Build is live through our Launcher, and the PTE beta on Steam. As always, there are far more fixes than represented here, including quite a few client memory use fixes, and server crash fixes. [AI] The AI will react better when the only intel it has is radar blips. [AI] AI commanders will return to the safety of their base when they have nothing better to do. [AI] The AI will act to remove all land and air threats once there are no more econ threats. [AI] AI land platoons are now less likely to run away once they have made it into an enemy base. [AI] The AI commander can now help out planet wide if the AI controls the whole planet. [AI] AI will now target commanders with nukes, regardless of the metal value of the structures around him. [Galactic War] The default gw game name is no longer 'New Game'. The format is now 'War - ' + dd//mm/yyyy. [Gameplay] Fix for radars continuing to work when set to conserve energy. [Gameplay] Oribtal transports now ignore goal collisions when loading and unloading. [Gameplay] The goal radius for load and unload has been shrunk. [Graphics] Reduce memory overhead of impostors by ~10MB for large systems by using shared depth buffers. [Localization] Huge loc additions. Added: Korean, Arabic [Notifications] Added combat tracking (currently based on units destroyed). the 'acknowedge alert' action will now zoom to the latest combat if there are no other alerts. Also added a specific 'zoom to combat' command. [Notifications] Fix for the repeating low cmdr health warning. this just prevents it from firing if your cmdr (the one you spawned with) dies. [Notifications] Audio tweaks to reduce the frequecy of economy overflow warnings. [UI] Quick fix for the invisible console bug. this removes the default binding for toggle console. This fixes the UI lockup issue some people would encounter when hitting the ~ by mistake. [UI] Changed the unit celestial path shader to be solid instead of faded. [UI] The ui will now remember your display name after you leave the main menu.
Other Changes New Commander: Imperial Kapowaz Commander 7 steam achievements added: World Ender Him or Me Technological Terror Fully Operational Worldbuilder Team Player Galactic Commander
AI changes seem functional and AI is over-all better yet still wasnt at its capabilities before the release. love the GW change Bug fixes always welcome and more optimization great however i must say that the state of naval is in disarray because bots and slammers are much better at taking water then navy TIME TO BRING THE CHEAP SUB-MARINES WITH THEIR AOE TORPEDOES! xD
We're going a little off-topic here, but from the little I can remember of the past few days, I've been working on a naval balance/improvement/fixes mod recently. Probably gonna release/make a long post about it tomorrow. In the ideal world Uber would trust me enough by now to just: "Yep, this looks good, *puts in game*". EDIT: Fun Boats
Any update on: PA#3272 Had a look at patching this but seems to be in the engine and not the user interface. The vision bits returned from the engine are always false and calls to updateObservableArmySet are ignored.
Did the rest of Varrak's RAM usage fixes get into this build? He mentioned that the coding fixes didn't get into the release build.
Localization: - GW: cards tagged for localization - GW: faction planets tagged for localization - System lore tagged for localization - Settings tagged for localization Internal: - GW: tweaks to return to map - brief mention of serverMode for recording game results - Replay updates rewritten a little; list still often blank. - Steam status and uberUserInfo stored in session - common.js touched (loc function) - Tweaks to social bar
Anything he had checked in as of this afternoon was included. At least two different significant client memory improvements I'm aware of.
Thanks. If it is in the UI please let me know what I missed. The updateObservableArmySet calls aren't actually ignored but all I could get the engine to show was biome changes like cleared or burning tress.
Also looks like someone did a purge on the bloated games feed... it's down to < 200 entries or < 150KB without compression. Sadly it still looks like 85% junk with old builds, old games, invalid games, private games, etc. eg only 6 of the current 185 entries are actual candidates for the server browser. Earlier this week it was almost 1MB/sec (8Mbit/sec). That's a lot of bandwidth...
I noticed a steep difference in downlaod size between Steam and Uber launcher. Steam: 49 MiB Launcehr: 342 MiB Could be just different ways to compress/transmit the same data of course (über-launcehr download unneeded information). I look if I can see the new commander. Edit: The Commander is indeed not there on the steam version: I will check for the Launcehr version next Edit 2: No new commander on the launcehr version either.
I admit an option to "athorise" late spectators would be nice For the time being it would be easier to jsut say "don't allow spectartors joining".
Apparently some of the really usefull UI stuff is not properly explained in the game. And reviewers stumble over that left and right more then about the gameplay (or rather the impact lacking understanding had on gameplay). As it so happened when talking about it I wrote something. That you could just put on a ingame html page. https://forums.uberent.com/threads/area-commands-tips-tricks-video-not-obvious-enough.64301/ [/broad hinting] You might have something better planend in the long run. But this should be a fix for now and would propably up all future reviews by 20-40% points.