New Features Replays can now be viewed from the main menu. Game can now be run Full Screen New Desert & Ice Planet Template In-Game Changes Queued waypoint visual connectors: Green = Move/Patrol, Blue = Use/Assist, Red = Reclaim/Attack Wreckages are now properly reclaimable. Selection indicator on bottom left Right orders bar only shows valid orders for selected unit System View shows planet list with # of metal spots Basic Metal Extractors can be replaced with Adv Metal Extractors Camera shake added to some impacts (Nuclear Missile) Orbital units are launched on a rocket which falls back down to the planet after use. Interface - Menu & Lobby Changes Home Screen now has Beta symbol Home Screen Background animates Modified visual theme for menus Additional Graphics settings New Units Torpedo Bomber - Albatross Torpedo Bomber: Anti-naval torpedos Metal Cost: 250 Health: 80 Max Speed: 75 Sight Range: 200 Damage: 50 Torpedo Initial Speed: 50 Torpedo Max Speed: 50 Rate of Fire: 1 Range: 100 Ammo capacity: 4000 (1000 per shot) Not buildable Recluse All Terrain Bot: Can crawl almost anywhere. Metal Cost: 1080 Health: 400 Max Speed: 10 Sight Range: 100 Damage: 65 Weapon Initial Speed: 70 Weapon Max Speed: 70 Range: 100 Rate of Fire: 2 Build Rate: 30M, 3000E Not buildable Flux Advanced Tank: Anti-land and anti-ship guns Metal Cost: 1575 Health: 625 Max Speed: 6 (Amphibious) Sight Range: 100 Damage: 250 Weapon Initial Speed: 150 Weapon Max Speed: 150 Range: 120 Rate of Fire: 1 Not buildable Halley Delta V Engine - Used to move small to medium celestial bodies. Metal Cost: 55000 Health: 12250 Thrust Power: 10 Umbrella Ion Defense Platform: Designed to take out orbital units above it. Metal Cost: 21000 Health: 3200 Damage: 1250 Weapon Initial Speed: 700 Weapon Max Speed: 700 Range: 200 Rate of Fire: 2 Target Layer: Orbital Ammo capacity: 300000 (100000 per shot) The Egg The Egg: Initial Commander Transport Health: 550 Move Speed: 25 Sight Range: 70 Storage: 2400M, 125000E Not buildable Orbital Fabrication Bot Orbital Fabrication Bot Metal Cost: 4700 Health: 1750 Move Speed: 10 Sight Range: 100 Build Rate: 25M, 7200E Build Range: 60 Not buildable Astraeus Orbital Lander: Load it up, get units to other planets. Metal Cost: 12500 Health: 2500 Sight Range: 70 (Surface), 70 (Orbital) Vertical Speed: 35 Move Speed: 25 Transport Orbital Laser Platform Orbital Laser Platform: Death from above Metal Cost: 30000 Health: 2500 Damage: 2500 Rate of Fire: 1 Range: 10 Ammo capacity: 25000 (12500 per shot) Adv Radar Satellite Advanced Radar Satellite: Detects a large area for enemy land, sea, and air units Metal Cost: 39500 Health: 6750 Radar Range: 2350 Sight Range: 2350 Energy Consumption: 13000 Solar Array Solar Array: Orbital energy generation. Metal Cost: 16200 Health: 3750 Energy Production: 23500 Move Speed: 150 Unit Changes Basic Air Factory Wait to Rolloff Time: 4 -> 2 Adv Air Factory Wait to Rolloff Time: 4 -> 2 Air Scout - Firefly Health: 2 -> 20 Damage: 1 -> 3 Basic Bomber - Bumblebee Health: 8 -> 80 Damage: 100 -> 50 Splash Damage: 100 -> 50 Bomb Initial Speed: 150 -> 75 Bomb Max Speed: 150 -> 75 Bomb Lifetime: 2 -> 5 Range: 50 -> 70 Rate of Fire: 1 -> 2 Adv Bomber - Hornet Health: 40 -> 400 Damage: 1000 -> 350 Splash Damage: 1000 -> 350 Bomb Initial Speed: 150 -> 75 Bomb Max Speed: 150 -> 75 Bomb Lifetime: 2 -> 5 Splash Radius: 2 -> 