PA Alpha Build: 50000

Discussion in 'Support!' started by garat, June 25, 2013.

  1. garat

    garat Cat Herder Uber Alumni

    Messages:
    3,344
    Likes Received:
    5,376
    Current Build: 50000
    Date: June 24th, 2013

    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.

    Windows Versions: Windows Vista, Windows 7, Windows 8 (Currently 64bit only)

    Mac OX/S: 10.7 & 10.8

    Linux: Ubuntu 12.04 & 13.04 (And derivatives); See here for other distro's that are working (Need alpha forum access)

    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 50000:

    * Updated strategic icons - black and dark colors should be easier to see/read now
    * A couple crash fixes, including problems reconnecting crash introduced in 49900
    * Select idle fabricators with F key
    * Metal decals are now features. They're still not required yet.
    * Some more task system related performance improvements
    * More work on building overlap behavior
    * Ongoing pathing work
    * Naval units should once again be building on the surface of the water
    * Large number of UI tweaks, fixes and additions
    * Ongoing sound work
    * Balance updates
  2. zoubou

    zoubou New Member

    Messages:
    1
    Likes Received:
    0
    thank you!
  3. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    Bonus!
    • Option to "Review" game once completed.
    • Orders like manouver / roam, fire orders and energy consumption orders appear to have been updated (could work now)?
    • Artillery have a new projectile model.
    • Updated Terran grass & dirt textures
    • Vertical indicators over start locations

    Balance Changes
    Spinner (AA Missile Vehicle)
    Damage: 3 => 2

    Anti-Nuke Launcher
    Health: 5750 => 5000

    Slammer (Adv. Assault Bot)
    Damage: 5 => 75

    Spinner (AA Missile Bot)
    Damage: 3 => 2

    Stomper (Adv. Artillery Bot)
    Projectile Velocity: 180 => 75
    Projectile Lifetime: 30 => 10
    Splash Damage: 0 => 400
    Splash Radius: 0 => 2

    Land Barrier
    Metal Cost: 100 => 150
    Health: 10000 => 7500

    Sheller (Tank Heavy Mortar)
    Splash Damage: 0 => 600
    Splash Damages Allies: False
    Splash Radius: 0 => 2

    Sea Barrier
    Metal Cost: 300 => 150
    Health: 10000 => 7500

    Modders
    See PA Modding Changes for a list of changes that affect mods.

    Bugs Fixed
    • FS#5 - Teamcolors make it very hard to decipher icons
    • FS#1435 - Energy Storage Icon incorrect
  4. donaber

    donaber New Member

    Messages:
    6
    Likes Received:
    0
    Raevn, does that mean nukes work now?
  5. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    Nukes "work", but still only do 1 damage. Haven't tested whether Anti-nukes work or not.
  6. soldans

    soldans Member

    Messages:
    50
    Likes Received:
    0
    The pathing improvements seems to make landunits enter the correct exit from the factory now, or maybe in some of the last updates, unsure, anyhow, I like that!

    Fire orders still seem a bit off, units autoengage even though the shouldn't. Sometimes they attack another unit (typically the AI commander) even tough I got "hold fire" set and manually have set other targets.

    Also found: Some fancy and practical particle indicator for the start zones. :D
  7. doud

    doud Well-Known Member

    Messages:
    922
    Likes Received:
    568
    Thanks a lot !
    really great stuff !!!! I've been enjoying alpha more and more !!!!
    You guys are RTS gurus !!!
    Thanks for the replay feature : Awesome ! [Just FYI : many units are rendered as dead units :? ]
    I've also noticed the overall game is really smoother since a few releases.
    Thanks again for all the time you spend hard working on this game.
    Much appreciated as an early kickstarter pledger.
  8. paulzeke

    paulzeke Member

    Messages:
    197
    Likes Received:
    21
    awesome

    Main feature I'm holding my breath for - terrain destruction
  9. warrenkc

    warrenkc Active Member

    Messages:
    542
    Likes Received:
    191
    Very Nice! Seems to be running smoother. Just won a game with 3 other people. :) That was cool.
  10. ulciscor

    ulciscor Active Member

    Messages:
    124
    Likes Received:
    25
    Yeeeeeeeesssssss!!!!
  11. cwarner7264

    cwarner7264 Moderator Alumni

    Messages:
    4,460
    Likes Received:
    5,390
    50,000! I'll be cracking open a bottle of Rioja tonight to celebrate! (Like I need an excuse)
  12. nick2k

    nick2k Active Member

    Messages:
    288
    Likes Received:
    211
    Happy that mass points are back and building overlap is getting worked on but it feels like they are too far apart for walls and possibly energy generators.
  13. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    It was actually using the wrong bullets before (it was using assault_bot_ammo instead of assault_bot_adv_ammo).
  14. BallsonFire

    BallsonFire Active Member

    Messages:
    269
    Likes Received:
    154
    This was the other way around as it gotten even worse with build 49990. Most of the time i played all players spawned on the same half of the planet. Is this fixed or improved in this build?
  15. ghostflux

    ghostflux Active Member

    Messages:
    389
    Likes Received:
    108
    Feel free to add your vote to my reported bug on the bug tracker.

    FS#1514
  16. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    Metalspots <3
    But they are hard to see on moons. Once they are necessary they should show a glowing mark like in SupCom.
  17. SleepWarz

    SleepWarz Active Member

    Messages:
    181
    Likes Received:
    30
    Game is getting more fun every build. I'm seeing some pretty good sim improvements in regards to pathfinding. Had some amazingly fun games so far.
  18. Hawkn

    Hawkn New Member

    Messages:
    5
    Likes Received:
    0
    Oh man, now stuff builds way too far apart. Still, better than before.
  19. ulciscor

    ulciscor Active Member

    Messages:
    124
    Likes Received:
    25
    I thought as much, but now we shall see these beasts unleashed, their speed, with their improved damage, will be much needed.
  20. cwarner7264

    cwarner7264 Moderator Alumni

    Messages:
    4,460
    Likes Received:
    5,390
    That explains a lot.

Share This Page