PTE build 78071 now up

Discussion in 'Planetary Annihilation General Discussion' started by jables, February 6, 2015.

  1. jables

    jables Uber Employee

    Messages:
    812
    Likes Received:
    5,537
    Hey all,

    New PTE up. Please post any issues or questions on it to this thread. Enjoy!

    PTE build 78071

    - fixed empty friends list

    PTE build 78008

    - fixed UNKNOWN in friends list

    PTE build 77965-pte

    Balance

    Combat Fabricator
    - Energy Draw reduced from 1500 to 800

    Bug fix/Polish
    - Improvements on AI when making attack choices
    - Fixed a few instances of Join Game button not working

    PTE build 77923-pte

    Balance

    Land Scout (Skitter)
    - Added Mine Sight vision layer
    - Mine Sight set to 200

    Combat Fabricator
    - Energy Draw set to 1500

    Advanced Combat Fabricator
    - Energy Draw set to 2000

    Bug fix/Polish

    - AI won’t transport commanders in an orbital lander anymore
    - Control group UI will now scale to number of units selected
    - Art pass on Idle buttons
    - Planet smashes no longer deal damage way outside of crater range
    - Air units will no longer attempt to hover below the normal ground height
    - Air units will no longer land on unpathable terrain
    - Bug fix for editor lighting issue on high height range planets
    - Selection UI will no longer show type filters if there is only one type
    - Quick select “All” buttons will no longer select fabbers unless it’s the fabber button
    - Fixed issues of select all advanced button selecting fabbers
    - Idle fabber/factory button now selects all target units on screen with single click, and all target units on planet with double click
    - You can now track a control group by double clicking
    - Fix for game resetting to FFA when you select a planet
    - Fix for game crashing on 11+ player games
    - Factory’s given rally/move/patrol points will still be idle if idle
    - Possible fix for broken Join Game button (will need testing in PTE please)

    PTE Build 77792-pte (2/5/14)


    Balance

    Tank Commanders
    -Turn In Place set to False

    Unit Cannon
    -Health increased to 9000 from 3000

    Radar
    -Surface and Air Radar range decreased to 400 from 600
    -Orbital Radar removed
    -Orbital Sight range increased to 500 from 300

    Advanced Radar
    -Metal Cost decreased to 2400 from 4800
    -Energy Draw decreased to 4000 from 4500
    -Surface and Air Radar range decreased to 800 from 1200
    -Orbital Radar removed
    -Orbital Sight range increased to 900 from 300

    Orbital Deepspace Radar
    -Orbital Sight range increased to 500 from 300

    Radar Satellite (ARKYD)
    -Energy Draw increased to 700 from 300
    -Orbital Radar removed
    -Orbital Sight range increased to 600 from 100

    Advanced Radar Satellite
    -Orbital Radar removed
    -Orbital Sight range increased to 1200 from 600

    Ion Defense (Umbrella)
    -Surface and Air Sight range decreased to 100 from 260
    -Underwater Sight range decreased to 100 from 260
    -Orbital Sight range increased to 300 from 260
    -Orbital Range increased to 300 from 280
    -Orbital Rate of Fire increased to 2.5 from 2.0

    Defense Satellite (Anchor)
    -Terrestrial Laser Range decreased to 100 from 120
    -Orbital Laser Rate of Fire decreased to 2.5 from 3.0

    Orbital Laser (SXX)
    -Laser is now a Beam weapon
    -Ammo Capacity increased to 12000 from 6000
    -Ammo Per Shot increased to 12000 from 6000

    -Mines can now only be seen by Combat Fabricators and Advanced Combat Fabricators

    Mine
    -Observable layer set to Mine from Surface and Air
    -Ignore Sight set to False