10 Range: 50 -> 70 Rate of Fire: 1 -> 3 Ammo capacity: 12000 -> 20000 (3000 per shot) Can now target Seafloor layer Basic Fabrication Aircraft Health: 2 -> 25 Adv Fabrication Aircraft Health: 10 -> 100 Basic Fighter - Hummingbird Health: 5 -> 50 Damage: 10 -> 80 Adv Fighter - Peregrine Health: 25 -> 250 Damage: 40 -> 400 Basic AA Missile Vehicle - Spinner Damage: 2 -> 10 Target Layers: Air only Basic Missile Defense Tower New Name (Formerly Air Defense Tower) New Description: Missile Defense: Anti-Tank Missiles, Anti-air missiles Metal Cost: 200 -> 300 Damage: 5 -> 20 Rate of Fire: 1 -> 2 Initial Projectile Velocity: 155 -> 224 Max Projectile Velocity: 155 -> 224 Turret Turn Rate: 450 -> 600 Adv Artillery - Holkins New Name (Formerly Lobber) Basic Artillery - Pelter Can be built on water Basic Assault Bot - Dox Max Speed: 15 -> 12 Damage: 5 -> 10 Adv Assault Bot - Slammer Max Speed: 15 -> 11 Basic AA Bot - Stinger Max Speed: 15 -> 12 Damage: 2 -> 20 Target Layers: Air only Adv Artillery Bot - Stomper Max Speed: 12 -> 11 Basic Bot Factory Factory Cooldown Time: 3 Wait to Rolloff Time: 4 -> 1.5 Adv Bot Factory Factory Cooldown Time: 3 Wait to Rolloff Time: 4 -> 1.5 Basic Energy Storage Consolidated blueprints (land & sea are a single blueprint) Buildable by Adv Fabrication units Basic Land Barrier Consolidated blueprints (land & sea are a single blueprint) Basic Laser Defense Consolidated blueprints (land & sea are a single blueprint) Metal Cost: 600 -> 1000 Damage: 75 -> 125 Range: 100 -> 120 Adv Laser Defense Consolidated blueprints (land & sea are a single blueprint) Metal Cost: 1800 -> 2500 Damage: 375 -> 500 Range: 110 -> 120 Basic Metal Storage Consolidated blueprints (land & sea are a single blueprint) Buildable by Adv Fabrication units Radar Radar Range: 300 -> 360 Required energy efficiency: 0.9 Adv Radar Radar Range: 200 (Orbital) Tactical Missile Launcher Ammo per shot: 5000 -> 1000 Adv Tank - Leveler Target Layers: Land and Water only Basic Tank - Ant Target Layers: Land and Water only Basic Vehicle Factory Factory Cooldown Time: 5 Wait to Rolloff Time: 4 -> 2 Adv Vehicle Factory Factory Cooldown Time: 5 Wait to Rolloff Time: 4 -> 2 Orbital Fighter - Avenger Metal Cost: 9750 -> 2950 Acceleration: 75 -> 35 Brake Rate: 100 -> 45 Move Speed: 35 -> 90 Orbital Launcher Metal Cost: 30000 -> 6500 New Model Radar Satellite Metal Cost: 24600 -> 12500 Energy Consumption: 10000 -> 7500 Acceleration: 75 -> 1 Brake Rate: 5 -> 2 Sight Radius: 70 -> 100 Attack Submarine - Dolphin Sonar Range: 0 -> 75 Torpedo Initial Speed: 75 -> 50 Torpedo Max Speed: 75 -> 50 Torpedo Life Time: 8 -> 3 Battleship - Leviathan Brake Rate: 1 -> 2 Turn Speed: 15 -> 5 Destroyer - Bluebottle Acceleration: 50 -> 10 Brake: 50 -> 10 Damage: 36 -> 75 Basic Fabrication Ship Acceleration: 50 -> 10 Brake Rate: 50 -> 10 Turn Speed: 90 -> 45 Adv Fabrication Ship Acceleration: 50 -> 10 Brake Rate: 50 -> 10 Turn Speed: 90 -> 45 Frigate - Narwhal Acceleration: 50 -> 10 Brake Rate: 50 -> 10 AA Damage: 2 -> 20 Basic Naval Factory Factory Cooldown Time: 5 Wait to Rolloff Time: 4 -> 2 Adv Naval Factory Factory Cooldown Time: 5 Wait to Rolloff Time: 4 -> 2 Sea Scout - Sun Fish Acceleration: 120 -> 24 Brake Rate: 120 -> 24 Turn Speed: 90 -> 60 New Weapon Damage: 10 Range: 200 Rate of Fire: 0.5 Modders See PA Modding Changes for a list of changes that affect mods.
