PTE Build 87070

A big PTE just landed. For those of you who are new, the PTE is the public test environment where Uber allow the community to try out changes ahead of them going live. Check out our guide for more information. Feedback for Uber should be left in the official thread for classic or TITANS.

If you spend most of your time playing against the AI then you’re in for a treat, because not only are there a host of AI improvements in this PTE, there’s also a big new feature: you can force the AI to spawn on a different planet from you if the system supports it. So if you’ve been wanting to force a slower opening and more orbital play, now you can.

This PTE has a big focus on isolating and fixing any crash issues that have been identified or reported since TITANS went live, so if you’ve been having a problem give it a whirl and see if that problem still exists.

If you’re a Linux user then this PTE has a fix for the menu issue.

Balance

Helios

  • Orbital teleports are inactive for a few seconds after entering orbit.

AI

  • Update to the neural network for Classic mode.
  • Toned down the AI’s nuke happy nature.
  • The AI should always be expanding its economy.
  • The AI now has a shutdown path to clean stuff up better.
  • AI will now create and destroy planet managers as needed.
  • Adjusted AI commander behavior a bit to keep it from doing nothing.
  • Improved the way the AI updates planet manager statuses.
  • Improved the way the AI calculates its main economy planet.
  • Improved the perf overhead of updating AI base deploy data.
  • Added some new cheap build conditions to test for platoon build items before we do the more costly canFindPlaceToAttack.
  • AI perf improvements to finding a place to attack.
  • AI should be less flippy floppy about what fabbers are assisting.
  • Improved AI Land and Orbital interplanetary assistance calculations.
  • Improved the way the AI chooses where to expand.
  • AI will build a bit more defenses.
  • AI should no longer attempt to build Halleys, Catalysts, or Ragnaroks if an ally already has one or more of them on the planet.
  • AI will now use the average max range for keeping targets at range.
    • This will help the AI keep as much DPS as possible in range of the target.
  • Fix for the AI getting stuck not sending out attacks due to the AI’s factory rally point being inside wreckage.
  • The AI will now disband units into the general squad.
  • Improved AI stuck detection for air based platoons.
  • More work on fixing issues preventing the AI from sending attacks.
  • Minor fixes to AI threat response.
  • Fix for issue in the AI where the recon gone state was not being handled.
  • Added an AI placement buffer value to the Ragnarok.
  • AI will no longer build the Ragnarok or the land/air titans on asteroids.
  • Added threat checks for the Orbital and Structure titan build items.
  • Fix for AI not clearing build items when a factory dies.
  • Fix for AI commander getting stuck if it was in danger as it teleported.
  • Added landing zone options to the AI in the lobby
    • If a system allows multi-planet spawns, you can force the AI to spawn on the same planet as a player, or on a planet with no players.
    • If the conditions are impossible, the AI will ignore the restrictions.
    • The option should only appear if the planet supports multi planet spawns.
  • Fix for AI checking Support Commander affordability against the advanced bot fabber.

Galactic War

  • Fixes for orbital unit damage upgrades in galactic war

Pathing

  • Units that are sent as a single interplanetary move order arrive spread out.
    • If a user made a mod that issued unique move orders across an entire planet it’d work fine and there’d be nothingwe could do to stop it.
    • Distribution isn’t even because createCelestialMoveTask is called before all units are added to the order. But it’s good enough for now.
    • orbital_arrival_radius and orbital_arrival_unit_radius are defined in nav.json. They can be tweaked to fudge things around.

Performance

  • AI influence map perf improvements.
  • Added a draw call limit to the virtual texture processing.
    •  Helps limit the amount of time spent rendering virtual texture pages.
    • Also helps reduce the amount of memory allocated to virtual texturing in texture buffers.
  • More nav perf improvements, mainly in sweep waves.

System Editor

  • Editing landing zones will also lock in the position of metal spots (that way they will not be repositioned after you finish editing the landing zones).

