this.
  20. davostheblack

    davostheblack Well-Known Member

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    I see that bug quite often on stable
    ViolentMind, ace63 and Zaphys like this.

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