Ok, first off, this build is partially about balance, but mostly about destructible terrain features (aka burning trees) and a number of related changes. I'm not listing comprehensive build notes, and obviously, the balance is still in progress. Without pre-loading a bunch of conceptions about what you should and shouldn't like, the main thing we're looking for is: Significant problems with pathing Positive or negative ways the trees impact your gameplay As always, new bugs that don't currently exist in the main production build that are a regression on behavior. I'm brain dead at the moment, so that's all I can think of currently, but if I think of a few more, I'll update the notes.
I have an issue You named the Smasher... The grenadier... Y U DO DIS Smasher fits the naming scheme better. Yes.
These changes are in relation to the previous PTE build. Summary Area build separations adjusted for various units. Anti Nuke/Umbrella launcher set to sphere with a wide separation (100/75) New Grenadier unit added. Weapon removed from Skitter Metal extractor production reduced Nuclear missile leaves a scorch mark Ant is now Scamper, health & damage doubled Inferno Health increased Uber Cannon damage reduced, Splash Damage greatly increased Commander spawn removed trees in area Planet Radius Experimental size now 1300 (previously 1200) Naval factory and Adv. Naval factory build icons updated Armory screen updated Tree metal value: 15 Tree burning: Damage: 2.2 Radius: 20 Duration 12 seconds Resistance (?): 75 Spread Chance: 0.3 New Unit Grenadier Grenadier: Area effect, lobbing assault bot Metal Cost: 90 Health: 80 Max Speed: 12 Damage: 40 Splash Damage: 40 Splash Radius: 5 Full Damage Splash Radius: 1 Range: 95 Rate of Fire: 0.5 Low Arc Unit Changes Commander Uber Cannon Damage: 800 -> 700 Uber Cannon Splash Damage: 75 -> 700 Full Damage Splash Radius: 5 Bomber "Bumblebee" Health: 80 -> 100 Gunship"Kestrel" Health: 240 -> 250' Assault Bot "Dox" The below changes are in comparison to the stable build. Damage: 10 -> 40 Splash Damage: 0 -> 40 Splash Radius: 0 -> 5 Full damage splash radius: 1 Weapon Velocity: 150 -> 50 Fires alternating weapons instead of both at once Land Scout "Skitter" Weapon removed Metal Extractor Metal Production: 5 Tank "Unit Cannon" New Name: Scamper Health: 125 -> 250 Damage: 42 -> 84 Armored Tank "Inferno" Health: 750 -> 1000 Nuke Launcher Sea-specific model added Deep Space Radar Sea-specific model added Misc The anti-nuke functionality appears to have been made generalised, paving the way for anti-XXX units: Code: "anti_entity_targets": [ "/pa/units/land/nuke_launcher/nuke_launcher_ammo.json" ], "auto_task_type": "anti_entity",
Bugs found so far: Ash decal does not disappear when changing back to before trees ignited in chronocam, and the decals appear to stack on each playthrough (not 100% certain of that however). When fabricators that are set to area reclaim forests run into brushes such as mountains, they often freeze. They also appear to get stuck on brushes when set to build mex in a forest. Dox and grenadiers both appear to fire low-arcing projectiles. The dox rounds travel slower, but that appears to be the only difference on initial inspection. Hard to test this without access to cheat commands, I'll do so more extensively later. (possibly in live build) Units are able to fire at land mines without radar coverage, rendering land mines completely useless. Edit: Also, a tip for metal sliders. Their values have changed, so that 0 density now means 0 mex points on that planet (a spawn point creates 3 additional mex spots where it is located, however, so keep that in mind).
Selection icons are on but do not work. also, an inferno would be a logical choice to set a forest on fire. Or atleast start a tree on fire, but this poor fellow has been going at that tree for about a minute. The other fire was started by the uber cannon. Not sure if its a bug, oversight or some weird logic. Whatever the reason, I want a flame throwing tank to burn things.
The Dox does not have an ARC value set for it's weapon - I assume low arc is the default. The velocity of the Grenadier weapon is variable, depending on the range to target (min 25, max 50). Just look at the game files
I'd also add that most things just kill trees outright (they only have 10 health). It would be good if they could take a hit or two (or more). Edit: It appears it was intended the health to be changed to 25 (in base_feature.json), however this is overwritten in the individual feature blueprints back to 10.
Forgot about that one, I have the same issue. Yeah, probably should have done that . Still, it seems odd that the dox will have a higher arc than the grenadier fairly often.
Seems to me like someone forgot to revert the changes. Dox still shoots a grenade that does splash damage. :-|
Minor bug: the move-command line draw feature is not fully visible when drawn in a forest. Major exploits: The weird permanently empty health bar over commanders is visible even with radar coverage. (possibly even without any kind of intel coverage. at least that's how it is with chronocam) The starting point of the enemy commander is visible on the start of the match (the trees where commanders land are cleared, and this clearing is visible at the start). Also, noticed units getting stuck on structures a lot. The enemy commander in my last match had energy queued up, and kept trying to walk straight through a metal extractor for several minutes to get there. EDIT: Also, mex point density still doesn't make much sense. Setting it to '1' for a size 350 planet still generates over 50 mex points (not counting the ones generated from spawning). EDIT 2: Also seems that changing your team colour while the planets are loading may cause the game to freeze, at which point the program has to be force-quit. Happened to me 3 or 4 times already.
Just played a match vs Gandalf (Which I ended up winning because Infernos... ) on it where we were unable to see the in progress structures of the other player. This affected both of us. Planet was a desert.
The client is also no longer checking water height. The designer still labels high values experimental, but I was able to start a 100 against AI with just stock system designer and create game. Server side I don't think anything changed - I was able to use high water with code driven games before.
I could imagine that is part of the changes to fix the server side limit of the planet size: They removed pointless client side limits as well.
Oh noes - selection icons broke - I can hardly tell what I'm doing ;^) Bots and air under construction appearing below the factory icon. Didn't see it on a vehicle factory. Probably needs more testing to see if the pattern is accurate. From previous PTE (Scathis had said don't report bugs, probably just talking about bug tracker) Building an orbital factory will crash the game as soon as the orbital fabber arrives at the construction site. If I try to reconnect to the game, it immediately crashes again. Com got stuck trying to build power: