Release Candidate for next live build - now on PTE

Discussion in 'Planetary Annihilation General Discussion' started by jables, January 28, 2015.

  1. jables

    jables Uber Employee

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    Hey all,

    We've got a release candidate for our next live update up on PTE. Please look it over and get us any bugs/feedback. We'll be prioritizing stuff, so your find may not hold up this build, but it will be logged in the database for one of the next ones! If everything looks good, we'll be pushing this live tomorrow. Thanks everyone :)

    RC1 build: 77398-pte change list

    Balance:

    *new unit*
    - Advanced Interplanetary Fighter (Phoenix)
    -- Can move between planets
    -- Health set to 300
    -- Metal Cost set to 720
    -- System Velocity Multiplier set to 15.0
    -- Gravwell Velocity Multiplier set to 6.0
    -- Move Speed set to 80
    -- Turn Speed set to 270
    -- Surface/Air/Underwater Vision set to 150
    -- Damage set to 80
    -- Range set to 120
    -- Rate of Fire set to 3

    *new unit*
    - Submarine (Barracuda)
    -- Health set to 550
    -- Metal Cost set to 500
    -- Spawns and moves on the Underwater layer
    -- Rate of Fire set to 0.6
    -- Damage set to 250
    -- Range set to 150
    -- Vision set to 150
    -- Acceleration set to 40
    -- Brake set to 120
    -- Move Speed set to 12
    -- Turn Rate set to 60

    *new unit*
    - Stealth Submarine (Kraken)
    -- Health set to 2100
    -- Metal Cost set to 1800
    -- Spawns and moves on the Underwater layer
    -- Torpedo Rate of Fire set to 0.6
    -- Torpedo Damage set to 250
    -- Torpedo Range set to 150
    -- Missile Rate of Fire set to 5
    -- Missile Damage set to 200
    -- Missile Range set to 150
    -- Vision set to 200
    -- Acceleration set to 40
    -- Brake set to 120
    -- Move Speed set to 12
    -- Turn Rate set to 60
    -- Cannot be detected by radar

    - Destroyer (Orca)
    -- Removed torpedo weapon
    -- Rate of Fire increased from 0.5 to 0.6
    -- Range increased from 180 to 200

    - Gunboat (Piranha)
    -- Move Speed increased from 15 to 20
    -- Acceleration increased from 150 to 200
    -- Brake increased from 50 to 75

    - Frigate (Narwhal)
    -- Added torpedo weapon
    -- Torpedo Damage set to 250
    -- Torpedo Rate of Fire set to 0.4
    -- Torpedo Range set to 150
    -- Shell Rate of Fire reduced from 1.5 to 1.0

    - Advanced Torpedo Launcher
    -- Rate of Fire reduced from 3.0 to 2.5

    - Torpedo Launcher
    -- Health increased from 1500 to 2000
    -- Metal Cost decreased from 400 to 350
    -- Rate of Fire increased from 0.5 to 0.8

    - Missile Ship (Stingray)
    -- Missile model changed from missile_tactical to missile
    -- Health increased from 1000 to 3000
    -- Missile Rate of fire increased from .2 to .25
    -- Missile Range increased from 180 to 225
    -- Missile Damage increased from 500 to 1000
    -- May now target orbital units
    -- Deals 50% damage to AT_Orbital armor types
    -- Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

    - All torpedoes no longer deal AOE damage

    --All units with surface_or_air vision can now see underwater as well

    -t1 Energy Plant
    -- Health decreased from 3000 to 1000
    -- Metal cost decreased from 450 to 400

    -t2 Advanced Energy Plant
    -- Health decreased from 13500 to 5000

    - T1 Bot Fabber
    -- Energy Draw decreased from 1000 to 800

    - T1 Vehicle Fabber
    -- Energy Draw decreased from 1000 to 800

    - T1 Naval Fabber
    -- Energy Draw decreased from 1000 to 800

    - T1 Air Fabber
    -- Energy Draw decreased from 1100 to 900

    - t1 Artillery (Pelter)
    -- Health increased from 500 to 1000

    - t2 Artillery (Holkins)
    -- Health increased from 1500 to 5000
    -- Rate of Fire increased from 0.05 to 0.07

    - t2 Tactical Missile Launcher (Catapult)
    -- May now target orbital units
    -- Deals 50% damage to AT_Orbital armor types
    -- Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

    - Gunship (Kestrel)
    -- Health increased from 300 to 350
    -- Metal Cost decreased from 960 to 720

