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

 

Release Build 82834 and Hotfix 83796

Hotfix build 83796 – 7/7/15
– Fix for large number of “Cilantro” errors

Hotfix build 83391 – 6/24/15
Bugfix/polish:
– Fix for a Mac crash in the server browser when there was no network connection
– Better error messages when failing to set up a server on Playfab
– Logs now also include coherent crash dumps, which will improve our ability to track down issues

Hotfix Build 83074
– 6/16/15
Bugfix/Polish
-Fix for unit selection breakdown displaying incorrectly
-Player has the ability to get a random commander instead of a selected favorite
-Changing server name does not unready players
-Allow players to filter replays by type of game
–The current filters are Multiplayer, Versus AI, and Galactic War
-Fixed Galactic War to correctly handle using Chrono Cam to change the outcome of a battle
-Fixed commanders in the armory not clearing their hover style
-Fixed the Armory back button not showing up correctly

Live Build 82834
– 6/9/15

Galactic War Updates:
– Tech Discovery Redesign
–You will now be able to choose one tech from a group of three when you explore a system.
–You will no longer be given techs that you already have as one of the three choices.
–You will now only be given techs that you can use–IE no bot buffs without the ability to build bots.
– Rebalanced chances to discover various techs
– Improved AI difficulty ramping
– Improved system difficulty ramping
– New and improved redesigned boss fights for all factions
– Galactic War now defaults to a system size of Medium instead of Epic
– You now have the option to toggle “Hardcore mode” on and off when starting a new war
–Losing a match in Hardcore Mode will end the active Galactic War, as it did in previous Galactic War iterations.
–Losing a match outside of Hardcore Mode will allow you to load a save from before moving into the hostile system.
– Galactic War now has two neutral stars that always spawn next to the starting point
– The two easier difficulty Galactic Wars now use a different set of possible system templates
–The easier system templates don’t go more than a planet and a moon. They also have more metal.
-Exiting from the GW star map takes you back to the main menu
-The in-game menu for a normal GW now contains a surrender option instead of an abandon war button. Hardcore GW will still have the abandon war button.
-Normal AI Difficulty Tuning
-GW star system tuning
-Fix to the Galactic War intro video not playing
-When the player commander is destroyed, all remaining subcommanders will also be destroyed. This only affects GW.
-Removed the factory wait time on relentless AI difficulty

Gameplay changes:
– Units are now setup to allow their wreckage to be pathed through and shot through
– Fix for custom alert behavior (the first custom alert would work, but all the ones after that would fail)
– Added in persistent alerts for special weapons (halleys and lazer).
– Hide special alerts that are triggered while in chronocam
– Updated icons used for special weapons in special alerts
– Major rework for how recon works for blips
– Updates to visuals and layout of celestial/planets panel to closer align w/ new special weapon alert UI
– Resume Anywhere fixes
– Added music cue for the Target Planet scene
– Units flagged as not collidable with projectiles as wreckage will no longer have the attack cursor come up on the client
– The control group and idle unit widgets are hidden when you are spectating. Chronocam will also ignore unit alerts while you are spectating.
– Fix for a case where a unit would stop and lose its nav move
– Mines can now, once again, be shot by projectiles
– Resume from here dialog will now pause the game
– Fix for (selection/control group/idle) type indicators
– Fix for some units failing to attack during an attack move

AI Improvements:
– AI now can now create unit threat data on demand
— This helps support units that are not included in unit_list.json.
– Deep Space Radar will no longer be seen as an orbital threat by the AI
– Fix for units going in circles
– Fix for a rare (1 in ~1400) AI crash
– Fix for AI crash when a platoon tries to retreat when there are no active AI bases left
– AI should be more diligent about building anti nukes
– Adjusted AI planet landing spot selection
-AI perf improvement
-Reduced the spikiness of AI perf some more

