Is now up. This fixes the server hang we were encountering. All the prior notes apply. There is also a re-factor our setting screen that will require everyone to re-set their settings. This is a necessary step to clean up a number of things, including getting settings to sync with PlayFab so that your settings are now properly sync'd between computers. From Scathis's post: Highlights: - All non-combat structures health increased by 3x. - General combat balance pass over ALL combat units and structures. - T1 AA Bot: Removed. - New T2 Tactical Missile Bot added. - T2 Sniper Bots: Can now shoot down tactical missiles. - T1 Assault Bots: Turned into light raiders. Fast, cheap, weak. - T2 Assault Bot:s Can now go under water, added torpedo. - T1 Bomb Bots: speed greatly increased. - T2 Tank: Has a very slow turret turn rate but improved overall. - T1 Fighter: Improved. - T2 Fighter: Removed. - T1 Bomber: Drops 5 bombs in carpet bomb style. - T2 Bomber: Fires from outside of range of AA towers and fires a tactical missile. - T1 Frigate: Torpedo removed. - T1 Destroyer: Torpedo added. - Pass on Artillery structures and their firing arcs. - Tactical Missile Launcher Structure: Energy removed, range reduced, made into much more of a base defense. - Bases defenses improved overall. - Ion Cannon: (Umbrella): Energy usage removed, range and damage increased. From my post: It includes Mac OS/X SDL implementation - this allows for true full screen.
sweet, I had an awesome GW started on the last one, now I can actually play it On a side note, is this patch supposed to be 327 MB? seems a little extreme considering the relatively small change from the last PTE patch. Since I started using the new launcher all the patches seemed to be much bigger but this seems REALLY big.
new api.settings, which should be available everywhere. metal crater, but it doesn't appear to be referenced from a text file, so it's not hooked in unless they special-cased the code (or use a dynamic <planettype>_crater type lookup)
I suppose it's because some audio file changes Also if I understand it's correctly new launcher download not just one file, but entire package that contain file.
Still some issues with Engi's not building the building that is qued up, just stops and does nothing. +Big server sim improvements.
The edge scroll settings don't seem to work, and the on/off labels feel wrong. Tried "restore to defaults" and still didn't work. (It's currently where I want it) Can't enter '.' (period) as a keyboard key.
I think I've narrowed down the build issue a little - seems like I can't build when icon has still has it's background color lit up. Still getting the total coherent crash, (game engine and camera pan runs, but no UI response) although I believe it took longer this time.
The in game performance of this build is quite bad to sea the least. I have a strong feeling that the performance is way worse than the previous build and would call this build very unstable to be honest. I played one game it lagged extremely.
Performance in this game is amazing.. best yet.... played for over an hour and a half with practically no lag by the end. Superb
A lot of things can affect people differently. As I said, settings on this build would have also reset for you, so double check your settings and make sure none of your graphics settings got changed to something your computer can't handle. There's a number of things that can happen game to game too that might have impacted your performance, so check settings and try a couple different games and see what things feel like.
I will try some more games with different settings maybe i will get different results. Maybe it was to soon to say this build has worse performance.
Garat, do you have any automatic benchmarking in-place to auto-select appropriate settings for the computer playing? If not, is it in the backlog? It might make a lot of customers happy, indirectly.
It's not on our backlog. It's a complex bit of work, made more challenging by being open gl. There's a lot of things that are very difficult to query open gl for, as I understand it. I'll add an item to the backlog, but for now, it would be an exploratory "Can we even realistically do this". We could, in theory, rely on direct x interfaces on Windows, which would require a full directx install, but that also doesn't do much for Mac or Linux.
Playing GW, trying to beachhead a planet that was fortified by enemy AI. Built several teleporters, but none of them would work. Built teleporters on my own planet just for giggles, and they worked fine.