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Planetary Annihilation

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Planetary Annihilation Official Steam Forums

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[Before playing this latest build of Planetary Annihilation, we ask that our community makes sure their eyeballs are planted securely in their skulls. Also, it's probably an excellent idea to turn off all your mods. New builds with the amount of eye-poppingly awesome changes like this one often introduce issues with outdated mods.]

Huge news! Huge update! Over the last three or so weeks, we’ve been churning out an epic amount of changes to Planetary Annihilation. Today, we’re releasing all of them in this Mega Update you’ve, hopefully, just received.

So, what’s new? The first thing we think you’ll notice is how much faster the game now runs. PA is quickly becoming a leaner and meaner machine than ever before courtesy some extra cycles devoted to ratcheting up the polish. Feel free to blow away your foes with a few more units, build a couple more factories, and play on more multi-planet systems. Basically, enjoy the smoother ride.

Speaking of rides, take note of the new Commander entrance animation. After picking your spawn point, your Commander will come screaming into battle in a orbital pod of doom. We also added a new spawn option that, if selected in a lobby, allows you to spawn anywhere on a map. This option brings a new kind of aggression that foreshadows the huge and unrestrained battles Planetary Annihilation is known for.

Icing on the cake? We've re-designed the lobby screen, as well as splashed a new coat of paint on Spectator mode, stat screen, and the game end user interface.

Oh, and one more thing: watch out (or cackle with glee) whenever you make a new system in the editor. Planets that intersect in orbit now explode when they touch.

Enhanced patch notes available below. Check them out, and don't forget to head over to the forums to discuss them in detail!

Detailed Changes:

[AI] Added an AI confif file to make it easier to change how the AI decides how many factories and fabbers to build.
[AI] Fix for AI units not moving while underwater
[AI] Updated AI to improve starting build and ramp up time.
[AI] difficulty balance pass.

[Audio] Adding looping music tracks for Battle. Audio balace, falloff and template work.
[Audio] Adding a new FMOD parameter "view_frustum_distance"
[Audio] Fix surround sound inversion bug

[Balance] Give commander enough production to basically equal 3 mex, 3 power plants.

[Celestial] Enhanced planet collisions
[Celestial] Tweak the celestial physics limitations so that elliptical orbits are much more possible.

[Client FX] Fix commander explosion not having lod distances set.

[Game Start] The commander cinematic now shows up for all players, not just the host.

[Gameover] Title and styling varies with game state (shows defeated, game complete, or victory).
[Gameover] Shows a summary of selected stats for the player.

[Gameplay] Fixed boom bots damage
[Gameplay] fix the default action when clicking on an unfinished factory to now repair the factory instead of assisting it.
[Gameplay] Move feature icons (aka metal spot icons) to the surface of the water, which is where we place metal extractors.
[Gameplay] Fix for units not reclaiming wreckage that overlaps a build area.
[Gameplay] Fix projectile turn rate code.
[Gameplay] Fix for multiplayer games not spawning multiple commanders.
[Gameplay] Switched commander spawn delay to 5 seconds so timing works with Ben's new spawn effect.
[Gameplay] tweeked torpedo launchers so the turret isn't as low. This will hopfully make them work better when built on the shoreline.

[GW] Fix for GW game over not abandoning the game.

[Keyboard] Fixed 'q' and 'shift+q' bindings both firing.

[Lobby] Added "land anywhere" option to the lobby.

[OpenGL] Fall back to 2.1 context if 3.1 fails.

[Pathing] Fixed not coming to rest when smaller unit assists larger unit causing the smaller unit to push the larger unit around.

[Perf] Recon performance work ; Recon was causing quite a bit of late game performance hit. Work on improving this.

[PIP] Added PiP mirror mode.
[PIP] Added "last alert" pip mode.

[SDL] Integrate Windows version of SDL port.

[Settings] changed some confusing option titles: focus paths -> order previews. on / off -> energy on / energy off.

[Spectating] Spectators now get the celestial activity alert.

[Stats] Lots of behavior bug fixes (graph will now update at the correct times).
[Stats] Added a table view (which can show either a snapshot of current stats of the game averages).
[Stats] Stats history will be requested when the player becomes a spectator (since the collected history may not show oppenent data). This can take awhile since we can only ask for one slice of history at a time.
[Stats] added new army stats: units built / units lost / enemy units destroyed. changed the damagable interface to accept a damager, who will may be given credit when the damagable is killed. currently only unit kills are tracked. added new fields to the army stats message sent by the stats_viewpoint. these new fields are not currently used yet, though they are sent to the ui.
[Stats] the live game stats panel can now show data for multiple armies.

[System Templates] 5 player system updates and adding a smashable asteroid to the 4 player-4 planet system.

[System Editor] When dragging planets, round position to the nearest 100
[System Editor] Added simulation time display
[System Editor] Turned off the editing controls while simulating. (Changing those will result in basically corrupting your system.)
[System Editor] Fixed the simulation reset not going all the way to 0.
[System Editor] Changed the physics time step to be frame rate independent.
[System Editor] Correct the orbits of moons around moons (etc) when moving a base planet.
[System Editor] Make any planets veolicty grabber grabbable (not just the selected planet)
[System Editor] when you drag a planet with a moon, move the moon with the planet.
[System Editor] Draw orbits for all planets.
[System Editor] Changed the "simulate" button to "stop" while simulating. When "stop" is pressed, the system will reset to the initial state.
[System Editor] A very coarse pass on fixing up some default planets. To any future planet designers, mass 1000 is *almost* never the right choice. I don't want to go so far as to enforce a larger mass on the server, but please use 5000 as the 'default' moon mass.

[UI] camera controls will no longer automatically change when the active keymaps change. the live_game scene now subscribes the active keysmaps and wil update the camera controls when required.
[UI] Fix for ghost structures under construction not going away if they atrophied while hidden under the fog of war.
[UI] Fix for features and ghost structures not going away when a planet was destroyed if your camera was not focued on that planet.
[UI] adding an option to squech global chat.
[UI] Added the radius to the planet list in the server browser.
[UI] Fix path displays for elliptical orbits.
[UI] Fix for being able to select invisible build bar tabs.
[UI] enabled spectator-only chat. Spectators (or defeated players) now have their own team chat channel. Also, there is now an option to prevent spectators from chatting with live players. This option can be set in the lobby.
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