Beta Build: 57703

Discussion in 'Support!' started by garat, November 27, 2013.

  1. garat

    garat Cat Herder Uber Alumni

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    Beta Build: 57703
    • Lobby Passwords: Long awaited, make sure you can lock down your games to your friends. You'll need to share the password with them of course.
    • Major start spot and metal placement fixes. Please report if you're still finding significant unbuildable metal spots. Keep in mind, if you have very craggy planets, this can result in anemic start spots in terms of metal.
    • Numerous Linux Fixes: We've implemented SDL on Linux, which should enable full screen, fix issues with backspace doubling up, and a number of other errant behaviors
    • A number of server and client crash fixes
    • Loading screen is back: Should help make it clear when there is loading going on
    • Improved visualization of orbital paths/trajectory changes in Celestial view
    • Improvements to metal planet pathing and moon pathing
    • Support for audio on multiple planets now; Should make planet audio less confusing!
    • Bombers now use a carpet bombing technique. This will change their overall bombing behavior. Play around with them a bit. This will still require additional tuning, but consider it the first pass. Their numbers have been adjusted quite a bit to take these changes into account.
    • Hiding your commander underwater will be much less effective now.
    • Unit guard layer consistency pass
  2. Raevn

    Raevn Moderator Alumni

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    Other Changes
    • Unit Blueprint cleanup (especially the physics section)
    • Some changes to metal & moon terrain brushes
    • Added worldview API
    Unit Changes
    Commanders
    Weapon target layers: Added SeaFloor

    Air Factory

    Wait to rolloff time: 2 -> 0

    Adv. Air Factory
    Wait to rolloff time: 2 -> 0

    Air Scout
    Guard Layer: AnySurface -> nil
    Weapon target layers: Added SeaFloor

    Bomber
    Guard Radius: 200 -> 100
    Bomb Initial Velocity: 75 -> 35
    Bomb Max Velocity: 75 -> 35
    Ammo Capacity: 4000 (200/shot) -> 3000 (300/shot)
    Carpet Fire: nil -> true
    Max Range: 70 -> 80
    Pitch Range: 60 -> 10
    Pitch Rate: 180 -> 360
    Yaw Range: 60 -> 10
    Yaw Rate: 90 -> 360

    Adv. Bomber
    Guard Radius: 200 -> 100
    Bomb Initial Velocity: 75 -> 35
    Bomb Max Velocity: 75 -> 35
    Ammo Capacity: 20000 (600/shot) -> 9000 (900/shot)
    Carpet Fire: nil -> true
    Max Range: 70 -> 80
    Rate of Fire: 3 -> 1.75
    Pitch Range: 60 -> 10
    Yaw Range: 60 -> 10

    Torpedo Bomber *
    Guard Radius: 200 -> 100

    Fighter
    Guard Radius: 120 -> 100

    Adv. Fighter
    Guard Radius: nil -> 100
    Guard Layer: nil -> Air

    Gunship *
    Guard Radius: nil -> 100
    Guard Layer: nil -> AnySurface

    Air Defense
    Target Layers: Added SeaFloor

    Artillery
    Guard Radius: nil -> 280
    Guard Layer: nil -> AnySurface
    Target Layers: LandHorizontal, Seafloor, WaterSurface

    Adv. Artillery
    Guard Radius: nil -> 610
    Guard Layer: nil -> AnySurface
    Target Layers: Added SeaFloor

    Assault Bot
    Guard Radius: nil -> 90
    Guard Layer: nil -> AnySurface
    Target Layers: LandHorizontal, Seafloor, WaterSurface

    Adv. Assault Bot
    Guard Radius: nil -> 110
    Guard Layer: nil -> AnySurface
    Target Layers: LandHorizontal, Seafloor, WaterSurface

    Bot Factory
    Wait to rolloff time: 2 -> 0

    Adv. Bot Factory
    Wait to rolloff time: 2 -> 0

    Adv. Spider Bot *
    Guard Radius: 85 -> 110
    Target Layers: Added SeaFloor, Underwater

    Land Scout
    Target Layers: LandHorizontal, Seafloor, WaterSurface

    Laser Defense
    Target Layers: LandHorizontal, Seafloor, WaterSurface

    Adv. Laser Defense
    Target Layers: LandHorizontal, Seafloor, WaterSurface

    Single Laser Defense
    Target Layers: LandHorizontal, Seafloor, WaterSurface

    Tactical Missile Launcher
    Guard Radius: nil -> 510
    Guard Layer: nil -> AnySurface

    Amphibious Tank *
    Target Layers: Added SeaFloor

    Adv. Artillery Tank
    Guard Radius: 125 -> 180
    Guard Layer: LandHorizontal-> AnySurface
    Target Layers: LandHorizontal, Seafloor, WaterSurface

    Adv. Tank
    Target Layers: Added SeaFloor

    Tank
    Guard Radius: 75 -> 120
    Target Layers: Added SeaFloor

    Vehicle Factory
    Wait to rolloff time: 2 -> 0

    Adv. Vehicle Factory
    Wait to rolloff time: 2 -> 0

    Battleship
    Guard Radius: nil -> 270
    Guard Layer: nil -> AnySurface
    Target Layers: LandHorizontal, Seafloor, WaterSurface

    Destroyer
    Guard Radius: nil -> 240
    Guard Layer: nil -> AnySurface
    Target Layers: LandHorizontal, Seafloor, WaterSurface

