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Planetary Annihilation

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Planetary Annihilation Official Steam Forums

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Planetary Annihilation Home Page
Planetary Annihilation Official Forums


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Release Build 78071

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
-Mines can now only be seen by Combat Fabricators and Advanced Combat
Fabricators

Mine
-Observable layer set to Mine from Surface and Air
-Ignore Sight set to False

Combat Fabricator
-Set Mine Sight range to 100

Advanced Combat Fabricator
-Set Mine Sight range to 100

Land Scout (Skitter)
- Added Mine Sight vision layer
- Mine Sight set to 200

Combat Fabricator
- Energy Draw set to 800
Advanced Combat Fabricator
- Energy Draw set to 2000

Bug fix/Polish
- 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
- UI: HUD: Added control groups, ability to sub-select within control groups
- UI: HUD: Added controls to select idle fabbers/factories
- UI: HUD: Added quick select buttons based on unit category (bot, land, air, etc.)
- UI: HUD: Updated unit selection display to show total units selected, and allow for sub-selection based on unit category
- Improvements to physics update performance
- Improvements to Navigation performance
- Performance work on voxels
- Improvements on log handling for underwater units
- Updated AI to handle building on islands smarter
- 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.
- 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
- More improvements on AI not heading to where it knows it will be destroyed
- Improvements on units avoiding running into walls
- Fix for a SimPlanet crash
- Minor update to Anchor ground laser effect
- Changing SXX attack to a beam
- Tweaks on server clean up
- Fix for an invalid replay loading issue
- Crash fixes
- Normal AI and Hard AI are now easier
- Adjustments to how landing zones are handled in the system editor
- You can now confirm live game popups using the enter key
- Mouse scrolling will now only work on the panel you are focused on
- Fixes for some Steam Achievement bugs
- Changed the default minimum radius from 100 to 250
– This only affects new planets created in the system editor
- AI won’t transport commanders in an orbital lander anymore
- Control group UI will now scale to number of units selected
- Art pass on Idle buttons
- 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
- Bug fix for editor lighting issue on high height range planets
- 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
- Fix for game crashing on 11+ player games
- Factory’s given rally/move/patrol points will still be idle if idle
- Improvements on AI when making attack choices
- Fixed a few instances of Join Game button not working
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