Category Archives: Game Updates

The Asteroid Update: Release build 85138 and Hotfix build 85423

 

Hotfix Build 85423 – 8/5/15

Bugfix/polish:
Fix for Galactic War crash when playing old saves

Asteroids! Now spawning in a system near you!

We’ve been working on these for quite a while and are happy to announce that Asteroids are now available to add to your systems in PA! They have been added in a few of the existing systems (including ranked), so keep your eyes open for the telltale Asteroid belts and enjoy a new way to annihilate planets!

This update also includes a ton of bugfixes, polish items, and AI tweaks for you to play against, as well as new feedback added to make placing buildings much easier!

Take a look at the full notes below, and we hope you all enjoy the new additions to the game!

PA 2015-07-31 15-03-09-82

RELEASE BUILD 85138 – 7/31/15

Asteroids are here!
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
New planet crash effect! 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
Asteroids have been added to the Roc, Styx, and Medea systems. The Roc system has also been added to the list of Ranked systems

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

Balance changes:
Reduced 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

AI changes/fixes:
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
Fix for a bug where the AI would not build an advanced vehicle fabber on planets with an enemy on it
Fix for a 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 diband 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 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
AI will be a little more precise when building recon satellites for other planets

Modding support:
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])
Added 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
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
In WorldView.sendOrder, removed the requirement on location for non-location commands
Added valid stance value documentation for the WorldView.sendOrder

Bug fixes/polish:
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.
+Sing audio! Give it a try and see what it does
Fix for loading a save where an entity was created and retired on the same tick
Fix for area patrol lag
Improved the exiting of teleporters
Speed up of distributing points on a planet for planet wide patrols for Air/Orbital units
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 badge resizing and not wrapping in armory
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
Various GW galaxy visual tweaks
-Adjust the position 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.
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.
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
Fix for weird placement behavior when you attempt to drag build over invalid terrain
Show information about gameplay being unavailable even if you open & dismiss settings page
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
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
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
Paused game ui shows a small display for user invoked pause, full width pause when invoked by game (resume after save, etc.)
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
Added commander footstep sounds
Fixed issue that was causing YouTube/twitch links to not work on Mac
UI Scaling
-Option exists in settings as “GUI Size”
-Players have a slider that allows them to adjust the size of the UI to their liking
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
Potential celestial targets are marked with red circles instead of blue/green circles
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” Steam achievement. Also fixes a bug where the wrong planet selection index was being used.
Fix for a possible divide by zero in physics
Minor physics perf improvement
Fix for overlapping controls (add slot, tag, and privacy controls) in minimum resolution
Fix for particle emitters with the same shader and texture but different facings sometimes not respecting the facing setting
Fix the autoscroll handler
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
Fix the start screen music not playing
Fix for beam particles sometimes not rendering
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.
Teleporter (A) now sends a new “Linked” UnitEvent which is processed through the watch list and handled by audio.js
Saving the game is no longer enabled during landing & game over states
Disabled the “play from here” button when it would end up before commanders have landed
Fix the sliders in the system editor
Fix for a bug where the metal planet’s radius could be set lower than the minimum
Fix for the colors in the color picker to flow out of the UI space
Fix for an issue where a twin CSG could get left behind in the system editor and the user could not delete it
Fix for a server crash when rewinding the game and then saving
Restore the display of Kickstarter backer names in the Armory
Fix for GW battles with multiple commanders after save/load/resume
Fix for a crash that occurred on some machines when you open chronocam
Fix for 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
Remove console log spam
Interplanetary transport notifications including visible enemy commanders
Removed a redundant biomes list
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)
Fix for GW systems not spawning the correct type of systems on harder difficulties
Fix preferred commander tile state in Armory
Ensure that correct commander image is loaded on the Start page
Fix for a bug where nukes couldn’t fire after targeting a gas giant
Fix for the Revenants minions so they work like everyone else
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
Fix for an issue where Mac users would not get build orders on their factory when choosing specific factions
Fix for client crash when hovering over a celestial unit while another unit is selected