Hotfix Build: 73441 resolves a few issues trying to load the Syncronous boss battle, as well as playing a Generals Commander game with the Syncronous faction. The hotfix also reduces load times for complex systems, and reduces client memory usage. Congratulations, space warrior! You've earned a new achievement. Just kidding. You haven't earned anything yet (outside of our undying gratitude for playing our game). But now? Oh-ho. Now, you can flash some fancy cheevos and trading cards if you exhibit the raw intensity and ability to earn them. Welcome to our latest update, the Steam Community Update, which adds a couple of ways to impress your friends with digital feats of strength and cunning. That’s right: starting, uh, now, Planetary Annihilation supports Steam trading cards, badges, and achievements. In Steam, click on “achievements” to learn more about what you’ll need to do to unlock them. Simply by playing, you’ll be able to earn cards. So, go ahead. Let's see what you can do, warriors. We'll be watching, waiting to see who can grab them all. In the meanwhile, enjoy some of the other fixes and tweaks we've introduced with this patch. Full notes below: Balance: All units arriving at a planet via celestial space will now have a 3 second cooldown before they can take any action. Gameplay: Fix for tactical missiles flipping out when targeting factory wreckage. Gameplay: Make Area Patrol more gooder!! Ground and Sea units now use a guarding behavior when they do area patrol. Each unit type has a pool of shared area targets that they pull from in order to do a small local area patrol. If any nearby units have an attack target, other units will also target it. If the units are too far away from their destination during whole planet patrol they will use the army wide cached targets to keep memory spiking down. This improves both patrol behavior and navigation performance when doing area patrols! Gameplay: Adjusted the guard radius calculation to be the same everywhere. Gameplay: Adjusted the guard radius for all units to be something more reasonable. Gameplay: Fix for units firing into terrain if their target happened to be close to blocking terrain. Gameplay: Land mines can now take damage from weapons and explosions. System Editor: Fix for not showing the busy message when going from a terrain preview to a full preview. UI: Unit selection group display. UI: The client can now limit total number of coherent processes. This is mostly important if you have limited memory. (Suggested by our users.) Use --coherent-options="--renderer-process-limit=N" to change the value, or --coherent-options="--single-process" to run in single-process mode. (Really not recommended...) Windows: Tell NVIDIA Optimus to use discrete graphics. Extended Notes: You are now able to view metal spots in the system editor! - Clicking "Preview" in the system editor will generate a planet without metal spots (and without having to create nav or physics world). - Clicking "Preview" with the "with metal spots" checkbox ticked will generate and display metal spots. If you already have a planet preview the terrain will not be regenerated. - While a planet preview with metal spts is up adjusting "metal density" or "metal clusters" will give immediate feedback without regenerating the planet terrain. - Metal spot placement in the system editor is accurate, except in the case of start locations. System Editor: Multiple polish items. - Nav mesh generation no longer blocks the UI - Metal spots can now be turned on and off. - Starting planet flag is now correct on load. - Exiting the system editor goes back to the system load screen. - Clicking on a planet no longer moves it. Language updates for: - French - Spanish - Italian - German - Polish - Arabic - Czech republic - Hungarian - Korean - Netherlands - Netherlands, Belgium - Portugeuse, Brazilian - Russian - Chinese, Simplified
First? Also, idc how many times people tell you that you don't listen to your playerbase, thank you for implementing flexible coherent process limit specification, and for cooldown for orbital entry, the metal spot display in system editor, and the fixes for area patrol and guard behavior. I now simply and humbly just hope, that this update didn't futz with any server mods, because I don't want to be very much through making one like I am now, just to find I have to redo.
Apparently they only changed that the Renderers are no longer limited by default (they were set to default limit of 4 on the PTE): https://forums.uberent.com/threads/pte-stream-72908.64565/page-4#post-1008326
It's looks like it's should be there for about 20 minutes: https://steamdb.info/app/233250/history/ Did you tried to restart Steam client?
Yeah i restarted multiple times. EDIT: steam was being weird again and never showed the update as being downloaded. It works.
It means that whereever the spawns show up when you make a real game the mex will be changed. Basically the spawns are not added in the system editor, but adding spawns changes the mex in that area.
We had a problem just now where SXX satellites refused to move between planets. We only managed to make them go into celestial space by building them on a gas planet. Other orbital units moved just fine. New bug? Or did I just chance into an old one?
The client no longer requires a mod to show modded games. I wasn't able to find any modded games in the list, so it doesn't seem like the client is filtering them. I'll start a modded game latter to test this... Has anyone created a modded game that did not appear in the browser (you will have to change the default filters)?
That was a typo and referred to cheat games. This is needed, however. I'd be surprised if after enabling it server mods weren't used in at least 5% of multiplayer games. Perhaps Uber should do a retention test like the folks at Carbon Games sometimes do on Airmech. Make it so that some new players randomly have their modded games filters set to on and see if they play more or less before leaving (or don't leave at all) when compared to other players. EDIT: Or maybe it's just a bug and you can disregard this. Anyway, could we start seeing some of the simpler changes from here: https://forums.uberent.com/threads/pa-server-api-requests.61182/ implemented? A "hover" navigation type, auto_reclaim, and a WL_AnyHorizontalGroundOrSeaFloor" world layer seem simple enough to implement.