    Combat Fabricator
    -Set Mine Sight range to 100

    Advanced Combat Fabricator
    -Set Mine Sight range to 100

    Bug fix/Polish
    - Planet smash work
    -- Craters are now unpathable by naval or land (whether there is water in them or not)
    -- Units will no longer float above the crater as if it were not there
    -- Planets smashing into others will now kill units as they are intended to do
    - UI: HUD: Added control groups, ability to sub-select within control groups
    - UI: HUD: Added controls to select idle fabbers/factories
    - UI: HUD: Added quick select buttons based on unit category (bot, land, air, etc.)
    - UI: HUD: Updated unit selection display to show total units selected, and allow for sub-selection based on unit category
    - Improvements to physics update performance
    - Improvements to Navigation performance
    - Performance work on voxels
    - Improvements on log handling for underwater units
    - Updated AI to handle building on islands smarter
    - Unit groups of different movement types will now try to stay together
    -- Unit groups will be split based on Land, Water, and Air/Orbital movement.
    - Fix for units getting stuck when pathed or pushed into invalid terrain.
    - Fix for units failing to path when given a move order while bordering invalid terrain.
    - Improvements on units spinning around when reaching goal
    - More improvements on AI not heading to where it knows it will be destroyed
    - Improvements on units avoiding running into walls
    - Fix for a SimPlanet crash
    - Minor update to Anchor ground laser effect
    - Changing SXX attack to a beam
    - Tweaks on server clean up
    - Fix for an invalid replay loading issue
    - Crash fixes
    - Normal AI and Hard AI are now easier
    - Adjustments to how landing zones are handled in the system editor
    - You can now confirm live game popups using the enter key
    - Mouse scrolling will now only work on the panel you are focused on
    - Fixes for some Steam Achievement bugs
    - Changed the default minimum radius from 100 to 250
    -- This only affects new planets created in the system editor
    Last edited: February 12, 2015
  2. reptarking

    reptarking Post Master General

    Messages:
    1,321
    Likes Received:
    1,577
    first.

    Craters being unpathable again.... alpha is back boyz
    Last edited: February 6, 2015
  3. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    mine sight range? Is that a new technique that allows mods to make stuff like perfect cloak unless players have a specific building? Cool.

    In general: yey a PTE with real changes :D
    I wonder how good mines are now.

    Er... okay I wanted to sleep, but I guess I need to look at that UI. I had my own modding ideas for those issues.
    Also that mouse scrolling stuff, does it fix the scroll wheel interactions for PA Chat, so I cannot scroll stuff in the background anymore?
    Yey, you removed a todo point from my list.
  4. lapsedpacifist

    lapsedpacifist Post Master General

    Messages:
    1,068
    Likes Received:
    877
    :0

    That's a good change log.

    Anchor, umbrella and SXX changes 10/10.

    EDIT: also whoever suggested that combat fabs should be minesweepers well done! Mines will be useful at last.

    EDITEDIT: different movement groups try to stay together <3 no more fighters flying away from my bluebottles
    New UI <3
    No more dox getting stuck in chasms <3

    Best PTE ever
    Last edited: February 6, 2015
    warrenkc and Remy561 like this.
  5. websterx01

    websterx01 Post Master General

    Messages:
    1,682
    Likes Received:
    1,063
    Nav and physics improvements! YAY!

    What is task plan and entity execute,and why do they ride up like physics? Other too; it makes some furious jumps and I'm curious why.
  6. Killerkiwijuice

    Killerkiwijuice Post Master General

    Messages:
    3,878
    Likes Received:
    3,622
    Thousandth message ;)
    jtibble likes this.
  7. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    I imagine "mine" is just another visibility layer, which nothing has visibility of by default (Combat Fabricators and Advanced Combat Fabricators would then have a recon entry added for this layer so they can see them). Whether it's a hard-coded layer, or whether we can extend it to custom layers I'm not sure.

    Haven't downloaded the PTE yet to confirm.
    websterx01 likes this.
  8. mot9001

    mot9001 Well-Known Member

    Messages:
    833
    Likes Received:
    650
    Tank Commanders
    -Turn In Place set to False

    This means now for the first time since the tank commander all commanders are the same again?
  9. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    I love you.
    Remy561 and cptconundrum like this.
  10. Killerkiwijuice

    Killerkiwijuice Post Master General

    Messages:
    3,878
    Likes Received:
    3,622
    Bsport and Remy561 like this.
  11. websterx01

    websterx01 Post Master General

    Messages:
    1,682
    Likes Received:
    1,063
    Was this some sort of flaw with them? It sounds like it should be a benefit,not a detriment.
  12. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    It made it impossible to combox with them because they turned too slowly.
    websterx01 likes this.
  13. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    tiny issue: I have no group 1, as I configured 1 to select by commander directly.
    bug: select all vehicles seems to select tanks as well as fabbers, I doubt it should select fabbers. I first thought the buttons directly relate to the hotkeys that allow to do similar, but they seem to be different a little.