UI

  • Added restrictions to the bounty mode modifier. Values must be within [0.1, 1.0]

Bugfix/Polish

  • Add an #id to the Uberbar options button
  • Revamp panel ordering to ensure consistent ordering even with child panels.
    • New order, starting from the top-most panel:
      • Main
      • Video Player
      • Uberbar
      • Game
  • Don’t accept input for the game panel until splash is dismissed.
  • Removed some variables that were no longer needed.
  • Fix for AI crash in land teleport to planet task.
  • Fix for resource leak related to trees and rocks.
  • Fix certain characters in your user name causing games to not start.
  • Fix for PA owners getting error about “commander_step.pfx” failing to load.
  • Fix for AI crash if the AI receives a killed unit message for a unit assigned to a planet manager that has been destroyed.
  • Fix the “Architecth” achievement requiring the orbital radar unit.
  • Fixed a bug where time spent as a spectator was not counting towards the relevant Steam achievements.
  • Fix for the bug on Linux that caused certain menus to become unclickable.
  • Mesh rendering behavioral change to help track down mesh culling crash.
  • Fix for units not leaving wreckage upon loading a saved game.
  • Fix for the default LOD group not getting set for mesh instances that are added during the frame.
  • Fix for client mesh instance crash caused by units transitioning between planets.
  • Added kickstarter backer name to credits list and their planets names to the planet list.
  • Fix issue where planes that begin a new move order after moving over CSG would do a slow vertical take off rather than move forward.
  • Fix a crash that could occur on save/load due to uninitialized memory.
  • Fix some bad perf situations on client.
  • Fix for unnecessary nav overhead on the client.
  • Fix for uv scrolling behavior on units. Now materials are only updated when the unit is moving.
  • Fix for AI crash in transport to planet task if a planet gets destroyed during the loading step.
  • Added “anti_entity_targets_units” to weapon specs to speed up anti-entity weapons that do not target units.
  • Refactored auto repair task to speed it up a bit.
  • Shared armies will no longer self destruct after 10 minutes if one of the players disconnects. The army will only self destruct if all the players in the shared army disconnect.
  • Orbital Teleporter work:
    • Update orbital teleporter to use new inCircle function that evenly distributes points across area

Wondible Discoveries

  • There is a new stock mod for PAX. It seems to require a manually launched local server (I assume they had an infinite loop which restarted as soon as it finished) It has it’s own ui_mod_list.js and won’t work with regular UI mods. Even with them off, I get stuck on Loading Solar System.
  • AI spawn selection is in server script.
  • Possible new AI conditions
    • AlliedUnitCountOnPlanet
    • Enemy(Surface|Air|Orbital)PresenseOnPlanet
    • PlanetIsRespawnable

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Hotfix 86765 has arrived

Been subject to any nagging issues following the release of TITANS? Well there’s a hotfix out now to resolve those report by players to Uber. It also has some small AI updates, and a few balance tweaks including a nerf to the Squall.

If you’re running the PTE, well you don’t need to any more as stable is now the most up-to-date branch. The official thread for this update can be found here for TITANS and here for Classic.

Balance

Solar Drone (Icarus)

  • Underwater Vision decreased to 50 from 500

Nuke Tank (Manhattan)

  • Armor Damage Orbital increased to 0.33 from 0.0
  • Armor Damage Commander set to 0.33

Drone Carrier (Typhoon)

  • Ammo Demand decreased to 15 from 30

Missile Drone (Squall)

  • Metal Cost increased to 90 from 30 (Only will affect repair speed)
  • Health Regen decreased to -3 from -1
  • Acceleration decreased to 80 from 90
  • Move Speed decreased to 80 from 90
  • Turn Speed decreased to 240 from 270

AI

  • Updated Classic land neural net data.
  • Titans land neural net update
  • Titans air neural net update

Galactic War

  • Galactic War Titan cards will now properly interact with the orbital and air titan, and will not show up in Classic PA

