Build 77337-pte now up

Discussion in 'Planetary Annihilation General Discussion' started by jables, January 15, 2015.

  1. jables

    jables Uber Employee

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    Please leave any feedback or issues here.

    Additions from build 77337-pte


    Balance:
    Frigate (Narwhal)
    Fixed issue where the narwhal was using the destroyer's torpedo instead of its own.
    Rate of Fire increased from 0.2 to 0.4

    Orbital Fabricator
    System Velocity Multiplier increased from 13.0 to 15.0
    Gravwell Velocity Multiplier increased from 0.5 to 0.6

    Interplanetary Fighter (Phoenix)
    Health decreased from 350 to 300
    Rate of Fire decreased from 4.0 to 3.0

    Submarine (Barracuda)
    Metal Cost increased from 400 to 500

    Defense Satellite (Anchor)
    Health increased from 2000 to 3000
    Orbital Rate of Fire decreased from 5.0 to 3.0

    Tactical Missile Bot (Bluehawk)
    Range decreased from 180 to 160

    Orbital Laser (SXX)
    Health increased from 1200 to 1600
    Full Damage Splash Radius increased from 2 to 3

    Teleporter
    Metal Cost decreased from 1000 to 800

    Dox
    Vision decreased from 115 to 105

    All tactical missiles now deal 50% damage to AT_Orbital armor.

    General:

    - AI less likely to transfer commander to a heavily fortified planet
    - Fix for initialization order in AI recon manager
    - New commanders added
    - New art pass on t2 fighter
    - New t2 fighter build icon
    - More work on beam effects system
    - Sounds updated
    - Fix for custom metal spots on CSG
    - Minor server browser fixes
    - Build bar order changed a bit to fit units better

    Additions from build 77272-pte


    Balance
    :

    *new unit*
    - Advanced Fighter (Phoenix)
    -- Can move between planets
    -- Health set to 350
    -- Metal Cost set to 720
    -- System Velocity Multiplier set to 15.0
    -- Gravwell Velocity Multiplier set to 6.0
    -- Move Speed set to 80
    -- Turn Speed set to 270
    -- Surface/Air/Underwater Vision set to 150
    -- Damage set to 80
    -- Range set to 120
    -- Rate of Fire set to 4

    - Anchor
    -- Now has two anti-orbital guns and one anti-terrestrial
    -- Metal Cost reduced from 3600 to 1800
    -- Surface/Air/Underwater Vision increased from 0 to 120
    -- Damage set to 65
    -- Orbital Rate of Fire set to 5.0
    -- Orbital Range set to 150
    -- Terrestrial Rate of Fire set to 2.0
    -- Terrestrial Range set to 120

    -Tactical Bomber (Hornet)
    -- Spread Fire set to True

    - Destroyer (Orca)
    -- Rate of Fire increased from 0.5 to 0.6
    -- Range increased from 180 to 200

    -Missile Ship (Stingray)
    -- Missile Range increased from 210 to 225

    - Gunboat (Piranha)
    -- Move Speed increased from 15 to 20
    -- Acceleration increased from 150 to 200
    -- Brake increased from 50 to 75

    - Advanced Torpedo Launcher
    -- Rate of Fire reduced from 3.0 to 2.5

    - Gunship (Kestrel)
    -- Health increased from 300 to 350
    -- Metal Cost decreased from 960 to 720

    - t1 Artillery (Pelter)
    -- Health increased from 500 to 1000

    - t2 Artillery (Holkins)
    -- Health increased from 1500 to 5000

    - Missile Ship (Stingray)
    -- Missile model changed from missile_tactical to missile

    - Torpedo Launcher
    -- Rate of Fire decreased from 1.0 to 0.8

    - Submarine (Barracuda)
    -- Health increased from 300 to 550
    -- Metal Cost increased from 300 to 400

    - Stealth Sub (Kraken)
    -- Max Health increased from 1800 to 2100
    -- Metal Cost decreased from 2400 to 1800

    - All torpedoes no longer deal AOE damage

    General:

    - AI will now handle water maps better by not building in small lakes
    - Sounds and audio work
    - Fix for AI not being able to use Air units from last PTE
    - AI performance improvements


    Additions from build 77238-pte

    - Fix for AI on multiplanet system crash
    - pings hidden if AR turned off (toggle with ctrl+y)

    Balance:
    - Bomber
    -- Guard radius increased from 60-120

    Additions from build 77202-pte
    - Bug fix to allow bombers to attack subs
    - Moved air transports to bottom of build bar
    - Fix for AI landand naval rally point selection
    - Update for naval platoons to use the new AI rallypoint work


    Additions from build 77150-pte

    Additions:

    - Submarine added to game
    - Stealth Submarine added to game

    Balance:

    - Jig
    -- Explosion radius increased from 150 to 200
    -- Explosion damage deals 5% damage to AT_Oribtal armor type (AKA blows up structures, but not your fighters)

    - All oribital stuctures now have armor type AT_Structure

    - All Orbital units
    -- Guard Radius increased from 50 to 100

    -Advanced Energy Plant
    -- Health decreased from 13500 to 5000

    - Astraeus
    -- Metal cost decreased from 600 to 400

    - Teleporter
    -- Metal cost decreased from 1600 to 1000

    - Missile Ship
    -- Health increased from 1000 to 3000
    -- Missile Rate of fire increased from .2 to .25
    -- Missile Range increased from 180 to 210
    -- Missile Damage increased from 500 to 1000
    -- Antidrop range increased from 180 to 210

    - Frigate
    -- Added Torpedo weapon
    -- Torpedo Damage set to 250
    -- Torpedo Rate of Fire set to 0.2
    -- Torpedo Range set to 150
    -- Shell Rate of Fire reduced from 1.5 to 1.0

    - Destroyer
    -- Removed Torpedo weapon

    - Unit Cannon
    -- Will now fire in a 30 meter spread around target

    Polish/Bugfix:

    - Fix for random landing spot generation not creating valid landing spots
    - Holkins art fixed
    - Can now do multi-node jumps in Galactic War instead of having to move nodes 1 at a time
    - Kickstarter credit updates on commander screen
    - SpiderofMean Commander name change to Xenosentry based on backer request
    - Additional fixes for non-English languages
    - Additional logging added for crash tracking improvements
    - Improvements to logging
    - Fix for Galactic War cards overlapping and obstructing buttons in some localizations
    - Adjusted AI nuke targeting logic
    - Adjusted Order Bar sizing
    - Added support for Command key on Macs
    - Metal spots now added to ocean floor
    - Fix for custom metal spots orientation
    - Layout fix for multiple chat windows styling
    - Fixed 1px shift on chat messages
    - Fix for the "Team Games" achievement
    - Remedy a very uncommon crash affecting some Mac OS X users running firewall software
    - Fix for AI getting stuck sometimes on mixed terrain planets

    _____________________________________________________

    Balance:

    - T1 Energy Plant
    -- Health decreased from 3000 to 1000
    -- Metal cost decreased from 450 to 400

    - T2 Energy Plant
    -- Health decreased from 13,500 to 5,000

    - T1 Bot Fabber
    -- Energy Draw decreased from 1000 to 800

    - T1 Vehicle Fabber
    -- Energy Draw decreased from 1000 to 800

    - T1 Naval Fabber
    -- Energy Draw decreased from 1000 to 800

    - T1 Air Fabber
    -- Energy Draw decreased from 1100 to 900

    - Dox
    -- Vision Range increase from 100 to 115

    - Grenadier
    -- Metal cost decreased from 120 to 100
    -- Vision Range increased from 85 to 110
    -- Range increased from 95 to 105

    -Combat Fabricator
    --Cost decreased from 720 to 250

    -Advanced Combat Fabricator
    --Cost decreased from 6000 to 2500

    - Pelican
    -- now buildable by T1 Air Factory
    -- Health decreased from 90 to 40
    -- Metal cost increased from 45 to 100
    -- Acceleration decreased from 45 to 30
    -- Break decreased from 45 to 20
    -- Move speed decreased from 90 to 70

