Is a number of fixes to improve on 65198. If this build looks good, it will become the new mainline build. I'm working on build notes now, and I'll post there here before the build goes live if things are feeling solid.
It's most likely won't fix icons, but it's time to install Service Pack 1 on Windows: Your hardware isn't suprt fast now and outdated OS make it even slower.
Orbital Factory added back Land scout description changed to "Scout: Weak, fast speed" Sniper bot metal cost increased (540 -> 2160) Pelter firing standard deviation reduced (2 -> 0.25)
Path finding is still horrible Orbital factory is back. Still no way to limit number of players on a planet, so multi planet starts are still not viable. Did not crash for me, just ground units had a ton of path finding issues. Had to click contently just to keep them moving.
I still have lots of pathfinding bugs. Units just stop moving after a few meters all the time even if there is no obstacle.
Yeah, I'm getting some pretty serious pathfinding bugs; units appear to simply stop moving and I have to click again to send them off.
Adv. Energy Plant are way too cheap 2700 Metal, Also no Icons for Sniper, Grenadier and Orbital Factory? Bomb bots need a speed increase as they slow right down when about to attack something. Should be like Formula 1 Car as if the are crashing into things
The pathfinding on direct management of units is very, very bad. The units (all tank versions and bots) seem to stop, think . . . and that's it. Repeatedly clicking will get some to move, while others still get stuck. Reminds me of first versions of the infernos. However, area patrol seems to work alright.
Just a slight issue i've noticed in the current PTE build, If you spawn on a forested planet, and you spawn at a point that isn't numbered (due to there being more than 4 spawns), the trees at the spawn point will not be cleared.
i have big lag issues with this build, maybe its the servers? the new sniper bot looks so awesome btw
Bugs: That annoying sound bug is still present, I think it happens some times when a unit explodes. When zoomed in the enemy unit icons disappear in the fog of war. fabbers (air and ground) sometimes stop building metal extractors when given an area command. This happens when there is wreckage in the way. They should remove the wreckage but they don't always do that. in that case they stop doing anything. Pathing issues still happen a lot where units stop moving (even if there is nothing blocking their path) Balance: Metal is hard to get but T2 energy is really cheap in comparison and does not matter when heaving T2. Make Anchors more expensive or make Avengers cheaper or Anchors can't shoot at orbital. Cause now its really hard (impossible) to crack a planet if the other player have a lot of Anchors. Suggestion: a way to toggle show metal/energy usage for all factories (like in supcom) I would like to see in one overview what the factories are using (toggle view). This has become way more important now because the metal is stalling the eco really quickly. It makes me think of supcom where you have pauze buildings all the time. I'm okay with that but you have to know what building are using the most metal (without a cheat sheet). AI: The Focus of the AI seems to be rush to orbital, artillery, catapults and nukes. Maybe it would be more fun if the AI focus more on building units for attack waves?