PTE Stream: 71544

Discussion in 'Support!' started by garat, September 3, 2014.

  1. garat

    garat Cat Herder Uber Alumni

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    AI: Improve the AI's handling of Gas Giants.

    Annihilazer: the metal planet can now target planets with active thrusters.

    Bug: Fix for crash when a unit is on the final leg of a celestial move to a planet that gets smashed.

    Chat: Disabled the keyboard capture stack handling in live game.
    Chat: Breaks due to capturing more than it releases due to being inside of the computed without current capture state tracking

    Gameplay: Fix for being unalbe to set an orbital factory or orbital launcher rally point on a gas giant.

    Lobby: Maximum length limit for the lobby name.

    UI: fixed a bug with planetary weapon control alert logic.
    UI: you can now join an army after leaving a shared army (since the selectedCommander function will now always return a well formed object). also fixes the preferred commander logic.
    UI: shared armies will only use a single color. players (except the first player in an army) will give up their color when they join a shared army.

    [BALANCE]

    Gunship: Health: 240 -> 300
    Commander: AA Weapon: RoF: 2 -> 1, no AoE.
    Nukes: Cost: 60000 -> 50000
    Booms Damage: 250 -> 700
  2. Corang

    Corang Well-Known Member

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    cool, no cooldown for Annihilazer yet?

    EDIT: Also, first :p
  3. pieman2906

    pieman2906 Well-Known Member

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    Nice work on all the fixes, you guys are busting them out real fast.
    kayonsmit101 likes this.
  4. garat

    garat Cat Herder Uber Alumni

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    Also available on Steam.

    Why would there be a cooldown on the Annihilazer?
    drz1 and adoghost like this.
  5. DeathByDenim

    DeathByDenim Post Master General

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    Mini-"bug". Game stats are unmoddable because it's missing the loadMods function call. In line 713 of /media/ui/main/game/gamestats/gamestats.js the following code needs to be added:
    Code:
      // inject per scene mods
      if (scene_mod_list['gamestats']) {
      loadMods(scene_mod_list['gamestats']);
      }
    That is, just before
    Code:
      // setup send/recv messages and signals
      app.registerWithCoherent(model, handlers);
    
    I guess it's really a mini-feature request, but it's easily implemented, I think. :)
  6. brianpurkiss

    brianpurkiss Post Master General

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    Also hope there's some balance changes to commander torpedo and the dox coming soon.
    ace63 and Planktum like this.
  7. brianpurkiss

    brianpurkiss Post Master General

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    Because it's an insta win, even if it were a 10 way FFA.
  8. stuart98

    stuart98 Post Master General

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    It's an insta win... after you've given your opponent the chance to kill you dozens of times. If you manage to let your opponent build an annihilazor, then you deserve to lose.

    Still no com torpedo nerfs. :(
    cwarner7264, Planktum and adoghost like this.
  9. Raevn

    Raevn Moderator Alumni

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    Other Changes
    • [UI] Selecting the Orbital Factory & Orbital Launcher now shows the orbital shell
    • [UI] Some text added to Kickstarter dialog box, names to come.
    • [UI] Game over screen "VIEW END GAME" button renamed "VIEW FINAL"
    • [UI] Chronocam icon updated
    • [UI] PIP on/off icons updated
    • [UI] Uber Bar show/hide icons updated
    • Many CSS tweaks
    Looks like a regression with some of the localisation tags being removed in new_game.html?
    Last edited: September 3, 2014
    Remy561, Schulti and Quitch like this.
  10. adoghost

    adoghost Active Member

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    I agree with that, you have looooooong time before the thing is complete.

    and

    Time to do crazy stuff!!
  11. vorell255

    vorell255 Active Member

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    Awesome thanks for all the hard work guys!
  12. SXX

    SXX Post Master General

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    Yeah! Now it's become even better!
    Remy561 likes this.
  13. wondible

    wondible Post Master General

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    Only thing to add (modding): new_game passes a commander object (model.selectedCommander()) to join_army instead of just {ObjectName} Don't know if it's required yet.
  14. thetdawg3191

    thetdawg3191 Active Member

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    i think the lack of cooldown is counter-balanced by a few key factors:

    - you need 5 VERY EXPENSIVE BUILDINGS to get the damn thing up and running.

    - since everybody knows what the metal planet is good for now, EVERYONE will want control of it. you will be hard pressed to stake your claim

    - also, as far as i know, orbital radar/ radar in general is not required, because EVERYONE can see Caty's and Haileys being built, regardless of location. they know where you live, now....

    -also, (now this is just a theory) a well placed planet smash -might- destroy the CP's needed to activate the weapon. so one -might- be able to permanently disable the anihilazor from ever firing.
  15. nixtempestas

    nixtempestas Post Master General

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    I think having a charge up time might be fun (I think this can be modded already, haven't tried it yet though)

    So people can see the impending doom, and see on whom the doom is going to be inflicted and choose whether to aid the victim by attempting to attack the catalysts, or leaving them to die, THEN attacking the catalysts. provides risk and amusement, especially in a dynamic alliance game.
  16. popededi

    popededi Well-Known Member

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    Can confirm, if you destroy a minimum of 1 Catalyst build point the weapon won't fire.
  17. brianpurkiss

    brianpurkiss Post Master General

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    But the Catalyst costs the same as a Halley and a Halley does a lot less damage and is only one use.
    Planktum likes this.
  18. duncane

    duncane Active Member

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    But you need 4 Catalysts yeah? And a metal planet.
  19. garat

    garat Cat Herder Uber Alumni

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    Five catalysts, and you need to maintain control the entire time, and a metal planet is a minimum of 500 meters. Bit harder to maintain control of than a typical "asteroid moon".
  20. thetrophysystem

    thetrophysystem Post Master General

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    Not to mention cheap SXX snipe are guranteed to work, the SXX lands directly above in the orbital layer and fires, and the catalysts unlike commander cannot move out the way. Same with nukes.
    Max lobby name length? Yay, I contributed! *hugs*

    Commander AA weapon nerf? Still missing naval one. Naval one is kind of encouraging air, since commander bests all t1 naval no contest. Unlike ants, in numbers they never even make it into weapon range before death. Still, progress.

    Boom damage buff? Makes sense, they used to 1 hit t1 structures. Actually, they still don't do they, it would need to be 750 I think. Maybe. Don't have actual numbers in hand.

    Good stuff, best of hopes to release, there WILL be flak but at this point that is inevitable because some people apparently just out for blood so at this point it is whatever's best and not whatever's demanded.
    Last edited: September 3, 2014
    drz1 likes this.

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