    - All Orbital units
    -- Guard radius increased from 50 to 100

    - Orbital Fabricator
    -- Can no longer reclaim
    -- System velocity multiplier decreased from 15 to 13
    -- Gravwell velocity multiplier decreased from 6 to 5

    - Orbital Laser Platform (SSX)
    -- UNITTYPE_Important removed
    -- Health decreased from 1500 to 1200
    -- Metal cost decreased from 24,000 to 6,000
    -- Damage decreased from 2500 to 1250
    -- Range increased from 15 to 40
    -- Acceleration increased from 10 to 25
    -- Brake increased from 10 to 25
    -- Ammo Capacity reduced from 40,000 to 6,000
    -- Ammo Demand reduced from 20,000 to 3,000
    -- Ammo Per Shot reduced from 40,000 to 6,000

    - Astraeus
    -- System Velocity Multiplier increased from 7.5 to 10.0
    -- Gravwell Velocity Multiplier increased from 3.0 to 5.0
    -- Vertical Speed increased from 100 to 200

    - Bluehawk, Stingray, and Tactical Missile Launcher can now target the orbital layer

    - Bluehawk, Stingray, and Tactical Missile Launcher now have anti-drop pod weapons with the same rate of fire as their tactical missiles

    -Teleporter
    -- Metal Cost increased from 400 to 1600

    - Unit Cannon
    -- Metal Draw decreased from 120 to 60
    -- Energy Draw decreased from 4050 to 3050

    -Advanced Artillery (Holkins)
    -- Rate of Fire increased from 0.05 to 0.07 , fixing an issue where it would wait to fire after being fully charged.

    AI:
    - AI now expands faster
    - AI can keep track of last time it had vision on a unit and use this info when deciding what to do
    - Fix for duplicate AI build item
    - AI will be less likely to build on top of metal

    Bug Fix/Polish:
    - Added an Anti-Tac Missile weapon to sniper bot model
    - Fix typo in radar effect
    - Tweaks to Umbrella effect
    - Updates to Sniper bot effect
    - Sound updates on Sniper bot and Umbrella
    - Added additional planet names
    - Added names to credits
    - Added max water depth
    - Added system picker to the lobby
    - Polish in game order icons
    - News list wording polish
    Last edited: January 27, 2015
  2. mered4

    mered4 Post Master General

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    ITS HERE.

    I am skeptical

    Testing to commence tonight.
    igncom1, ArchieBuld and stuart98 like this.
  3. Spriggan43

    Spriggan43 Active Member

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  4. kaminfreunde

    kaminfreunde Active Member

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    *Rubs eyes like crazy* @ZaphodX bring on the stream I can't wait to see this changes live.
    philoscience likes this.
  5. BallsonFire

    BallsonFire Active Member

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    wow some extreme balance changes, I will try out this PTE build tomorrow.
    thetrophysystem likes this.
  6. nixtempestas

    nixtempestas Post Master General

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    omg omg omg!

    It's a new game, can't wait to get my hands on this
    wilhelmvx, cptconundrum and devoh like this.
  7. Remy561

    Remy561 Post Master General

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    - Orbital Fabricator
    -- Can no longer reclaim

    Bye bye enemy not having deepspace radar commander reclaiming tactics ;( :p


    I really love the idea of connecting the ground layer to the orbital layer though!!!
  8. cola_colin

    cola_colin Moderator Alumni

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    That's exactly the direction I want to see. If it's enough or not we will see. But I am happy to finally see the balance move into the direction that I consider the right one.

    let's compare with:
    https://forums.uberent.com/threads/...-all-in-and-the-poxy-gate.66489/#post-1044078

    new values are:
    the t2 fabber uses 37.5 energy per metal spent.
    the commander uses 50 energy per metal spent
    t1 land factories use 45 energy per metal.
    the t1 fabber uses 80(before: 100) energy per metal spent, still close to twice as much as the t1 land factory. Better, but enough?