Bugfix/Polish

  • Fix for crash when loading a save or resuming a game where an entity spawned and died on the same tick.
  • Fix for a crash in closestPointPlane
  • Fix for a crash caused by units trying to initialize a celestial move task after their planet has been blown up but before the unit has been destroyed.
  • When launching PA Classic on Steam when you own TITANS, the Quit & Install / Quit & Launch buttons on the popup now initiate the install or launch for you.
  • Fix for AI crash on shutdown in the interplanetary request system
  • Fix for a crash in BuildTask
  • Fix for a crash when loading a save with a unit with a celestial body and no order.
  • Fix for a crash when SimWeapon is verifying index in one place and not in another
  • Make main.css rules a little more specific
  • Fix some cursors on certain Linux drivers
  • Sim units no longer kill the server if spawned with an invalid spec id.
  • Shut down empty load_save servers.
  • Set +x bit on published Linux files that need it. Fixes the Linux download not working out of the box
  • Fix default parameters to panel.move.
  • Fix for boolean inversion in the build task when creating the unit.
  • Added a ‘no-gpu’ option to the panel api. This allows us to reduce the number of processes and interacting with the gpu. Enabling software-ui has been know to solve certain ui crashes, and this offers a more balanced solution.
  • Titans should no longer teleport
  • Never automatically set particle data format as PositionWithAlpha. The format is almost never used, and when it is it’s usually by mistake and causes something to break.
  • Events for enemy units will no longer be treated as your events. This bug was most noticeable with the idle fabber/factory widget

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Announcing Clash Of The TITANS

Planetary Annihilation Clash Of The TITANS Tournament

eXodus eSports is proud to present Clash Of The TITANS, a 1v1 six round swiss tournament.

It’s our biggest prize pool yet with $600 up for grabs. It’s a deep pool too, monetary prizes for the first seven places in the tournament. You don’t need to be the best to be in with a chance to win something, but rise to the top and $300 can be yours. See the sidebar for full details on the prize distribution.

This is a swiss style tournament. 64 players can participate in six rounds, no one gets knocked out, you get a game every round. New to swiss? As the rounds advance the swiss system calculates a score based on your results and the seeding of your opponents. The deeper into the tournament you go the more well matched your opponents will be. It’s a tournament designed to give you better and better matches as you go on.

Sign-ups are now open.

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Learn a Planetary Annihilation TITANS Build Order

  • Date: 26th August, 2015
  • Category: Guide
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So TITANS has been out for a week and it has been a bit of a learning curve. I know that when I first encountered the changes to the fabber rates I suddenly had no idea what made for a good opening any more.

Well worry not, because PAG_Elodea has your back. Those of you who followed Planetary Annihilation might be aware of PAG_Elodea’s Cookie Cutter series. As one of the top 1v1 players of the game he’s made a series of videos on good opening build orders, and the fundamentals of Planetary Annihilation play.

He’s now released a new build order video for TITANS players. If you’ve been struggling to find the right balance for your opening, then check it out.

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PTE 86641 Update for Classic and TITANS

So you’ve got your teeth into TITANS and that’s great. We’re seeing much higher player numbers across both classic and TITANS, and over in TITANS T2 has become a normal part of 1v1 play. It’s all very exciting.

Uber have pushed out a new PTE. For those of you who haven’t heard of these before please check out our guide on what a PTE is and how to take part.

The focus of this patch is on crushing a number of bugs which have been reported. For TITANS players there’s also an adjustment to the capabilities of the Squall, which should serve to limit the (some might say overwhelming) danger the Typhoon represents.

Give it a try and provide your feedback to Uber. The thread for classic is here and TITANS is this way.

Balance

Solar Drone (Icarus)

  • Underwater Vision decreased to 50 from 500

Nuke Tank (Manhattan)

  • Armor Damage Orbital increased to 0.33 from 0.0
  • Armor Damage Commander set to 0.33

Drone Carrier (Typhoon)

  • Ammo Demand decreased to 15 from 30

Missile Drone (Squall)

  • Metal Cost increased to 90 from 30 (Only will affect repair speed)
  • Health Regen decreased to -3 from -1
  • Acceleration decreased to 80 from 90
  • Move Speed decreased to 80 from 90
  • Turn Speed decreased to 240 from 270