Bugfix/Polish:
Save game changes
1) All saved games are now in one place. This includes GW saves.
2) You no longer go to the GW page to continue an existing GW. That page is only for creating new GWs. Use ‘the saved games’ page instead.
3) There is now a resume last saved game button from the main menu. It is basically a continue button.
4) You can now change your commander in GW while offline.
5) The ‘continue recent game’ button will only appear if your most recent saved game is more recent than your last completed game.
– Selecting any menu item will now hide the menu
– Fix to layout of in-game menu in GW and live game, added offline state for uberbar
– Fix a Linux crash we have been seeing
– Fix to anim event bug
– Better error messages and logging when encountering UI crashes to help track down common problems
– Improved offline main menu
— Hide leaderboards if we can’t fetch it.
— Hide update news if we can’t fetch it.
— Show a placeholder “null message” for YouTube videos if we can’t retrieve them.
— Hide the “show leaderboards” button when you’re not signed in (it doesn’t work.)
— Reduce the size of the leaderboard entries when they don’t have a “view replay” button on them.
– Added a message box when you can’t start a game
— This shows up if you’re not signed in to ubernet and you won’t be using an offline server.
– UI more responsive when connecting to a server
– The stats panel will now show the max tick time in parenthesis, along with the average tick time
– Reduced load times of UI, especially the main menu
– Misc layout updates to be more consistent w/ landing page template, removed unused planet UI
– Layout fixes for shared resources indicators
– Updated start menu for displaying last saved
– The paused popup will no longer appear at the same time as the building planets popup
– Fix metal not updating during replays
– Fix the lobby option ‘listen to spectators’
– Minor perf improvement for units with auto attacking weapons
– Perf improvement for bomb bots with orders
– Fix inviting users to private games
– Show immediate progress information when accepting uberbar game invite
-Added a button to delete saved games
–Can’t delete save games stored on Playfab. You can delete local and galactic war saves
-Deleting the most recent save will clear out the “resume last saved game’ button
-Fix for units being able to remove orders flagged as blocking from their order queue
-Fix for a case where units would continuously run into the side of a structure
-Fix for some weird and wacky pathing behavior from units
-Fix for corrupted audio file on anti air
-Fix for weapon prioritization bug
-All the csg transformation keybindings will now behave correctly when the key is held down
-Fix Jig not atrophying if a fabber stops building it
-Fix one-time memory leak after viewing intro video
-Reduced load time of intro video, and reduced memory usage during intro playback
-Remove beta tag on save game in menu
-Better feedback when attempting to reconnect to a game in progress, and when joining a non-LAN game from the server browser
-Don’t jump back to the main menu if a server connection attempt from the server browser fails
— go back to the server browser.
-Better progress indication when everyone has accepted a matchmaking match
-Disabled the main menu button while the game is saving
-Fix to add button for player guide in menu
-Improve load times of UI even further
-Fix the youtube list in the main menu
-Even more perf improvements
-Fix the crash on reconnect issue
– Pathing crash fix
-Enable custom commanders Stelarch and Spartandano

Shipping Physical Rewards FAQs

It’s been 3 weeks since we began shipping out physical rewards. We still have thousands more to ship so if you haven’t received yours yet, please know that it’s on its way! We’ve been receiving a lot of questions regarding rewards and shipments. Here are some of the most frequently asked questions.

Where’s my rewards?
Rewards are still being shipped. We have thousands of backers to send rewards to all over the world. We have a small, but efficient fulfillment team working hard to get packages out as quickly as possible. They’re just as excited to ship your rewards as you are to receive them. ^_^

Is there a tracking number?
No, there’s no tracking numbers, sorry. We’re shipping with USPS and do not have tracking for these packages.

Why do I have to pay more to receive my shipment?
If you live outside of the United States, you may be charged customs/import fees to receive your package. The packages are shipped via USPS from PMC in Redmond, WA and have the estimated value of the products posted on the outside of the box. If customs request further information regarding the contents and their value, please email support@uberent.com.

What do I do if my address has changed?
Please email support@uberent.com to let us know what your new address is and we’ll try to get it changed before it’s shipped. If it ships before the address is changed and the package is returned, we’ll make sure to re-ship it to the new address.

Where’s my USB drive?
Did you receive a rubbery black and blue Progenitor? That is the USB drive! Clever, isn’t it? 😉 To access the USB, gently pull up where the red dot is. You may need pliers or fingernails the first time you pull it out. The USB drive is 8 GB and arrives empty. At the time of manufacturing, we were still creating the game and the Launcher. Instead of loading an outdated Launcher on the drive, we decided to mail a game key card to allow access to the latest Launcher.

Some of my miniatures arrived bent. How do I fix them?
The miniatures were manufactured through Reaper Miniatures. https://www.reapermini.com
Through their Forums, we’ve discovered that you can place them in hot water, carefully remove them, and bend them back into place. Running them in cool water can help set the piece.

What do I do if something is missing or broken?
Please email support@uberent.com and let us know and we’ll work to replace the missing or damaged item.

If you have any other questions or issues, please email support@uberent.com.

EUWest Server Maintenance July 1st (3pm-8pm PDT)

EUWest Server Maintenance July 1st (3pm-8pm PDT)

As part of our continued efforts to enhance customer experience, Network Engineers will be servicing the EUWest servers.  The event will take place during a scheduled maintenance window on 1-July-2015 22:00 – 03:00 UTC (3pm – 8pm PDT).

During the service, players may experience connectivity issues. This disruption could be in the form of intermittent packet loss, higher than normal latency, or both.

Thank you for your patience!

If there are any questions or issues, please email support@uberent.com.

Kickstarter Update: You’ve gotta be shipping me!

IMG_5352

You’re shipping me, right??! Is it true, are the rewards on their way??

YES!!!

It’s been a long time coming, but the physical rewards for the Kickstarter and Cosmic Limited Edition backers are finally shipping!! Yes, it’s true – your physical rewards are on their way!

Shipments are going out in waves and may take a few weeks to complete. For some, you might even get yours tonight!

For those that pledged $500 or more to the Kickstarter, we are still waiting for the Commander statue to arrive. Once they’re here, we’ll sign them and ship them out as a separate shipment.

Again, thank you so much for your patience. We apologize for the lengthy delay and hope you enjoy your backer rewards. We really couldn’t have done this without you and hope you know how much You ROCK!

