Hotfix 89528 with Build update 86422, Hotfix 86765, Hotfix 87296, Hotfix 88163, & Hotfix 88288

Discussion in 'Planetary Annihilation General Discussion' started by mkrater, August 25, 2015.

  1. mkrater

    mkrater Uber Alumni

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    Hotfix Build 89528 - 10/14/15

    Bugfix/polish:

    Fix for ranked match making.


    Hotfix Build 88288
    - 09/23/15

    Bugfix/polish:
    Fix for the infinite load bug.


    Hotfix Build 88163
    - 09/21/15

    AI changes:
    AI perf improvement to build location updates.
    Reduce how often the AI updates planet army data while not training neural networks.
    Added some new inputs to the AI neural networks.
    -These new inputs represent a more strategic view of the game. This helps the AI take planet wide information into account when deciding where to attack and when to run away.
    More work on rally point placement.
    Altered the way the AI chooses rally points.
    Improved AI threat responses.
    AI will utilize boom bot platoons a bit better.


    Bugfix/polish:
    Added starting planet indicators to the system indicator in the new game, server browser, and load system scenes.
    Fix for case were the connect to game screen would hang indefinately due to getting a PollWaitTimeMS response. The screen will now only try a fixed number of times, then give up.
    Bug fix for case where client crashed while in a lobby. The server lobby now correctly handles the case where clients disconnect without sending a leave message.
    The AI landing zone policy widget will now appear when using a multiplanet system that was not created using the advanced system editor.
    Steam users can now choose to use a display name that is different than the default Steam display name.
    Reformat keybinds in action bar, display them within tooltips for idle fab/factories, ping, pip. Also added ability to access game stats from game menu.
    Fix for issue where players could not join a lobby where the creator was spectating and all other slots were empty.
    AI perf fix for when the AI has a number of fabbers that cannot find anything to build or assist with.
    Visual tweaks to the ai landing preferences control.
    Units will no longer move extremely slowly when in from of a group that has reached its goal.
    Fix for segHitPathablePos improperly returning a voxel when the check failed.
    -This is to fix a specific case in factory build task where the rolloff position would be unitialized, causing units to roll off at odd angles and move on invalid terrain and get stuck.
    Quick pass on armory tab that upsells titans. Now shows the following:
    - price
    - video trailer
    - description (pulled from steam)
    - min reqs (isn't set to display relevant platform yet. added work needed.)



    Hotfix Build 87296
    - 9/9/15

    AI Changes
    Update to the neural network for Classic mode.
    Toned down the AI's nuke happy nature.
    The AI should always be expanding its economy.
    The AI now has a shutdown path to clean stuff up better.
    AI will now create and destroy planet managers as needed.
    Adjusted AI commander behavior a bit to keep it from doing nothing.
    Improved the way the AI updates planet manager statuses.
    Improved the way the AI calculates its main economy planet.
    Improved the perf overhead of updating AI base deploy data.
    Added some new cheap build conditions to test for platoon build items before we do the more costly canFindPlaceToAttack.
    AI perf improvements to finding a place to attack.
    AI should be less flippy floppy about what fabbers are assisting.
    Improved AI Land and Orbital interplanetary assistance calculations.
    Improved the way the AI chooses where to expand.
    AI will build a bit more defenses.
    AI should no longer attempt to build Halleys or Catalysts if an ally already has one or more of them on the planet.
    AI will now use the average max range for keeping targets at range.
    -This will help the AI keep as much DPS as possible in range of the target.
    Fix for the AI getting stuck not sending out attacks due to the AI's factory rally point being inside wreckage.
    The AI will now disband units into the general squad.
    Improved AI stuck detection for air based platoons.
    More work on fixing issues preventing the AI from sending attacks.
    Minor fixes to AI threat response.
    Fix for issue in the AI where the recon gone state was not being handled.

    Bugfix/polish
    Add an #id to the Uberbar options button.
    Revamp panel ordering to ensure consistent ordering even with child panels
    -New order, starting from the top-most panel:
    --Main
    --Video Player
    --Uberbar
    --Game
    Don't accept input for the game panel until splash is dismissed.
    AI influence map perf improvements.
    Removed some variables that were no longer needed.
    Fix for AI not clearing build items when a factory dies.
    Fix for AI crash in land teleport to planet task.
    Orbital work:
    - Units that are sent as a single order arrive spread out
    - If a user made a mod that issued unique move orders across an entire planet it'd work fine and there'd be nothing we could do to stop it
    - Distribution isn't even because createCelestialMoveTask is called before all units are added to the order. But it's good enough for now.
    - orbital_arrival_radius and orbital_arrival_unit_radius are defined in nav.json. They can be tweaked to fudge things around.
    Fix for loading classic saved games.
    -The saved games browser will now show saved games for both classic and titans, regardless of current mode.
    -If you attempt to load a game that doesn't match your current mode, you will be prompted to switch to that mode.
    -The main menu 'load latest save button' will not show a save if you would have to switch modes to load it.
    Fix for resource leak related to trees and rocks.
    Fix for AI commander getting stuck if it was in danger as it teleported.
    Fixes for orbital unit damage upgrades in galactic war.
    Fix certain characters in your user name causing games to not start.
    Fix for PA owners getting error about "commander_step.pfx" failing to load.
    Fix for AI crash if the AI receives a killed unit message for a unit assigned to a planet manager that has been destroyed.
    Fix the "Architect" achievement requiring the orbital radar unit.
    Fixed a bug where time spent as a spectator was not counting towards the relevant Steam achievements.
    Fix for the bug on Linux that caused certain menus to become unclickable.
    Mesh rendering behavioral change to help track down mesh culling crash.
    Fix for units not leaving wreckage upon loading a saved game.
    Fix for the default LOD group not getting set for mesh instances that are added during the frame.
    Orbital teleports are inactive for a few seconds after entering orbit.
    Fix for client mesh instance crash caused by units transitioning between planets.
    Added kickstarter backer name to credits list and their planets names to the planet list.
    Fix issue where planes that begin a new move order after moving over CSG would do a slow vertical take off rather than move forward.
    Fix a crash that could occur on save/load due to uninitialized memory
    Fix some bad perf situations on client.
    Fix for unnecessary nav overhead on the client.
    Added a draw call limit to the virtual texture processing.
    - Helps limit the amount of time spent rendering virtual texture pages.
    - Also helps reduce the amount of memory allocated to virtual texturing in texture buffers.
    More nav perf improvements, mainly in sweep waves.
    Fix for uv scrolling behavior on units. Now materials are only updated when the unit is moving.
    Fix for AI crash in transport to planet task if a planet gets destroyed during the loading step.
    Editing landing zones will also lock in the position of metal spots (that way they will not be repositioned after you finish editing the landing zones).
    Added "anti_entity_targets_units" to weapon specs to speed up anti-entity weapons that do not target units.
    Refactored auto repair task to speed it up a bit.
    Shared armies will no longer self destruct after 10 minutes if one of the players disconnects. The army will only self destruct if all the players in the shared army disconnect.
    Added landing zone options to the AI in the lobby.
    -If a system allows multi-planet spawns, you can force the AI to spawn on the same planet as a player, or on a planet with no players.
    -If the conditions are impossible, the AI will ignore the restrictions.
    -The option should only appear if the planet supports multiplanet spawns.
    Added restrictions to the bounty mode modifier. Values must be within [0.1, 1.0]