AI

  • Updated Classic land neural net data.
  • Titans land neural net update
  • Titans air neural net update

Galactic War

  • Galactic War Titan cards will now properly interact with the orbital and air titan, and will not show up in Classic PA

Bugfix/Polish

  • Fix for crash when loading a save or resuming a game where an entity spawned and died on the same tick.
  • Fix for a crash in closestPointPlane
  • Fix for a crash caused by units trying to initialize a celestial move task after their planet has been blown up but before the unit has been destroyed.
  • When launching PA Classic on Steam when you own TITANS, the Quit & Install / Quit & Launch buttons on the popup now initiate the install or launch for you.
  • Fix for AI crash on shutdown in the interplanetary request system
  • Fix for a crash in BuildTask
  • Fix for a crash when loading a save with a unit with a celestial body and no order.
  • Fix for a crash when SimWeapon is verifying index in one place and not in another
  • Make main.css rules a little more specific
  • Fix some cursors on certain Linux drivers
  • Sim units no longer kill the server if spawned with an invalid spec id.
  • Shut down empty load_save servers.
  • Set +x bit on published Linux files that need it. Fixes the Linux download not working out of the box
  • Fix default parameters to panel.move.
  • Fix for boolean inversion in the build task when creating the unit.
  • Added a ‘no-gpu’ option to the panel api. This allows us to reduce the number of processes and interacting with the gpu. Enabling software-ui has been know to solve certain ui crashes, and this offers a more balanced solution.
  • Titans should no longer teleport
  • Never automatically set particle data format as PositionWithAlpha. The format is almost never used, and when it is it’s usually by mistake and causes something to break.
  • Events for enemy units will no longer be treated as your events. This bug was most noticeable with the idle fabber/factory widget

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Interview with PA: TITANS Project Leads

Planetary Annihilation: TITANS has launched. On the day we hosted a livestream and ran a number of public games. We had an opportunity to interview the Project Leads, Tom Vinita and Steve Thompson of Uber Entertainment. We asked them about the design considerations, the process, the changes, and of course, what their favourite unit was.

We’d like to apologise in advance for the noise during the interview. We were speaking to them literally an hour after the launch, so they’d been rather busy and we didn’t get much time for a proper soundcheck.

We also hosted a number of public games that day to celebrate the launch of Planetary Annihilation: TITANS. Check them out on the videos page. And have a look at Planetary Annihilation: TITANS article which details all the changes in this expansion.

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PADB For All Your TITANS Stat Needs

  • Date: 19th August, 2015
  • Category: Website
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So PA: TITANS is out, but what the hell is all this new stuff? If you’ve got a little Godde inside you and desperately need to see all the stats then you have a couple of options.

First is Unit Database, a mod which adds an option to the main menu allowing you to view all the stats for every unit in the game. It’s always current as it pulls the information straight from your game files.

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Sometimes though you want to view that stuff without being in Planetary Annihilation. Well, good news, because PADB just got updated. It has has all the TITANS goodness for you to check out. So, get over there and start posting those balance suggestions based on no play time whatsoever! You know you want to.

Now, to figure out my new opening build…

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Planetary Annihilation: TITANS Is Here

There has been a mystery brewing at Uber and a lot of people have been guessing as to what it might be. New units? New balance? New terrain? Hover units? More orbital?

No one guessed it would be all of that and more.

Planetary Annihilation Titans

Introducing Planetary Annihilation Titans, a standalone expansion for Planetary Annihilation. Available to all Kickstarter backers for free and to any Planetary Annihilation owner for 66% off. It’s a new dawn for Planetary Annihilation.

We here at eXodus eSports were fortunate enough to gain early access to Planetary Annihilation: TITANS. To help you on your journey we’ve put together an article which tells you everything you need to know about Planetary Annihilation: TITANS. It will walk you through the changes, the units, the maps, and our own experiences with it all.

SPOILER: it’s impossibly awesome.

