PA Alpha Build: 49731

Discussion in 'Support!' started by garat, June 19, 2013.

  1. garat

    garat Cat Herder Uber Alumni

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    Planetary Annihilation

    Current Build: 49731
    Date: June 18th, 2013
    Platforms: Windows 64-bit, and Early Stage Mac OS/X 10.7/10.8 and Linux testing. We're working hard to get 32-bit versions out as well, but as of today, we don't have clients we can provide for it. XP is NOT supported, Mac OS/X 10.6 unfortunately cannot be supported due to middleware.

    If you are playing on Linux or Mac at this early stage, please join us on the forums for discussion and ongoing bug fixes. These builds are still very early. If you don't wish to play through steam for them, you can download directly from http://uberent.com/launcher/padownloads - Mac and Linux only, these are full build until we get our stand alone launcher working.


    Build 49731:
    Major server performance improvements: You should see significant improvements on sim performance in big games, with lots of units. Downside is: if you have a slow connection, you may see serious slow down, and even with a fat connection, you may see slow down if the bandwidth throttle limit is reached. However, still a huge gain.
    More Mac OS/X specific fixes (click select for instance)
    More Linux specific fixes (crash uploading almost ready, disabling broken vsync,e tc)
    Ongoing sound work
    Tactical missile launcher initial implementation is in; Nuke's work as well, but do 1 point of damage until we have more time to work on them.
    Pathing changes: Fixes units moving as though structures aren't there
    Remove fog of war on death, so you can spectate if you want to see what's going on
    Commander death means game over for now: All your units die too.
    Major combat balance overhaul
  2. Raevn

    Raevn Moderator Alumni

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    Bomber:
    Range: 80 => 50

    Adv. Bomber:
    Range: 80 => 50

    Fighter:
    Range: 125 => 100

    Adv. Fighter:
    Range: 125 => 120

    AA Missile Vehicle:
    Range: 125 => 100

    Adv. Artillery:
    Damage: 5000 => 2500
    Splash Damage: 5000 => 2500
    Splash Radius 3 => 5

    Assault Bot:
    Rate of Fire: 5 => 2
    Damage: 2 => 5

    Adv. Assault Bot:
    Range: 80 => 100

    AA Bot:
    Range: 100 => 80
    Rate of Fire: 2 => 1

    Adv. Artillery Bot:
    Range: 160 => 140

    Laser Tower:
    Range: 125 => 100
    Rate of Fire: 4 => 2
    Damage: 25 => 50

    Adv. Laser Tower:
    Range: 125 => 110

    Tactical Missile Launcher:
    Range: 600 => 1000
    Rate of Fire 0.05 => 0.1
    Damage: 500 => 5000
    Now uses 5000 Energy per shot

    Adv. Artillery (Sheller):
    Range: 200 => 160
    Projectile Velocity: 160 => 75
    Projectile Velocity: 160 => 75

    Adv. Tank (Leveler):
    Max Range: 100 => 120

    Attack Sub:
    Range: 150 => 200
    Metal Cost: 720 => 900

    Battleship:
    Range: 200 => 250
    Pitch Range: 60 => 80
    Target Layers: +Air?
    Projectile Velocity: 150 => 180
    Metal Cost: 6480 => 8100
    Health: 900 => 1125

    Destroyer:
    Range: 150 => 220
    Metal Cost: 630 => 785
    Health: 140 => 175

    Fabrication Sub:
    Build options changed (now builds T1 structures & T2 Naval factory, instead of wholy T2)
    Description: "Advanced Fabricator: Builds naval structures" => "Fabricator: Builds naval structures"
    Unit Type changed from Tech2 to Tech1

    Floating Laser:
    Range: 125 => 210
    Pitch Rate: 360 => 45
    Yaw Rate: 360 => 45
    Rate of Fire: 4 => 2
    Damage: 25 => 50

    Adv. Floating Laser:
    Range: 125 => 230
    Pitch Rate: 360 => 45
    Yaw Rate: 360 => 45

    Frigate:
    Range: 130 => 200
    Damage: 3 =>2

    Missile Ship:
    Metal Cost: 5670 => 7000
    Health: 800 => 1000
    Rate of Fire: 1 => 0.1
    Range: 200 => 600
    Damage: 800 => 5000
    Now uses 5000 Energy per shot
    Missile now fires in stages

    Sea scout:
    Metal Cost: 270 => 335
    Health: 80 => 100

    Torpedo Launcher:
    Range: 160 => 220
    Metal Cost: 300 => 375
    Health: 1000 => 1250

    Adv. Torpedo Launcher:
    Range: 160 => 240
    Metal Cost: 1800 => 2250
    Health: 3750 => 4600

    <More to come>
  3. greendiamond

    greendiamond Active Member

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    PA: nukes work now
    crowd: YAAAAAAAY
    PA: they do one damage
    crowd:aaaahhh
  4. felipec

    felipec Active Member

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    Awesome!!!!!!!! testing right now!
  5. greendiamond

    greendiamond Active Member

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    i really want to see that "nukes wont be uber weapons" idea come through. it just seems to make more sense as a threat to a large area and not a whole team.
  6. deso88

    deso88 Member

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    Nuking right now. :D
  7. Raevn

    Raevn Moderator Alumni

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    I spy a bunch of new icons in PA\media\ui\alpha\live_game\img\strategic_icons\. Are these visible in-game (at work so can't fire up to see)?
  8. deso88

    deso88 Member

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    They aren't being used yet, but they are looking way better than the old ones.

    Also the nuke explosion is sideways. :D
  9. OathAlliance

    OathAlliance Well-Known Member

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    Well, now I know what long range weapon to spam from now on.
  10. ferrat70

    ferrat70 New Member

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    Very nice, and now I have a fully yellow sun :D

    Only thing is my nuke explosions are on their side, not flat on the planets surface, but loving the progress.
  11. monkeyulize

    monkeyulize Active Member

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    Working assassination and removal of fog of war are nice changes!

    What does the pathing fix mean exactly? units won't move through structures now?
  12. soghog

    soghog Member

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    raevn, can you please tell me where you're getting unit stats? I'd like to add them to the wiki.
  13. BulletMagnet

    BulletMagnet Post Master General

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    Possibly this;

    viewtopic.php?f=72&t=47678
  14. infuscoletum

    infuscoletum Active Member

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    I think I need to lurk in the mod forum....... :geek:
  15. Raevn

    Raevn Moderator Alumni

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    You can find the data files in <PA install directory>\PA\media\pa\units

    All balance changes now listed (See This post)
  16. JamaicanPotato

    JamaicanPotato Member

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    From what i just tested, units don't move through structures now, they try and go around them.
  17. greendiamond

    greendiamond Active Member

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    [​IMG]

    ya... what?
  18. soghog

    soghog Member

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    Apparently I'm not uber enough to figure it out. I tried using that unit viewer thing but I can't get it to work.
  19. Raevn

    Raevn Moderator Alumni

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    Whoops, fixed (was range).
  20. cptkilljack

    cptkilljack Member

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    Imma build a nuke just to watch the pretty.


    Damn no more revenge and trolling after death.

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