Posted this on stream, but was informed that the devs dont really read those forums; so just going to repost it here. I found most of these in v.47164 the version just before v.57449 but after some testing doesnt seem like any of them have been fixed so it seems they are valid for v.57449. On that note, I would appreaciate if there was a more "in-depth changelog" like even a list of all issue titles/numbers with a "fix" next to it would be fine too. Bugs Hotkey SHIFT Bug When using hotkeys, holding the shift key wont allow you to que different buildings (if you access those buildings from the hotkey). eg. Set Metal Extractor to 'a' and energy to 'b', then ingame shift+a and try pressing b while shift is still held down, you'll notice nothing happens. No Chat after selecting spawn If you select a spawn in a 2v2 game you wont be able to open the chat window. No Unready / Leave option If you select ready in lobby, you should be able to hit unready. Planes Fly Though Mountains on 2000 diameter It appears the elevation at which things should be is not entirely correct. Anti-air shoot ground and though buildings They should at least not shoot though buildings when they target ground. Issues While I understand this is a "beta" some of the following are kind of "pre-alpha" annoyances and should be fixed asap since even the concept of "beta" has it's limits. Team Battle starting position select If you set up an army battle of say 2v2 then what seems to easily happen is that one any person on any team can go: Select Spawn > Start before his team mate selected a location, depending on if the other team is faster in selecting what will happen is that the player that didnt select a spawn will not get his comm on the field. Quick fix: if a player in an army hasn't selected a spawn just spawn them near the closest ally Long fix: there needs to be a little screen with all the points and when players select a point they should show on that screen so the other players in the army know they have selected; in addition the game should not be allowed to start until ALL players have selected their spawn. Animation/Units dont scale well Tested by monitoring entire system resources using gpu-z and other tools. On 2000 diameter planet I'm seeing 20-40% load on gpu with 1.6/3gigs of vram used, 16/32 ram used and processor at around 40-60% load and the game lagging. No disk bottlenecking as far as I can tell. I also seem to experience some LOD not scaling too well on the large planets as well. Though assets such as trees and such dont seem to cause any lag by themselves; mostly the way unit movement/attack/ques is handled seems to be the issue. Changing hotkeys re-renders the entire map This might not be noticeable on a map that doesn't have trees. Here is a sample map for testing: Tropical, 1, 750, 10, 10, 20, 65 You will get a forest map. Simply change any shortcut while ingame. Specialized Water and Mountains Sliders At the moment it's extremely difficult to make a map that is a terran world that doesnt have water yet also isn't just covered entirely in mountains. There needs to be some extra options to just unfavor water and mountain generation since (going by how many people like moons) there is a dislike for heavy terrain blocks (not to mention a mountain planet is ugly!). Make it possible to log in into uber net though the steam open authentification. I've got the game though humble, selected steam (because I wanted the ability to invite friends into matches if it ever became available) so had my account "linked." This process seems to have caused my password for uber net to be reset, I was initially not even sure if resetting my uber password would break the game so it's actually quite troublesome. The simplest solution is to just not have to deal with the authentification. Steam can authorize me, so just let me log in though steam. Other Minor Annoyances Trees and rocks and other doodads dont get cleared away when placing a building on them. The game should check the map and clear away any metal points that are invalid, or just adjust their position if possible so they become valid.