    Getting energy via t1 pgens build by a fabber yields you a net energy plus 53,33 (before: 75) seconds after the pgen is completed.
    Getting energy via t1 pgens build by a commander yields you a net energy plus 33,33 seconds after the pgen is completed.
    Getting energy via t2 pgens build by a t2 fabber yield you a net energy plus 20,25 seconds after the pgen is completed

    so let's play PA again.

    I am a bit worried that it will be all about sniping t1 pgens with bombers now though.
    Last edited: January 15, 2015
  9. kaminfreunde

    kaminfreunde Active Member

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    Just dropped inferno-pelicans on the ai, wow it's so much fun! Finally the "backdoor routes" on maps like Forge are the real danger.
    philoscience likes this.
  10. mikeyh

    mikeyh Post Master General

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    :(
  11. mered4

    mered4 Post Master General

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    Just a preliminary note: transporters should be slower than they currently are. Its a bit unbalanced, IMHO.
    thetrophysystem and stuart98 like this.
  12. elodea

    elodea Post Master General

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    [​IMG]

    haha just kidding. Don't think it was necessary, but i'm willing to overlook this because of the awesome eco changes ;). I have some thoughts but probably better to play the patch later tonight first.

    yay thanks uber
  13. wpmarshall

    wpmarshall Planetary Moderator

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    - T1 Energy Plant
    -- Health decreased from 3000 to 1000
    -- Metal cost decreased from 450 to 400
    - T2 Energy Plant
    -- Health decreased from 13,500 to 5,000


    Ouchie!!! :eek:

    -Combat Fabricator
    --Cost decreased from 720 to 250
    -Advanced Combat Fabricator
    --Cost decreased from 6000 to 2500


    Interesting... :rolleyes:

    - Pelican
    -- now buildable by T1 Air Factory


    You wot? o_O

    - Orbital Fabricator
    -- Can no longer reclaim


    You wot? o_O

    - Orbital Laser Platform (SSX)
    -- Metal cost decreased from 24,000 to 6,000


    Interesting :rolleyes:

    - Astraeus
    -- System Velocity Multiplier increased from 7.5 to 10.0
    -- Gravwell Velocity Multiplier increased from 3.0 to 5.0
    -- Vertical Speed increased from 100 to 200


    Aha!:D

    - Bluehawk, Stingray, and Tactical Missile Launcher can now target the orbital layer
    - Bluehawk, Stingray, and Tactical Missile Launcher now have anti-drop pod weapons with the same rate of fire as their tactical missiles


    You wot? o_O

    -Teleporter
    -- Metal Cost increased from 400 to 1600


    Ouchie!!! :eek:
    ________________

    That is a LOT of changes - will definitely be interesting if this patch gets to live before ClanWars this saturday @jables that would be hilarious - gonna have to get used to this just in case, in addition to cast catch up and GreyGoo. :confused:
  14. robintick

    robintick Well-Known Member

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    What does the range increase for the SXX mean, does it still have to fire 100% vertically ?
  15. jables

    jables Uber Employee

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    This one won't be live by Saturday. We want PTE time for fine tuning where needed.
  16. wpmarshall

    wpmarshall Planetary Moderator

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    THE ASTRAEUS VANGUARD DROP IS REAL

    :cool::D:eek:o_O:p:cool::D:eek:o_O:p:cool::D:eek:o_O:p:cool::D:eek:o_O:p
  17. kaminfreunde

    kaminfreunde Active Member

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    Xankar is streaming, for anybody being interested seeing it live.
  18. Remy561

    Remy561 Post Master General

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    This isn't a big problem since they can easily be rebuild. And it would be kinda logical if you are machines to target their energy supplies in a war.

    I also love that the combat fabbers return (more or less), now armies last longer and the game is less popcorny ;)

    Only problem I encountered so far: pelican icon needs to be changed and moved :p
  19. imperatorurist

    imperatorurist Member

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    About time!
    slocke likes this.
  20. emraldis

    emraldis Post Master General

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    Wooo! Not so sure about dox vision though...
    burntcustard, cptconundrum and elodea like this.

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