Release Build 78071

  • Date: 12th February, 2015
  • Category: Patch
  • 0

After a period of aggressive PTE testing with the community, Uber have moved the latest build into stable. Mines have become a potentially viable part of your game, with specific units being required to detect them. Combat fabbers reclaiming trees may also power your early game economy, or it might be found to be energy expensive.

Beyond a host of balance changes are new UI elements to help you control your army, improvements to performance, some extensive AI changes, and more general bugfixes.

Check out the full list of changes below.

Balance

Tank Commanders

  • Turn In Place set to False

Unit Cannon

  • Health increased to 9000 from 3000

Radar

  • Surface and Air Radar range decreased to 400 from 600
  • Orbital Radar removed
  • Orbital Sight range increased to 500 from 300

Advanced Radar

  • Metal Cost decreased to 2400 from 4800
  • Energy Draw decreased to 4000 from 4500
  • Surface and Air Radar range decreased to 800 from 1200
  • Orbital Radar removed
  • Orbital Sight range increased to 900 from 300

Orbital Deepspace Radar

  • Orbital Sight range increased to 500 from 300

Radar Satellite (ARKYD)

  • Energy Draw increased to 700 from 300
  • Orbital Radar removed
  • Orbital Sight range increased to 600 from 100

Advanced Radar Satellite

  • Orbital Radar removed
  • Orbital Sight range increased to 1200 from 600

Ion Defense (Umbrella)

  • Surface and Air Sight range decreased to 100 from 260
  • Underwater Sight range decreased to 100 from 260
  • Orbital Sight range increased to 300 from 260
  • Orbital Range increased to 300 from 280
  • Orbital Rate of Fire increased to 2.5 from 2.0

Defense Satellite (Anchor)

  • Terrestrial Laser Range decreased to 100 from 120
  • Orbital Laser Rate of Fire decreased to 2.5 from 3.0

Orbital Laser (SXX)

  • Laser is now a Beam weapon
  • Ammo Capacity increased to 12000 from 6000
  • Ammo Per Shot increased to 12000 from 6000

Mine

  • Observable layer set to Mine from Surface and Air
  • Ignore Sight set to False
  • Mines can now only be seen by Combat Fabricators and Advanced Combat Fabricators

Land Scout (Skitter)

  • Added Mine Sight vision layer
  • Mine Sight set to 200

Combat Fabricator

  • Set Mine Sight range to 100
  • Energy Draw set to 800

Advanced Combat Fabricator

  • Set Mine Sight range to 100
  • Energy Draw set to 2000

AI

  • Improvements on log handling for underwater units
  • Updated AI to handle building on islands smarter
  • More improvements on AI not heading to where it knows it will be destroyed
  • Normal AI and Hard AI are now easier
  • AI won’t transport commanders in an orbital lander anymore
  • Improvements on AI when making attack choices

Graphics

  • Minor update to Anchor ground laser effect
  • Changing SXX attack to a beam

Pathing

  • Fix for units getting stuck when pathed or pushed into invalid terrain.
  • Fix for units failing to path when given a move order while bordering invalid terrain.
  • Improvements on units spinning around when reaching goal
  • Improvements on units avoiding running into walls
  • Unit groups of different movement types will now try to stay together
    • Unit groups will be split based on Land, Water, and Air/Orbital movement.

Performance

  • Improvements to physics update performance
  • Improvements to Navigation performance
  • Performance work on voxels

System Editor

  • Adjustments to how landing zones are handled in the system editor
  • Changed the default minimum radius from 100 to 250
    • This only affects new planets created in the system editor
  • Bug fix for editor lighting issue on high height range planets

UI

  • Added control groups, ability to sub-select within control groups
  • Added controls to select idle fabbers/factories
  • Added quick select buttons based on unit category (bot, land, air, etc.)
  • Updated unit selection display to show total units selected, and allow for sub-selection based on unit category
  • You can now confirm live game popups using the enter key
  • Mouse scrolling will now only work on the panel you are focused on
  • Control group UI will now scale to number of units selected
  • Art pass on Idle buttons
  • Selection UI will no longer show type filters if there is only one type
  • Quick select “All” buttons will no longer select fabbers unless it’s the fabber button
  • Fixed issues of select all advanced button selecting fabbers
  • Idle fabber/factory button now selects all target units on screen with single click, and all target units on planet with double click
  • You can now track a control group by double clicking
  • Fix for game resetting to FFA when you select a planet

Bugfixes

  • Fix for a SimPlanet crash
  • Tweaks on server clean up
  • Fix for an invalid replay loading issue
  • Crash fixes
  • Fixes for some Steam Achievement bugs
  • Planet smash work
    • Craters are now unpathable by naval or land (whether there is water in them or not)
    • Units will no longer float above the crater as if it were not there
    • Planets smashing into others will now kill units as they are intended to do
  • Planet smashes no longer deal damage way outside of crater range
  • Air units will no longer attempt to hover below the normal ground height
  • Air units will no longer land on unpathable terrain
  • Fix for game crashing on 11+ player games
  • Factory’s given rally/move/patrol points will still be idle if idle
  • Possible fix for broken Join Game button (will need testing in PTE please)
  • Fixed a few instances of Join Game button not working

Undocumented

Thanks as ever to wondible for these.

  • SXX rate of fire cut in half (I read it as drawing more power in the build notes)
  • lifetime removed from a few projectiles, assuming it’s not too significant
  • New AI test: CanDeployLandFromBase
  • new scene: live_game_control_group_bar
  • option bar mods take note: buttons got a a new class btn_std_ix
  • new ai personality parameters: factory_build_delay_min/max
  • a bunch of new api.select methods
  • a few new api methods for landing zone rules (min-max players in evidence)
  • common.js touched

Author: Mod Type:
Discuss on the forums
Provided by CMM

Recommended Reading

Leave a Reply