New PTE stream is live. This is mostly bug fixes, and some tweaks. There are a number of pathing fixes and changes, and a few minor balance tweaks. Bombers / Adv. Bombers have had their braking speed temporarily reduced to improve bombing behavior (we have a local real fix that didn't make it into this build). More strat / metal icon fixes. A number of sim / server perf changes.
Unit Changes Basic Bomber "Bumblebee" Brake Rate: 20 -> 5 Advanced Bomber "Hornet" Brake Rate: 60 -> 5 Bomb Bot "Boom" Guard Radius: 60 -> 110 no_busy_auto_attack = true? (I suspect this means it won't auto-attack if in the middle of another order)
No metal spot icons Replays still crash Lava lighting on the bright side is bugged On a positive note, i truely feel the perf improvements. faster system loading, 0 fps drops on x8 speed and uber gfx during 4 minutes (before the replay crash)
I see all icons. I played couple of hard AI games. - AI com bombed me at 10 min mark. AIs ground attacks where quite weak an not aggressive enough. It had opportunity to take my power at 6 min mark with his tanks and infernos, but it decided to kite his tanks in and out of range. Otherwise AI seemed solid. It sniped my com with nuke and laser sat on second game - I had some issues with my mobile fabricators. There was some twitching and dribbling when assisting. Sometimes they got stuck when clearing trees for rows of energy and factories. - My units took some odd routs to destination. At least they all seamed to obey orders and not get stuck this time around. - Especially AI´s Bombers tend to circle around mobile targets without dropping bombs. (This might be already fixed)
1.5 AI games on heavily forested planet: No major problems with groups stalling. Might have seen it once, but can't rule out user error. A little trouble navigating around cracks. Fabbers on the other hand got stuck a lot. Twice when building a row of factories, would build the first and then be standing by the immediate edge of it, but saw several other situations as well. My fabbers just about always had a combat fabber and a AA/Dox escort; also saw it with com with only a combat fab assisting. Forgot to use bombers more. Saw them circling a target instead of lining up with it; but this is scheduled to be redone anyway. First game ended in server crash. Both times I tried to start a second game, client crashed. Was able to reconnect to game afterwards. If this continues, I'll try disabling mods. Still no selection icons, and factory icons overlap what they are building.
My metal icons are fixed (it used to be that they wouldn't disappear when the UI was disabled, they now do). I'm still getting some bad pathing by units though. Code: Biome : Tropical Seed : 12288 Radius : 650 Height Range : 50 Water Height : 41.5 Temperature : 100 Metal Density : 10 Metal Clusters : 5
Thats the longest straight line by sea. Maybe the pathing problems you experiencing is related. Or maybe not.
No, that's not related at all. The map you posted shows a curved line because it's a flat projection of a sphere. If I looked at that line drawn on the planet from space, it would really look like a straight line (on the surface of the planet). The screenshot I posted shows units taking a longer path by traveling around a lake for no apparent reason.
looks like basic mex is producing 7 metal now, rather than 5. I think that's new. Been seeing pathing problems with walls, where the units are getting stuck up against them after spawning from factory.
They wanted the experience of traveling over a land bridge before their death. Strange desires, these bots of yours have.
Not sure if this is intentional: strategic icons are visible no matter how far out you zoom, although they all collapse down to one point; they used to cut off at some point.
I seem to have run into issues where non-air fabbers could not build new mex on destroyed ones (they would not reclaim the destroyed one)
That could be due to there being a join in the larger "sections" of a planet in the area (think the patches on a soccer ball). Weird things have historically happened at those joins. There was a key to show the sections in different colours so you could see where they were, though I can't remember what it was. Edit: There's multiple boundaries there. What's also interesting is that those units were crossing through the red area: That switched back in the previous PTE build.
I agree, and I suspect a lot more pathing bugs stem from that as well. For the record, none of the bugs I mentioned from the last build's thread appear to have been fixed (except maybe units getting stuck on wreckage, haven't tested that one in the new build yet). The 'slow units' issue is still in the new build as well.
The biggest one for me is the selection icons. I didn't realize how much I depended on them until they were gone Please Uber, soon?