Planetary Annihilation Titans - Atlas Titans

Planetary Annihilation Titans - Ares Titan

But what of Mystery Mayhem? It will be played using Planetary Annihilation: TITANS. But what if you don’t own a copy? Well we’re happy to announce that everyone who is signed up to the tournament will receive a copy of Planetary Annihilation: TITANS absolutely free courtesy of Uber Entertainment. That’s right, not only do you get to participate in this awesome event with all this cool new stuff, but you’re getting a copy of the expansion just for taking part.

We’ll be playing with Planetary Annihilation: TITANS balance, units and maps so you better start getting ready for this new era of Planetary Annihilation. And if you’re still on the fence after reading our article, well why not come watch live on Saturday and see for yourself?

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Ladder inactivity now 14 days

One of the questions asked in today’s Ask Jables 3 Questions was regarding updates to the Planetary Annihilation ladder

PRoeleert: will you guys do improvements to the ranking system in near future? Revise timeouts / let people see full rankings?

jables:  we have designs for making it more robust, but i don’t think you’ll see it in the next few months, as the guy working on that is buried in other items currently 🙁

This led to a further discussion of the ladder and the best way to encourage play, a subject I have covered in some depth. A suggestion was made to increase the inactivity  period from seven to fourteen days. Jables popped away, and by the time he returned it had been done through the power of Uber engineering magic.

Planetary Annihilation PA Chat Ask Jables 3 Questions

So, enjoy a little more flexibility in your requirement to play on the ladder before you disappear.

If you want to participate in the daily jables question time then just pop in to PA Chat sometime between 17:00 and 20:00 UTC. PA Chat has been updated. Courtesy of mikeyh:

  • single listing in rooms for multiple logins (PA / PALOBBY, etc)
  • 1v1 rank league images fade over time once you go inactive
  • web icon for people logged in outside of PA
  • revised help system:
    • shows only commands available to current user
    • specific help for PA vs PA Lobby
  • rank and web status in friends list
  • right click to clear red mention when minimised
  • improved command error messages
  • major refactor of internals

To Do:

  • (re)join buttons when room is closed (I still misspell halcyon at least once a week)
  • /setcolor and /resetcolors
  • /leftalign
  • show last ranked match info
  • uber session timeout handling
  • title bar command links when space available eg /help or /live
  • fix ghost tooltips when user list updates
  • enable friend requests when logged into PA Lobby
  • html help (maybe)

After some more testing the PA Chat code will be ready to split out of PA Stats into a separate client mod that will share identical code with PA Lobby.

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The asteroids update is here and it brought friends

After an extensive PTE period the asteroids update has arrived and has brought a raft of bugfixes with it too. There are AI improvements, UI scaling, mult-planet Galactic War makes a return, the AMD brightness bug has been beaten, and much more.

But let’s talk about the asteroids. Some systems (and you can add them to your systems) will have an outer ring of asteroids. You set minimum and maximum numbers and control their spawn times, because more will appear over time. And this all hooks into a  change in planet smashing. Gone are craters and guesstimating your impact zone, and we return to the original method of world enders where a smash destroys everything, even the planet now. Keep your eyes on the stars because if one of these rocks appears and you’re not contesting it then you’re as good as dead.

Let Uber know what you think of the changes in the official thread.

Asteroids

  • Players are now able to place Asteroid belts in their systems
  • The asteroid belt spawns in small asteroids at a predetermined timing that can be set by the system designer
  • An alert plays when an asteroid appears in the system
  • Asteroids have been added to the Roc, Styx, and Medea systems. The Roc system has also been added to the list of Ranked systems

Planetary Annihilation PTE 84088 Asteroids Planetary Annihilation PTE 84088 Asteroids

Balance

  • AA Missile splash damage
    • Commander decreased from 25 to 10
    • AA Vehicle (Spinner) decreased from 20 to 10
    • Air Defense (Galata) decreased from 20 to 10
    • Missile Ship (Stingray) decreased from 25 to 10
  • Planets now explode when they collide with one another
    • This means that the player no longer targets a spot on the target planet
    • This also means that all commanders on the planet are the first to die and die at the same time
    • Planets in motion go directly to the target after first going around the sun once