Continuation due to 10,000 limit. Personal Opinion Current Water should be T2. T1 Water should be much lighter ships. Bots should be able to move underwater, and Bot and Air should both be universal. Vehicle factory should just be contextual. If you place it on water it's a Shipyard, if you place it on land its a Factory. Less hotkey madness that way. Laser Sats should fire a visible beam that just acts as a DOT on the target, that way it's easier to tell if they are actually doing anything or bugged out (as in just moving into position). It also has a lot more potentially for pretty effects and is easier to notice by the enemy commander. Factories should be allowed to rally directly into a Patrol Path. When a player creates a control group of a unit group the group should get a descriptive name followed by a unique number, ie. "1st Infatry," (for bots) "2nd Artilery", "3rd Armor Core" (tanks), etc. The number and name would then make it easier for players fighting in a team to reference said groups. When a group is formed there should also be no icons for the group, instead there should be a little icon with a number. So a group of 12 bots, 5 artilery bots and 50 tanks would show 3 icons, one of bots, one of artilery and one of tanks each with the number of units, and no other tactical icons. Players would be able to select the group by clicking any unit or the icons. The icons would appear at either the center of mass or the largest body whichever is bigger. The map should be split into sectors. From the N to the S pole each map should have a sector for every 200 units of whatever diameter is measured in. There should always be in greek to avoid confusion with things like groups suggested above (or other similar infinite number reference systems). So from top to bottom a 1000 diameter map would have Alpha, Beta, Gamma, Delta, Epsilon. On the horizontal (ie. for each of these named areas) there would be another split every 200 units, these would follow standard decimal notation and going down each section is shifted 100 units so Alpha-1 and Alpha-2 have Beta-1 or Beta-2 (depending on split) in the middle, rather then say Beta-2 being directly under Alpha-2. This is to help with "pin point positioning" when facing edge problems. ie. "their base is between Alpha-1, Alpha-2 and Beta-2 instead of "between alpha-1 and 2" which is ambiguous in whether it's on top or at the bottom. The reason for sectors is that you don't have to then say "near the big lake on the part of the planet with the penis shaped rocks that look like justin bieber," you can just say "enemy base is in Alpha-1," or "spotted comm in Gamma-5" or "send reinforcements to Beta-4" or "we're losing at Beta-5" or "expanding to alpha/beta 1 to 3" etc etc There should be inter-planetary bombardmant satalites that can fire missles to target in ordbit objects on any planet on the system but not actual planet side assets unless the player has visibility of the planet. If say a comm is hopping from planet to planet so long as he lands before the missles reach him the missles will fizzle out in space, otherwise they'll just intercept in inter-planetary orbit and drop him; this would avoid the need for any sophisticated inter stellar ships and such while making sure people dont stay in orbit permanently. I would like the ability to set waypoints/patrol paths that aren't attached to units. So for example set a general planet patrol path at one point or another and then simply assign units to it. It would be nice to have a right side multi row (ie. table like) view of the buildings in the game, with a split between tier 2 and tier 1. The single row at bottom is a little unwieldly. It would be nice to have a small globe at the bottom of the screen representing the current planet you can just splin and click to quickly move the camera around the planet. This isn't such a big issue on small planets but on 2000+ diameter I can see it as MANDATORY. A little galaxy map to easily switch planets and view space activity would also be nice. I would like to see a "Space Gate" building that has fixed and mobile component. The mobile component should be able to go into orbit and to another planet and set up a ONE-WAY warmhole to the planet in question. Destruction of any of the components should result in self destruction of the remaining bit and the mobile/orbiting part should be no stronger then a t1 bot factory and allow limited amounts of units to go per second (can be limited by warping animation). Once a portal is opened the mobile bit becomes fixed and can no longer be moved. This should allow for easier expansion to other planets as well as variety in orbital play. Mine fields would be nice and give purpose to scouts of all kinds. The hawkins should be mobile with a long setup time. Hotkey to select all of one type (air, ground, water) with another set for artilery (bombers, artilery bots etc). When selecting multiple or single factories (though all factories hotkey) ability to drag icons to map to set Rally for UNIT TYPE. So if say you have a factory selected you can drag workers to a specific point and drag other units to another so you can easily find and select them later. Similar uses for bombers and fighters. When selecting multiple factories unit icons should show in groups and tiers. Having a button in the interface for selecting ALL factories along with a little "infinity" toggle next to icons, would also likely help a lot newer players and avoid pointless spam clicking. If set to infinity non-infinite ques take priority ALWAYS. So you can set a factory to build infinite tanks and if you tell it to build 3 fabbers it will do it as soon as possible. An eye dropper tool to easily copy paste any building on screen with a fabber group capable of building it. ie. select fabber hotkey eyedropper, select building to copy, drop new building to order fabber to build it. eg. power generators factories etc; avoids navigating the interface. A power map. ie. toggle show icons of power consumtion and production in red and green. Same for metal. Easier to manage "where the hell are my resources going to. A side pane that pops up with largest consumers at the top would also help in team games when your team mate is "accidentally" building t2 with 50 bots. causing major power shortage. Back Up order for tanks. ie. move back with out turning. Those are always fun, and makes strategic sense in most cases since it avoids turning animation which would otherwise get the units killed.