Beta Build: 56310 A great many changes in this build are not necessarily obvious simply by looking at the build. A lot of plumbing work and behind the scenes to continue to improve the build, and to prepare for still to come changes. These patch notes do not include all of the many changes in this build. Fix for new Steam players needing to exit and re-enter the game before they can create or find a match. Improvements to building placement. More to come on this front. Significant changes to how information is sent to the client. This should result in significantly reduced network utilization. It has been tested pretty thoroughly by the team, but it's a big change. Please report to the forums if you find strange new behavior you've never seen before. Be as detailed as you can to help us better track down new issues. Lava planets are currently disabled for play, due to some known pathing / placement issues in relation to having actual lava on them now. You can still build them in the system editor. Additional client and server crash fixes. Number of Mac shader and render fixes. More HDR tuning. More graphics performance and compatibility work. AI Performance improvements AI continues to get smarter, and make better use of existing systems. We will have a way to handicap the AI very soon. The AI has also gone interplanetary. Rebalance of defense towers, single, double and triple barrel Wall health reduced and cost increased Beta Build: 56387 Fix strategic icons disappearing at an early level when zooming out to see orbital. An assortment of crash and stability fixes for your dining pleasure Quite a few shader and render fixes for Mac OS/X
alot of under the hood stuff. great work! now my office is restless and everybody just wants to drop everything and go home
Nice! Quick question, whats the cinematic option under the UI tab in options do? I've toggled it and not noticed a difference but I get a black out for about 20 seconds. HDR looks sweet now! No flicker!
I agree on a wall nerf, but more expensive? I wonder. We'll see A few balance changes, trying to replace raevn, let's hope I am understanding these files correctly: Anti nuke turn rate 45 > 360 Wall metal cost 150 > 200 health 7500 > 3000 Laser defense damage per shot 125 > 80 yaw rate 45 > 60 pitch rate 45 > 60 Adv Laser defense health 4000 > 3000 damage per shot 500 > 300 Single Laser defense max health 1000 > 750 metal cost 1000 > 500 damage per shot 75 > 40 rate of fire 2 > 1,5 max range 100 > 120 yaw rate 45 > 60 pitch rate 45 > 60 A few new options, my favorite: Always show icons and mark selected icons! This makes me so happy right now. It seems development on an observer UI has begun, you can select whose vision you want to watch now, once you are dead:
I dunno, in my feeling walls are already pretty expensive. I am kinda wondering how FA walls worked, costing a single digit amount of mass. I guess the ability to block shots with walls is a pretty big advantage. I guess I'll try using walls in my next few games. Experiments are good either way
Wow, nice improvement to the networking. Seems to be much more efficient and the larger number of units moving is not as choppy as before as well.
Can you tell us more about the building placement fixes? Are there any new commands we need to know that might not be listed in controls? Either way, much love to the team. I'm going to see how scary the AI is now that interplanetary is a thing.
Bug (which only seems to happen because of my better celestial mod): When you start the game, selecting any planet has an annihilate button, you can launch them at anything, but it just causes the server to crash (or it kicks you for trying to cheat). If you zoom out to celestial view then the option goes away. Reported: http://pa.lennardf1989.com/Tracker/index.php?do=details&task_id=2598
You can zoom out of the celestial view a lot more now, you could easily fit more stars in there for more systems
Maybe you could mod that button away? But yeah in a perfect world no ui mod should ever be able to crash the server.
Wow- Performance seems to have drastically improved. It doesn't have nearly as much beta 'feel' to it anymore, along with how pretty it is now. I usually disable shadows in games, but they are a visual MUST in pa.
Queued builds with groups of fabbers are now terrible, I understand this could be good in the future. At this stage if I queue up multiple structures, the fabbers will all start on one, then leave one fabber and the rest will move onto the next structure. This is sequential, so you might have as many structures are there are fabbers being build simultaneously (slowly!) if you queued up that many commands. Great for walls and cheap stuff, but it's crippling when trying to get base defenses up quickly.
AI seems to enjoy building tanks now and the first thing I noticed was how fast the ants destroyed my bots when I was microing around them. Better aim or are the ants shooting faster projectiles now?