AI

  • Fix for the AI using the wrong value when making a planet wide patrol order on a gas giant
  • Fix for crash due to bad data in AI unit map
  • Fix for AI trying to create an artillery platoon when a Unit Cannon is built
  • Fix for AI failing to build if the factory it wants to start with cannot be built due to the spec not being available
  • AI should waste resources less often
  • Added support for AIs to have multiple personality tags
  • Fixed a bug where the AI would not build an advanced vehicle fabber on planets with an enemy on it
  • Fixed bug where a fabber would not be built right away on a planet where the AI had an orbital fabber
  • Fix for AI not setting up initial army presences correctly
  • Improved AI econ handling
  • Fix for AI fabbers constantly starting and stopping assisting
  • Fix for bug in planetmanager that could cause the AI to not create a new base for a spawned in unit when it should
  • Minor AI build condition update
  • Fix for AI crash during sim shutdown
  • Minor AI build item change
  • AI will try to stick to the same enemy as a target unless a significant reason exists to change
  • Minor AI platoon behavior modifications
  • Fix for AI orbital radar platoons
  • Added stuck detection to the disband behavior of AI platoons in an attempt to keep them from getting lost by the AI
  • AI should do a better job of scouting other planets
  • Fix for AI crash that can occur when an AI is defeated
  • Fix for AI micro and keep at range distances
  • Further improved AI attack from range behavior
  • AI can now use asteroids
  • AI can now handle combat on smaller planets better
  • AI will launch asteroids at other asteroids, under certain conditions
  • AI unit cap no longer affects Nukes and Anti-Nukes
  • Fix for an issue where the AI would not fire nukes in mutli-planet games
  • Fix for an issue where the AI would send an orbital radar to another planet and it sits there doing nothing
  • More fixes to the AI platoon distance calculation
  • Fix for the bug where the AI sometimes would build Nukes/Anti-Nukes and then not have them ever build anything
  • Minor AI econ balance change
  • Fix for AI personality_tags having no effect
  • AI should expand to other planets a bit faster
  • AI will build more ion cannons
  • Fix for crash in AI if a transport died immediately after unloading a unit
  • AI can build Ion Cannons with advanced fabbers
  • Improved the AI’s orbital game a bit
  • AI perf improvements
  • AI will let its metal storage fill up a bit more before using the wasting metal build items

Armory

  • Restore the display of Kickstarter backer names in the Armory
  • Fix preferred commander tile state in Armory

Audio

  • +Sing audio! Give it a try and see what it does
  • Adding commander footstep sounds

ChronoResume

  • Disabled the “play from here” button when it would end up before commanders have landed

Galactic War

  • Fix for GW battles with multiple commanders after save/load/resume
  • Fix for GW systems not spawning the correct type of systems on harder difficulties
  • Fix the Revenants minions so they work like everyone else

Graphics

  • New planet crash effect!
  • Fix for AMD/ATI brightness bug
    • Trades brightness for banding
    • Use –gl-force-mrt-srgb-capable on the command line to turn this behavior back off
    • It is still uncertain whether this is a driver bug or a pipeline configuration bug. It appears that there is some state that leads to improper blending occurring while filling the diffuse colors in the g-buffer.
  • Fix for beam particles sometimes not rendering
  • Fix for particle emitters with the same shader and texture but different facings sometimes not respecting the facing setting

Matchmaking

  • Fix for an issue where ranked matchmaking was not matching people properly
  • Fix for an issue where players could not pick their commanders in ranked matches