    Frigate
    Guard Radius: nil -> 220
    Guard Layer: nil -> AnySurface
    Target Layers: LandHorizontal, Seafloor, WaterSurface

    Frigate
    Guard Radius: nil -> 460
    Guard Layer: nil -> AnySurface

    Naval Factory
    Wait to rolloff time: 2 -> 0

    Adv. Naval Factory
    Wait to rolloff time: 2 -> 0

    Nuclear Submarine
    Target Layers: Added SeaFloor

    Sea Scout
    Target Layers: LandHorizontal, Seafloor, WaterSurface

    Torpedo Launcher
    Guard Radius: nil -> 310
    Guard Layer: nil -> AnySurface

    Note: Some of the "nil" values are actually inherited from base spec's, which mean they may not have changed. If I get time I'll go through them and find the inherited values.

    * Indicates the unit is not playable
    Last edited: November 27, 2013
  3. SXX

    SXX Post Master General

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    Resolved tasks on bugtracker:
    PA#1961 - [Linux] ESC/Backspace/Delete/etc counts double
    PA#2226 - [Linux] Fullscreen
    PA#2645 - [Linux] Chat not appear when press Enter. Not yet fixed for Mac.
    Last edited: November 27, 2013
  4. duncane

    duncane Active Member

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    While I love the performance and bug fixing patches and am particularly pleased about the mass spot fix, I was really looking forward to some big new feature or more unit types :(
    bradaz85 and drz1 like this.
  5. shotforce13

    shotforce13 Well-Known Member

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    the spinners firing sound is broken after patch. its really static y a lot of noise
  6. thetdawg3191

    thetdawg3191 Active Member

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    The Carpet Bombing seems a little wonky. they have what appears to be a VERY hard time with moving targets, often circling several times before actually striking.

    on the upside, bombers are capable of damaging multiple targets when the bombs do fly. so not only are they a threat to their intended target, but to anything past it as well. large bases can be whiddled down with ease, especially at the right attack angle. now entire swarms of Pgens can be taken out with a swift bombing raid.

    i am slightly confused as to what the whole "Guard Radius" means. is it the distance where a unit will auto attack enemies or something? because i see that the Adv. artillery just got one with this patch.

    and yes, please fix the AA static for the spinners. annoying as ****......


    also. GUNSHIPS? TORPEDO BOMBERS? woot woot!!!

    EDIT: i will say that i think this is more an interim update as they brace for the big patch.
  7. Raevn

    Raevn Moderator Alumni

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    Correct, guard radius is how far out a unit looks for targets.

    Edit: Gunships and Torpedo bombers aren't in the game, only in the game files.
  8. thetdawg3191

    thetdawg3191 Active Member

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    SEXCELENT, that means the Adv. artillery is going to actually do its fricking job now.

    also, i had figured they weren't in the actual game yet (Gunship and Torp Bomber, as well as other "buried" units), but to me this confirms their eventual existence.
    stormingkiwi likes this.
  9. OathAlliance

    OathAlliance Well-Known Member

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    I must say, I think that bombers should start bombing before their intended target. Right now it looks like they attack normally and then can't stop for another bomb or two.
    Quitch likes this.
  10. duncane

    duncane Active Member

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    Dammit I was just about to go see if those units were there ;-)

    What is weapon target layers? I assume this means air scouts can now units under water?
  11. igncom1

    igncom1 Post Master General

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    Or at least targets that a poking out of the water that they can see.
  12. Raevn

    Raevn Moderator Alumni

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    They've been in the data files since more or less day 1 :p.

    @duncane, correct, it determines what layers the weapon is allowed to target.
  13. carn1x

    carn1x Active Member

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    Damn it why must I read this first thing in the morning when I start work. Now I have to wait all day D: fml. On the other hand, this build seems to fix the majority of annoyances I've had for the last few play sessions. High five!
  14. thetdawg3191

    thetdawg3191 Active Member

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    i must ask though. did uber not say there was going to be a "MASSIVE CONTENT BUILD" before good ol' turkey day? when is THAT happening? hmmm? HMMMM!?!?!?
    drz1 likes this.
  15. Sorian

    Sorian Official PA

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    You are correct, we did not say anything about a "massive content build" before Thanksgiving.
  16. carn1x

    carn1x Active Member

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    Confirmation of Gunships and Torpedo Bombers, for this we give thanks!
  17. thetdawg3191

    thetdawg3191 Active Member

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    Actually....if you look at the last build, the words "Content build" and "Before Thanksgiving" are used in the same sentence.... **Edit: not those exact words...but you know what i'm getting at**

    or is THIS that build?

    now i'm confused.
  18. Sorian

    Sorian Official PA

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    You mean this from the last set of release notes?

  19. thetdawg3191

    thetdawg3191 Active Member

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    yes. yes that. pardon the confusion, but i may/may not have jumped the gun and thought there were going to be, oh, i don't know... new units, interplanetary nukes....that SEXY *** UNIT CANNON.

    i just had it in my mind that this was going to be THE update.
  20. carn1x

    carn1x Active Member

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    I did too, but garat did say "Our plan is... " and not "I will cut off one of my fingers and flush it down the toilet if we don't...".

    We shouldn't rule out however, that it's entirely possible they've worked really hard and completed whatever features they are holding back, but have decided not to release it for a laugh.
    FXelix likes this.

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