    The idle UI will massively improve the level of play. awesome work.

    EDIT:
    Also while you are working on the selection systems: PLEASE make it so making a rubber selection always prioritizes fighters over fabbers. Do not do this "if you have more of one type that will be the type you select." Cause you know it sucks when you have a roughly 50:50 group of things. I basically requires the player to count what is there and then do the select. Kinda backwards to how it should be.
    thelordofthenoobs, Quitch and Remy561 like this.
  14. emraldis

    emraldis Post Master General

    Messages:
    2,641
    Likes Received:
    1,843
    with all these vision layer fixes, I hope celestial vision gets a fix... (IE doesn't automatically grant sight of all orbital units everywhere...)
  15. Remy561

    Remy561 Post Master General

    Messages:
    1,016
    Likes Received:
    641
    Orbital Laser (SXX)
    -Laser is now a Beam weapon
    Yay ^^

    -Mines can now only be seen by Combat Fabricators and Advanced Combat Fabricators
    Yay!!! :)

    - Craters are now unpathable
    Didn't expect that, I expected to be able to walk over them. Will see how it plays out ;)

    - UI: HUD: Updates
    <3

    - Performance work
    <3 <3 <3 <3 :D <3 <3 <3 <3

    - Fixes for some Steam Achievement bugs
    The spectator time counter I mentioned? :rolleyes: (Alias spectating after death or when joining a live game not counted as spectating time for the achievement)
  16. blightedmythos

    blightedmythos Active Member

    Messages:
    405
    Likes Received:
    202
    Heres hoping the sli crash bug is fixed as well as the random crashes while playing.
  17. SXX

    SXX Post Master General

    Messages:
    6,897
    Likes Received:
    1,811
    Any chance actual dynamic terraforming will ever happen? As far as I remember it's was one of reasons why pathfinding was originally rewritten.
  18. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    another bug:
    A factory that completes it's queue (for example one single scout vehicle) will stop working and idle, but wont be shown as idle.

    Also the idle view has a massive drawback: If I have 3 fabbers around the planet I can see I have them and I can select all of them, but I need to quickly jump to them one by one somehow to actually give them orders or I will end up giving stupid orders of "move through that enemy army and then build a pgen on the other side of the planet".
    Remy561 likes this.
  19. xankar

    xankar Post Master General

    Messages:
    752
    Likes Received:
    1,009
    1. Selection UI is very clunky and intrusive. I would imagine making it somewhat transparent would help with this. Also, there's no reason for it to be clunky all the time, make it smaller if you only select 1 kind of unit.

    2. Those unit selection buttons at the bottom left are useless to someone like me, I have key bindings for all that. An option in settings to remove that would be nice.

    3. Area reclaim with combat fabbers on mines does not work
    lapsedpacifist and Remy561 like this.
  20. SXX

    SXX Post Master General

    Messages:
    6,897
    Likes Received:
    1,811
    Random crash that happen most often was fixed in one of stable updates as "Fix for asynch parallel crash". E.g it's was most often crash on AMD/Nvidia hardware on Windows.

    Though Uber can't fix SLI on their own because it's crash within Nvidia driver and not the game.
    Of course they may guess what cause it, but it's not seems feasible.
  21. blightedmythos

    blightedmythos Active Member

    Messages:
    405
    Likes Received:
    202
    I don't know.. with the amount of crashes and bugs in this game it's hard for me to point a finger at nvidia. It could just as easily be something on ubers end and not driver related. It's often not nvidia related. In any case, Uber should be reaching out to nvidia to try and get it fixed.

Share This Page