Modding

  • Puppet support
    • Allows rendering purely client-side models, effects, and decals in-game
    • See worldview.js for API information
    • Note: Does not integrate with chronocam due to being client-side
  • Add JS API for accessing unit state
    • Army unit list is available via api.getWorldView(0).getArmyUnits(army, planet)
    • Unit State is available via api.getWorldView(0).getUnitState( [ unit, unit, unit ] )
  • new AI attribute cross_planet_shared_count
  • new AI attribute NetalStorageFrac
  • new AI attribute EnemyPresenceOnPlanet
  • new AI attribute ThisPlanetNeedsReconAssistance
  • personality_tag -> personality_tags, an array; default AI may use tag PreventsWaste
  • planet type has possible new attribute metal_spot_spec
  • new unit attribute: sing_selection_response; seems to be the same for all units
  • new file: pa/units/commanders/commander_list.json
  • commander catalog info moved into unit specs
  • all the code that deals with player’s chosen commander rewritten
  • new file ui/main/shared/js/badges.js
  • new file ui/main/shared/js/commander_utility.js
  • new file ui/main/shared/js/playfab.js
  • Adding a modding API for controlling server-side camera culling
  • Added support for specifying the world view to the time API
  • Added generic, world-space unit order JS API
  • Holodeck raycast JS API
    • Allows casting rays (optionally multiple per call) in holodeck screen space against terrain, units, and features
  • Added the order & build queues to api.WorldView.getUnitState output.

Other elements discovered by the community.

  • Asteroids no longer have craters; I’m guessing this an optimization to reduce csg build time (unless it was the ‘low spots’ they were talking about)
  • New attribute planet_effect_spec (sun)
  • Player guide html internally reformatted – updates brewing?
  • Anybody mucking with mouse handlers on holodecks will need to account for scaled ui.
  • Interesting stuff in order API – build vs. factory_build, attack vs. attack_ground, and link_teleporters. Some minor tele management might be possible now, although critical information on linking is limited to an energy status saying if it’s linked to anything at all.
  • Fix the documentation of the world-space order schema
  • Added WorldView.fixupBuildLocations
    • Performs a build placement test, including snapping & etc as appropriate
    • Fixes the units list in various WorldView.sendOrder commands
  • Changed the schema of holodeck raycast call results to include the currently focused planet
  • Added Holodeck.focusedPlanet() function call, which returns the currently focused planet
  • Fix for the misspelling of “maneuver” that was prevalent in the codebase
    • In WorldView.sendOrder, removed the requirement on location for non-location commands
    • Added valid stance value documentation for the WorldView.sendOrder

Save/Load

  • Fix for loading a save where an entity was created and retired on the same tick
  • Saving the game is no longer enabled during landing & game over states
  • Fix an issue where the last GW save would not appear in the continue last game spot when you complete a battle and return to main menu
  • Fix a server crash when rewinding the game and then saving

System Editor

  • Fix the sliders in the system editor
  • Fix a bug where the metal planet’s radius could be set lower than the minimum
  • Fix an issue where a twin CSG could get left behind in the system editor and the user could not delete it

Pathing

  • Improved the exiting of teleporters

Performance

  • Fix for area patrol lag
  • Speed up of distributing points on a planet for planet wide patrols for Air/Orbital units
  • Minor physics perf improvement

UI

  • Improved feedback while placing buildings
    • Build previews now show the placement bounds as a square light
    • The preview will change yellow if placing the building will block a metal spot
    • The preview will turn red if building is placed in a spot it cannot be built on
  • Hovering over wreckage will no longer allow the use command to be the default right-click command
  • Issuing a terminating order to a unit (which is most orders) will remove all non-terminating orders (Patrol and Assist) from the unit’s order queue
  • From the GW, you can now quit to the main menu or the GW map. You can no longer quit to desktop from the live game menu
  • Various GW galaxy visual tweaks
    • Adjust the postion of outlining stars to keep them inside the galaxy graphic
    • Changed the starting zoom level to center on the galaxy and fit it too the view, instead of zooming in on the local cluster around the player. This ensures that you can see the galaxy when you first start, and ensures that the commander is in view.
  • We now have a button that will show the typed password in the lobby. (i.e. it’ll show “hunter2” rather than “*******”.)
  • Show an informational dialog for machines that do not meet the required specs to play on a local server
  • Paused game ui shows a small display for user invoked pause, full width pause when invoked by game (resume after save, etc.)
  • Option exists in settings as “GUI Size”
  • Players have a slider that allows them to adjust the size of the UI to their liking
  • Potential celestial targets are marked with red circles instead of blue/green circles
  • Fix for overlapping controls (add slot, tag, and privacy controls) in minimum resolution
  • Fix for game stats and pause screens constantly updating in the background. Significantly improves UI responsiveness
  • Show that a game is sandbox in server browser
  • Interplanetary transport notifications including visible enemy commanders
  • If the UI is hidden when the game ends, it will be shown. The UI can be hidden again once the panel is closed (by entering review mode)
  • Coherent crashes that would leave the UI in a non-responsive state now refresh the crashing panel
    • Includes a 30-second cooldown to avoid infinite refreshes.
    • The exception dialog will still show up, if one would be triggered.
  • Ensure that correct commander image is loaded on the Start page