    - Tactical Bomber (Hornet)
    -- Spread Fire set to True

    - Bomber
    -- Guard radius increased from 60 to 120

    - Anchor
    -- Now has two anti-orbital guns and one anti-terrestrial
    -- Metal Cost reduced from 3600 to 1800
    -- Health increased from 2000 to 3000
    -- Surface/Air/Underwater Vision increased from 0 to 120
    -- Damage set to 65
    -- Orbital Rate of Fire set to 3.0
    -- Orbital Range set to 150
    -- Terrestrial Rate of Fire set to 2.0
    -- Terrestrial Range set to 120

    - Jig
    -- Explosion radius increased from 150 to 200
    -- Explosion damage deals 5% damage to AT_Oribtal armor type (AKA blows up structures, but not your fighters)

    - All oribital stuctures now have armor type AT_Structure

    - Orbital Fabricator
    -- Can no longer reclaim

    - Orbital Laser (SXX)
    -- UNITTYPE_Important removed
    -- Health increased from 1500 to 1600
    -- Metal cost decreased from 24,000 to 6,000
    -- Damage decreased from 2500 to 1250
    -- Full Damage Splash Radius increased from 2 to 3
    -- Range increased from 15 to 40
    -- Acceleration increased from 10 to 25
    -- Brake increased from 10 to 25
    -- Ammo Capacity reduced from 40,000 to 6,000
    -- Ammo Demand reduced from 20,000 to 3,000
    -- Ammo Per Shot reduced from 40,000 to 6,000

    - Astraeus
    -- Metal cost decreased from 600 to 400
    -- System Velocity Multiplier increased from 7.5 to 10.0
    -- Gravwell Velocity Multiplier increased from 3.0 to 5.0
    -- Vertical Speed increased from 100 to 200

    - All Orbital units
    -- Guard Radius increased from 50 to 100

    - Assault Bot (Dox)
    -- Vision Range increased from 100 to 105
    -- Projectile lifetime decreased from 2.0 to 1.0

    - Tactical Missile Bot (Bluehawk)
    -- Range decreased from 180 to 160
    -- May now target orbital units
    -- Deals 50% damage to AT_Orbital armor types
    -- Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

    - Grenadier
    -- Metal cost decreased from 120 to 100
    -- Vision Range increased from 85 to 110
    -- Range increased from 95 to 105

    -Combat Fabricator
    --Cost decreased from 720 to 250

    -Advanced Combat Fabricator
    --Cost decreased from 6000 to 2500

    - Pelican
    -- Now buildable by T1 Air Factory
    -- Health decreased from 90 to 40
    -- Metal cost increased from 45 to 100
    -- Acceleration decreased from 45 to 30
    -- Break decreased from 45 to 20
    -- Move speed decreased from 90 to 70

    -Teleporter
    -- Metal Cost increased from 400 to 800

    - Unit Cannon
    -- Metal Draw decreased from 120 to 60
    -- Energy Draw decreased from 4050 to 3050
    -- Will now fire in a 30 meter spread around target

    Polish/Bugfix:
    - Fix for random landing spot generation not creating valid landing spots
    - Holkins art fixed
    - Can now do multi-node jumps in Galactic War instead of having to move nodes 1 at a time
    - Kickstarter credit updates
    - SpiderofMean Commander name change to Xenosentry based on backer request
    - Random fixes for non-English languages
    - Additional logging added for crash tracking improvements
    - Improvements to logging
    - Fix for Galactic War cards overlapping and obstructing buttons in some localizations
    - Adjusted AI nuke targeting logic
    - Adjusted Order Bar sizing
    - Added support for Command key on Macs
    - Metal spots now added to ocean floor
    - Fix for custom metal spots orientation
    - Layout fix for multiple chat windows styling
    - Fixed 1px shift on chat messages
    - Fix for the "Team Games" achievement
    - Remedy a very uncommon crash affecting some Mac OS X users running firewall software
    - Fix for AI getting stuck sometimes on mixed terrain planets
    - AI will now handle water maps better by not building in small lakes
    - Sound and audio work
    - AI performance improvements
    - Moved air transports to bottom of build bar
    - Fix for AI land and naval rally point selection
    - Update for naval platoons to use the new AI rallypoint work
    - AI should be less likely to transfer its commander to a planet under heavy enemy control
    - Dox ammo is set to half the lifetime to stop overshooting
    - Fix for nav related crash
    - Fixed some effects bugs that were causing lag
    - Fix for AI overbuilding fabbers
    - Fix for torpedoes exploding on hitting water surface
    - AI will look at anti-orbital thread when deciding on where to land on a planet
    - Art pass on icon sizes for sea units and orbital
    - Fixed bug where changing alliances would start multiple countdown timers
    - AI will now build factories closer together
    - Fix for crash from texture pool accessing non-existent textures in .papa files