    Hotfix Build 86765
    - 8/26/15

    Bugfix/polish:
    Fix for crash when loading a save or resuming a game where an entity spawned and died on the same tick.
    Galactic War Titan cards will now properly interact with the orbital and air titan, and will not show up in Classic PA
    Fix for a crash in closestPointPlane
    Fix for a crash caused by units trying to initialize a celestial move task after their planet has been blown up but before the unit has been destroyed.
    When launching PA Classic on Steam when you own TITANS, the Quit & Install / Quit & Launch buttons on the popup now initiate the install or launch for you.
    Fix for AI crash on shutdown in the interplanetary request system
    Fix for a crash in BuildTask
    Fix for a crash when loading a save with a unit with a celestial body and no order.
    Fix for a crash when SimWeapon is verifying index in one place and not in another
    Make main.css rules a little more specific
    Fix some cursors on certain Linux drivers
    Updated Classic land neural net data.



    ......

    For the complete list of bug fixes/polish, please visit our site here: http://www.uberent.com/pa-classic/2015/08/25/build-update-86422/
    Last edited: October 14, 2015
  2. mkrater

    mkrater Uber Alumni

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    Updated OP with Hotfix build 86765.
    crizmess likes this.
  3. leokudrik

    leokudrik New Member

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    Can I roll back this update? It's awful! Miniature of units are gone! Resource points are not visible. Very sad!
    Last edited: August 28, 2015
  4. bgolus

    bgolus Uber Alumni

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    Miniature units?
  5. leokudrik

    leokudrik New Member

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    When I move away from the planet, each unit is drawn in the form of thumbnails. Now they are not. Sorry for my English :) (xubuntu, steam)
  6. leokudrik

    leokudrik New Member

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    Stopped working menu on ESC too
  7. DeathByDenim

    DeathByDenim Post Master General

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    Could you try setting "Show Unit Icons" to "Always"? You can find that setting under Settings -> Gameplay. Does that make a difference? There's also an option "Show Metal Spot Icons" there.
    Does pressing <Ctrl>+Y or <Ctrl>+U bring them back?
  8. leokudrik

    leokudrik New Member

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    No, it's not helping :-(. Set all to on. Just missing the line display of the production process in factories.
    I'm upset.
  9. leokudrik

    leokudrik New Member

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    Before this update everything worked fine.
  10. cola_colin

    cola_colin Moderator Alumni

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    I seem to remember that in some other thread it was said:
    - the new software rendering option something breaks stuff on nvidia linux, causing no icons
    - work is done on a fix?!

    That's probably what your problem is leokudrik
  11. leokudrik

    leokudrik New Member

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    this is my problem after installing the update? it is very strange, don't you think?
    I tried to buy and install the titans - the problem remained.
  12. leokudrik

    leokudrik New Member

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    Or I misunderstand you)) Sorry
  13. cola_colin

    cola_colin Moderator Alumni

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    The update changed something that caused this and somewhere else devs and people were talking already about it.
  14. leokudrik

    leokudrik New Member

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    Thanks, we will wait for the bugfix
  15. sevmek

    sevmek Active Member

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  16. dbendure

    dbendure New Member

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    I having weird issues too. I'm running Windows 10 and crossfire is that an issue?
  17. DeathByDenim

    DeathByDenim Post Master General

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    [BUG]
    Ubercannon from underwater commander can't hit surface ships apparently.
    ubercannon miss 1.jpg ubercannon miss 2.jpg

    The commander needs to be fully submerged for this to happen though.
  18. jomiz

    jomiz Active Member

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    Thats pretty old and I actually like it, I wonder if it's even bug.

    @jables are we getting fix for linux version today?
    stuart98 likes this.
  19. DeathByDenim

    DeathByDenim Post Master General

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    Oh, heh. I probably don't ubercannon boats often enough.

    And, yeah, it's pretty, but missing uber cannons are not that useful. :)
    (Although it did do a bit of damage on the return flight.)
    stuart98 likes this.
  20. mkrater

    mkrater Uber Alumni

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    Updated OP with Hotfix build 87296 notes.
    Remy561 and DeathByDenim like this.

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