Miscellaneous

  • Units without auto weapon tasks will no longer keep a list of nearby targets
  • Fix for crash if a projectile dies with a unit attached, and the unit triggers a death weapon
  • Adjusted the tick rate of the auto repair task
  • Fix for the Xenosentry Prime commander
  • Fix for badge resizing and not wrapping in armory
  • Fix for GW Enemy Commander limit
  • Auto maneuver task will now check the return value of moveTo
  • Fix for broken chronocam layout at min resolution caused by new ‘play from here’ button
  • Ensure that advanced editor is always displayed when applicable
  • Remove slider calls that were throwing exceptions
  • Show information about gameplay being unavailable even if you open & dismiss settings page
  • Made game name & password changes in the lobby take effect almost instantly
  • Fix all GW replays to be viewable again and allow you to view them again
  • Prevent units from being able to get stuck in celestial when a planet gets moved to a normally invalid location
  • Fixes for a server lock when a player would issue a patrol order on a different planet than a unit was on
  • Preventing system save while latest state cannot yet be synchronized with UI
  • Fix to units getting shot by an Umbrella and not being able to see the projectile
  • Pop up a dialog if you crashed due to driver issues
  • Fix for credits galaxy
  • Fix for issue where enemy commanders were not being added to the GW map
  • Fixed issue that was causing YouTube/twitch links to not work on Mac
  • Fixed the shader error on mac which was leading to crashes on asteroid systems
  • Update buttons for offline unavailable, offline disabled, and graphics crash, as well as fix close window button on dialog
  • Fix for failing to land on asteroids in the low spots
  • Fix for possibly losing a command if the command is given during freeze time
  • Fix for typo in AI: NetalStorageFrac vs MetalStorageFrac
  • Added new music cue which is triggered when targeting an asteroid or the annihilaser
  • Removed some error log spamming related to Asteroid brushes not existing and particle lifetime being too long
  • Fix for missing asteroid shadow shader warning
  • Fix for asteroids showing as grey sometimes. (Default biome color was set to moon grey, now asteroid colored.)
  • Fix metal planet sound happening on planet smash
  • Fix for larger asteroid belt chunks not rendering normal maps
  • Fixed planet smashes playing the sound effect twice in certain situations
  • Fixed gas giants and far away planets from getting odd clipped edges on their lighting
  • Fix for “him or me” achievement. Also fixes a bug where the wrong planet selection index was being used
  • Fix for a possible divide by zero in physics
  • Fix the autoscroll handler
  • Fix the start screen music not playing
  • Teleporter (A) now sends a new “Linked” UnitEvent which is processed through the watch list and handled by audio.js
  • Fix for a crash that occurred on some machines when you open chronocam
  • Remove console log spam
  • Removed a redundant biomes list
  • Fix a bug where nukes couldn’t fire after targeting a gas giant
  • Fix for an issue where Mac users would not get build orders on their factory when choosing specific factions

Community Discoveries

Thanks as ever to wondible.

  • Halley is no longer an ‘orbital’ unit
  • api.game.showUI and hideUI
  • cursor_atlas.html removed. There goes a mod idea, but hey, one less coherent process.
  • Legacy galactic war files removed
  • ‘blank’ template scene removed
  • a several fonts and (older version?) js libraries removed
  • some derelict files removed (single ai files, common.js, catalogs)

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