Balance changes: Zeus Reduced Zeus effective rate of fire to 0.5 from 0.67 Increased Zeus ammo per shot and capacity to 10,000 from 9,000 Decreased Zeus ammo demand to 5,000 from 6,000 Leveler Increased Leveler build cost to 800 from 600 Decreased Leveler turn rate to 50 from 60 Gil-E Increased Titans Gil-E range from 180 to 220 for Titans (same range as Classic PA) Titans vs Classic PA Titans Leveler ammo velocity is slower (140 vs 150) Titans Gil-E health is lower (150 vs 200) Titans Gil-E build cost is lower (800 vs 1200) Titans Gil-E weapon can also target WL_Air Polish/fixes Fixed sudden death mode not displayed for other players in new game lobby (patched via community mods) Fixed zoom to celestial for POV camera Added tooltip for POV camera button Fixed attack, move attack and area attack for point / follow units to attack from max weapons range instead of rushing into and hugging target eg bots, hornets, etc. Fixed multiple saves during same game corrupting config Community Servers Support: Posting community servers beacon support for 32 players with 16 alliances command line option --gameover-timeout command line option --community-servers-url command line option --community-server-public-host command line option --community-server-region added missing help for recently added command line options. added state to server beacon added offworld support for AI only (no human players) testing
Some additional AI changes are also live via community mods: increased max fabber counts for Relentless / Absurd AI (more challenging) removed PreventsWaste personality tag from Hard AI to reduce jump from Normal AI for new players (easier)
Hey, an update. Awesome. Not so awesome that both the texture streaming bug (seeing lowres textures despite having enough VRAM to buffer all of them) and the highres interface bug (interface gets corrupted at something more than WQHD in fullscreen or windowed) still persist...
Did you give them vision? Shellers only see 38% of their range: https://palobby.com/units/unit/tank_heavy_mortar Also these changes do not apply to Shellers which have a brake value to match their acceleration.
No changes to hornets or wyrms? :/ anyone here that actualy uses those ? But hey still nice there comes something
Some additional 1v1 ladder rank display improvements are also live via community mods: added 1v1 ladder rank position or inactive status on start menu added 1v1 ladder rank updated position to game over
Some additional Galactic War improvements are also live via community mods: added moving between explored worlds so you can choose your battles (no longer forced to fight)
some feedback ment t1 repairbot spaces out on following groups and/ or building minefields either moving incredibly slowy and wobling or staying around in an unfinished minefield and wobling .. grenadiers still seem to keep going into enemy fire despite have vision on target on attackmove .. another problem i have is that hornets fire too soon when given a specific target to attack, attacking units and buildings on the way making sniping difficult ..
Combat fabbers stuck especially in minefields is nothing new. It's on my list to look at and might need a tweak of the spacing. Try the previous build and you'll see. I'm not seeing anything unexpected with grenadiers or hornets with attack move. A replay with timing helps. Some units are blind like shellers / bluehawks with vision lower than their range. Other units have vision greater than their range and will need to move closer to be within weapons range to fire. A lot also depends on the unit mix and grouping.
Some additional preset unit restrictions for AI skirmish and multiplayer are now live via Community Mods: Disable Titans Disable Ragnaroks Disable Nukes Enable All
the problem with hornets was not on A-move but on a snipeattempt giving a atackorder on a commander with rightclick, they fired before reaching the actual targed and as such have their actual launchtiming messed up grenadiers at the very least had radarassistance and were on their own afaik sry for not providing a replay, for some reason i can´t rewatch my replay after going back to lobby were it wasn´t listed in "my games only" or "all recent games" is there something with replay if you put your game as private or is there a optionsetting i need to check?
Improved game server browser sorting is now live via community mods: Unlocked games Unlocked sandbox games Locked games Waiting custom servers