    New Commanders:
    - AceAI
    --
    - Enzomatrix
    --
    Quitch, ace63, EdWood and 20 others like this.
  2. jables

    jables Uber Employee

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    new items are somewhere around... (though some of these may have already been out there)

    - Fix for nav related crash
    - Fixed some effects bugs that were causing lag
    - Fix for AI overbuilding fabbers
    - Fix for torpedoes exploding on hitting water surface
    - AI will look at anti-orbital thread when deciding on where to land on a planet
    - Art pass on icon sizes for sea units and orbital
    - Fixed bug where changing alliances would start multiple countdown timers
    - AI will now build factories closer together
    - Fix for crash from texture pool accessing non-existent textures in .papa files
    Quitch, ace63, devoh and 6 others like this.
  3. Corang

    Corang Well-Known Member

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    First!

    EDIT: looks nice though, haven't gotten a chance to play any PTE's can't wait to get my gaming rig back to try it out!
  4. jables

    jables Uber Employee

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    @tvinita will correct any missed balance changes. they are all in the big "everything" list, but may be missing in the short list below it :p
    Remy561, christer1966 and drz1 like this.
  5. MrTBSC

    MrTBSC Post Master General

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    DAT acecommander ... goddamnit now there are 5 commanders i want ... damn you UBER!!!!
  6. julien119

    julien119 Member

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    Can pelicans carry commanders?
  7. Killerkiwijuice

    Killerkiwijuice Post Master General

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    Nope, and I'm happy.

    Since pelicans can carry commanders, they basically become a mobile base. They're also very hard to shoot down with fighters protecting them, unless you can target them with pro-micro skillzzz.
    emraldis and julien119 like this.
  8. websterx01

    websterx01 Post Master General

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    Wow... looking at it like this shows how much stuff has been adjusted.
  9. Spriggan43

    Spriggan43 Active Member

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    Please fix the ATI high Contrast problem.
    xankar and cola_colin like this.
  10. frostsatir

    frostsatir Active Member

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    So it can't reclaim trees anymore?
  11. nateious

    nateious Active Member

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    - Unit Cannon
    -- Will now fire in a 30 meter spread around target

    If you select multiple unit cannons, do they all get their own spread, or do they share one?
  12. jables

    jables Uber Employee

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    I'm not sure actually... @sorian would know.
    ArchieBuld and christer1966 like this.
  13. Clopse

    Clopse Post Master General

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    Excellent work guys, is there any info or fixes on the air pathing problem, ie. units stopiing in the middle of a move order etc.
    FSN1977 likes this.
  14. frostsatir

    frostsatir Active Member

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    So invade on tropical planets will be a little harder))
  15. ndm250

    ndm250 New Member

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    Could not find the Advanced Interplanetary Fighter ingame.
  16. Raevn

    Raevn Moderator Alumni

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    Other changes in 77398 (from 77337)
    Anchor
    • Firing arc reduced to 1 from 10 degrees.
    • Yaw & Pitch rates increased to 30 from 5 degrees/second
    • Weapon effects updated
    Sniper Bot
    • Weapon effect updated
    Quitch, ace63, EdWood and 2 others like this.
  17. temeter

    temeter Well-Known Member

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    Neat, that's an impressive amount of changes.

    Ah, I already wondered since when the sniper bot had that neat beam.
  18. emraldis

    emraldis Post Master General

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    area-attacking with a unit cannon leads to the negation of the spread, but only if the area attack covers an enemy unit. If it covers no enemy units, it doesn't fire. Also, targeting an enemy unit or structure causes the UC to fire without spread. Also, the anchor's anti-ground turret doesn't aim downwards, only sideways.

    As a side note, I feel that the sniper bot doesn't sound "snipery" enough, I feel it needs more of a "whip-crack" sound rather than a "pew" sound... Perhaps enemy sniper bots should be flagged as important if detected as well...
    Last edited: January 28, 2015
    ace63 likes this.
  19. bgolus

    bgolus Uber Alumni

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    Are you seeing the updated model?
    [​IMG]
  20. Sorian

    Sorian Official PA

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    The only problem I am aware of is the units slowing or stopping when given multiple orders quickly (assuming that hasn't been addressed yet)
    squishypon3, EdWood, Remy561 and 2 others like this.

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