Firstly; as always, Disable All Mods before playing! Units [NEW UNIT] Catalyst Analysis: Controls things. Big things. Metal Cost: 40000 Max Health: 20000 Must be built on the 5 control points on a metal planet Animates on finish to open up (looks very cool!) [NEW UNIT] Jig Gas mining and metal creation satellite. Only works above gas giant planets. Metal Cost: 6000 Production: 36 Metal, 9000 Energy Storage: 10000 Metal, 50000 Energy Only buildable on gas giants Spinner Missile turn rate reduced (3600 -> 360 deg/s) Galata Turret Missile velocity reduced (240 -> 200 m/s) Missile turn rate reduced (3600 -> 360 deg/s) Anti-nuke Launcher Build rate increased (38 -> 45 metal) Ammo metal cost increased (6720 -> 6750) Ripper -> Bolo Fabrication Bot Selection audio cue changed Combat Fabrication Bot Now amphibious Adv. Fabrication Bot Push class increased (100 -> 101) Adv. Combat Fabrication Bot Now amphibious Now also builds Single laser defense turret Galata turret Torpedo launcher Wall Adv. Fabrication Vehicle Push class increased (100 -> 101) Land Mine Now buildable on water Nuclear Launcher Ammo metal cost decreased (86400 -> 60000) Influence radius increased (1200 -> 3200) Leveler Splash removed from weapon Radar Area build info added: Sphere, 100 separation. Adv. Radar Area build info added: Sphere, 200 separation. Halley Audio cues can now be heard off-planet Metal cost increased (39000 -> 40000) Health increased (12250 -> 20000) Recon set to always visible Added build restriction: "Thrustable" Battleship Muzzle flashes added Destroyer Muzzle flashes added Frigate Muzzle flashes added AA missiles velocity decreased (250 -> 200) AA missiles turn_rate decreased (3600 -> 360) Missile Ship Muzzle flashes added Sun Fish Muzzle flashes added General Build nanolathe and wireframes are team coloured Unit death explosion sizes adjusted New explosion for Boom, Land Mine Wreckage removed from Ships Collision box tweaks to ships Time dilation - if the sim performance drops, the server will slow down to ensure a smoother client experience UI "AI Skirmish" option added to Single Player on main menu Updates tab removed from start screen Alpha disclaimer removed References to Ubernet changed to PlayFab Additional Localisations in many screens Game over "REPLAY" button now titled "CHRONOCAM" PING command moved to bottom bar "Activate Planetary Laser" option appears in the planet list when a metal planet that can fire is selected. Modding UNITTYPE_Important added to the following units: Anti-nuke Launcher Holkins Bot Factory Advanced Bot Factory Nuke Launcher Tactical Missile Launcher Vehicle Factory Advanced Vehicle Factory Deep Space Radar Halley Orbital Factory SXX-1304 Laser Platform Orbital Launcher Naval Factory Advanced Naval Factory UNITTYPE_PlanetEngine added to the Halley New UNITTYPES for modders: UNITTYPE_Custom1 UNITTYPE_Custom2 UNITTYPE_Custom3 UNITTYPE_Custom4 Weapons in the tools section can have a fired_event specified. Weapons in the tools section can have a record_index specified (purpose?). Additional events: asteroid_imminent asteroid_impact API Changes api.game.getRandomPlanetName() added api.audio.playSound(cue) api.net added: api.net.uberId() api.net.startReplay(region, mode, replayId) api.net.startGame(region, mode) api.net.joinGame(params) api.net.connect(params) api.net.removePlayerFromGame() api.net.getReplays(sortOrder, uberIdFilter) More to follow
Just woke up Then I watched the launch trailer. Now, with a fresh pair of pants, I can start the change log.
Don't want to create new topic for this tiny change, but someone might be interested. PA now get 3 new launch options: Code: | --gl-vendor : Override the GL_VENDOR string | --gl-force-enable-capabilities : Comma separated list of capabilities that are forced ON. | --gl-force-disable-capabilities : Comma separated list of capabilities that are forced OFF. By default PA have number of presets for certain OS or GPU vendor that automatically disable some of features that was buggy. When you check game log you'll see something like that: Code: [01:26:24.722] INFO Successfully created context with configuration 6/8: v3.3 (core) [01:26:24.722] INFO HAL initializing... [01:26:24.722] INFO OpenGL Vendor: Intel Open Source Technology Center [01:26:24.722] INFO OpenGL Renderer: Mesa DRI Intel(R) Haswell Desktop [01:26:24.722] INFO OpenGL Version: 3.3 (Core Profile) Mesa 10.4.0-devel (git-80771e4 2014-08-26 trusty-oibaf-ppa+gallium-nine) [01:26:24.722] INFO OpenGL Shader Language Version: 3.30 [01:26:24.722] INFO Vendor flag set to Intel. [01:26:24.722] INFO Supported rasterizer capabilities: Gamma correct pipeline, Ranged mapping, Advanced instancing, Advanced shaders [01:26:24.728] INFO Unsupported rasterizer capabilities: Compute shaders, Persistent buffer mapping Before it's was impossible to force enable something, but now you can do that using those launch options by overriding OpenGL vendor string or certain features: Code: ./PA --gl-vendor="NVIDIA Corporation" --gl-force-enable-capabilities="Compute shaders,Persistent buffer mapping" --gl-force-disable-capabilities="Advanced instancing" On Windows this can be done by creating shortcut for PA.exe. As result your log output going to look like that: Code: [01:32:15.071] INFO Successfully created context with configuration 6/8: v3.3 (core) [01:32:15.071] INFO HAL initializing... [01:32:15.071] INFO OpenGL Vendor: Intel Open Source Technology Center [01:32:15.071] INFO OpenGL Vendor OVERRIDE: NVIDIA Corporation [01:32:15.071] INFO OpenGL Renderer: Mesa DRI Intel(R) Haswell Desktop [01:32:15.071] INFO OpenGL Version: 3.3 (Core Profile) Mesa 10.4.0-devel (git-80771e4 2014-08-26 trusty-oibaf-ppa+gallium-nine) [01:32:15.071] INFO OpenGL Shader Language Version: 3.30 [01:32:15.071] INFO Vendor flag set to NVidia [01:32:15.071] INFO Supported rasterizer capabilities: Gamma correct pipeline, Ranged mapping, Advanced shaders, Compute shaders, Persistent buffer mapping [01:32:15.071] INFO Unsupported rasterizer capabilities: Advanced instancing [01:32:15.071] INFO Buffer textures enabled. Obviously if some feature remain buggy game likely going to crash, but in some cases it's really useful because you can check how exactly certain features affect PA performance and also now we can find out if some problems was solved on our own.
Do you know if the workarounds garat mentioned for Linux issues were in this build or not? Play as the green team
I have yet to run into the issue again, however some people in the Linux board have said that it still happens to them.
A lot of the GW UI has changed. Looks better. Also the GW systems have changed - still way too many multi-planet systems in my opinion, especially near the start.
Yeah, mods making it into vanilla. Noticed that upon deleting units, you now have a confirmation popup
I noticed that area build for gas giant mining platforms distributes them with what appears to be an icosphere-like distribution (possibly a cubic one), instead of the old UV-sphere distribution. I suspect this is the case for other area build options too. I'd just like to thank uber for implementing this It was a pet issue of mine for a while, and I'm really happy to see these area build commands improved!
The loltastic thing was, I always wanted team lathe color for so many reasons. The sad thing is, now "classic green" will be the mod. It is backwards now! Oh silly pa...