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)

eXodus eSports

Author: eXodus eSports Mod Type: Client
Stay up to date on the latest news, events, videos and guides from eXodus eSports.
Discuss on the forums
Provided by CMM

Recommended Reading

Leave a Reply