Idk, now if you have tanks, and not spinners, because lets say the enemy targeted spinners only during a fight, then the rest of the army is slim pickins for bombers. Which in case you are wondering, is what I will do for now on. I liked it the way it was before, so while it is still late alpha early beta, I will exploit it to hell until people complain about it here. I encourage anyone else to do likewise. They should shoot air, just not as accurately. Give them ridiculous spread or turn off their leading shots against air units, or design the tanks to be poor in moving their weapons against air units.
This will make dedicated AA units useless once you have a sufficient number of ants. You should need to protect land only units with AA of some kind. Tanks couldn't hit planes in TA or Sup Com either.
Are these changes discovered by yourself? So are you filling them up? Because this list seems rather short.
They are based on comparing the files from the different builds. Any pure engine changes made within the PA application itself can't be automatically found have to be discovered the hard way The list is incomplete still. Have to do Aircraft, Naval and many other changes too. Depends on the tank. Even if the shootall cheat was enabled, most tanks couldn't physically hit planes, even gunships. Turret elevation in TA was limited to 45 degrees, so only very fast ballistic weapons could have a chance to hit, or weapons that didn't arc (such as lasers). Even then, most of the tank weapons that could fire at aircraft had such a small chance of hitting to be irrelevant. The only one with reasonable success from memory was the Fido & shooter, because they fired such fast bullets, and maybe the lightning gun on the panther (never really tried, and it has a missile launcher anyway). Flashes maybe could land some hits against a largish group of gunships, but they'd die in the exchange.
How do I figure out the name for the rocket that launches satellites up in orbit? Currently it doesn't have a strategic icon.
inb4 whine. New planet types, wheeeeee. And expensive orbitals. People are going to have a field day on the forums about this.
It's Planetary Annihilation\PA\media\pa\units\air\missile_orbital\missile_orbital.json From the Orbital Launcher blueprint: Code: "factory": { "deploy_projectile": "/pa/units/air/missile_orbital/missile_orbital.json", ... },
So the reason for changing the HP and damage so dramatically is to allow for more fine tuned control?
Most of the balance changes I've documented so far focus on getting the HP/damage of Air to an equivalent level as land, which is a good thing. Vanilla sup com made the mistake of having different Air and Land HP levels, and anytime you managed to get a land attack unit that wasn't AA to attack an aircraft, it totally broke the game.
Everyone was waiting for this. I can't see anyone complain about it. It saves you 5 seconds of micro for each extractor.
I think he meant he thought it combined the two extractors into one. Or basically removed t2 extractors. Idk. Anyway, what it means is that you can now build a t2 extractor plop dab on top of an already built t1 one, as if the metal spot had nothing built on it. It builds on empty metal spots, just the same as an already occupied metal spot. They DID neglect to allow t1 extractors to build atop other t1 extractors. I say this because you can build t2 on a dead t1, but not replace dead t1 with another t1. IMPORTANT QUESTION: How does planet smashing work? I build a brick of 3x3 delta v engines on the face of a very small moon. How does one use the UI to command that thing to smash that other thing.
Wow, that patch, so it really happened . Does this mean that there is at least some hope for crossfire support now?
No, if neutrino don't change his opinion about modal fullscreen and I doubt it happen. As long as I can see current fullscreen is fake.