We’re excited to see your faces as you open your rewards! If you record an unboxing video, please let us know! Tag @UberEnt on Twitter and share your video with us on Facebook.

 

If you have an address change, please let us know what your new shipping address is and we’ll work to have your items shipped in a future delivery.

If there are any questions or issues, please contact us at support [at] uberent [dot] com.

RELEASE BUILD 82834 IMPROVED SINGLE PLAYER GALACTIC WAR!

Hotfix build 83796 – 7/7/15
– Fix for large number of “Cilantro” errors

Galactic War Updates:
– Tech Discovery Redesign
–You will now be able to choose one tech from a group of three when you explore a system.
–You will no longer be given techs that you already have as one of the three choices.
–You will now only be given techs that you can use–IE no bot buffs without the ability to build bots.
– Rebalanced chances to discover various techs
– Improved AI difficulty ramping
– Improved system difficulty ramping
– New and improved redesigned boss fights for all factions
– Galactic War now defaults to a system size of Medium instead of Epic
– You now have the option to toggle “Hardcore mode” on and off when starting a new war
–Losing a match in Hardcore Mode will end the active Galactic War, as it did in previous Galactic War iterations.
–Losing a match outside of Hardcore Mode will allow you to load a save from before moving into the hostile system.
– Galactic War now has two neutral stars that always spawn next to the starting point
– The two easier difficulty Galactic Wars now use a different set of possible system templates
–The easier system templates don’t go more than a planet and a moon. They also have more metal.
-Exiting from the GW star map takes you back to the main menu
-The in-game menu for a normal GW now contains a surrender option instead of an abandon war button. Hardcore GW will still have the abandon war button.
-Normal AI Difficulty Tuning
-GW star system tuning
-Fix to the Galactic War intro video not playing
-When the player commander is destroyed, all remaining subcommanders will also be destroyed. This only affects GW.
-Removed the factory wait time on relentless AI difficulty

Gameplay changes:
– Units are now setup to allow their wreckage to be pathed through and shot through
– Fix for custom alert behavior (the first custom alert would work, but all the ones after that would fail)
– Added in persistent alerts for special weapons (halleys and lazer).
– Hide special alerts that are triggered while in chronocam
– Updated icons used for special weapons in special alerts
– Major rework for how recon works for blips
– Updates to visuals and layout of celestial/planets panel to closer align w/ new special weapon alert UI
– Resume Anywhere fixes
– Added music cue for the Target Planet scene
– Units flagged as not collidable with projectiles as wreckage will no longer have the attack cursor come up on the client
– The control group and idle unit widgets are hidden when you are spectating. Chronocam will also ignore unit alerts while you are spectating.
– Fix for a case where a unit would stop and lose its nav move
– Mines can now, once again, be shot by projectiles
– Resume from here dialog will now pause the game
– Fix for (selection/control group/idle) type indicators
– Fix for some units failing to attack during an attack move

AI Improvements:
– AI now can now create unit threat data on demand
— This helps support units that are not included in unit_list.json.
– Deep Space Radar will no longer be seen as an orbital threat by the AI
– Fix for units going in circles
– Fix for a rare (1 in ~1400) AI crash
– Fix for AI crash when a platoon tries to retreat when there are no active AI bases left
– AI should be more diligent about building anti nukes
– Adjusted AI planet landing spot selection
-AI perf improvement
-Reduced the spikiness of AI perf some more

Bugfix/Polish:
Save game changes
1) All saved games are now in one place. This includes GW saves.
2) You no longer go to the GW page to continue an existing GW. That page is only for creating new GWs. Use ‘the saved games’ page instead.
3) There is now a resume last saved game button from the main menu. It is basically a continue button.
4) You can now change your commander in GW while offline.
5) The ‘continue recent game’ button will only appear if your most recent saved game is more recent than your last completed game.
– Selecting any menu item will now hide the menu
– Fix to layout of in-game menu in GW and live game, added offline state for uberbar
– Fix a Linux crash we have been seeing
– Fix to anim event bug
– Better error messages and logging when encountering UI crashes to help track down common problems
– Improved offline main menu
— Hide leaderboards if we can’t fetch it.
— Hide update news if we can’t fetch it.
— Show a placeholder “null message” for YouTube videos if we can’t retrieve them.
— Hide the “show leaderboards” button when you’re not signed in (it doesn’t work.)
— Reduce the size of the leaderboard entries when they don’t have a “view replay” button on them.
– Added a message box when you can’t start a game
— This shows up if you’re not signed in to ubernet and you won’t be using an offline server.
– UI more responsive when connecting to a server
– The stats panel will now show the max tick time in parenthesis, along with the average tick time
– Reduced load times of UI, especially the main menu
– Misc layout updates to be more consistent w/ landing page template, removed unused planet UI
– Layout fixes for shared resources indicators
– Updated start menu for displaying last saved
– The paused popup will no longer appear at the same time as the building planets popup
– Fix metal not updating during replays
– Fix the lobby option ‘listen to spectators’
– Minor perf improvement for units with auto attacking weapons
– Perf improvement for bomb bots with orders
– Fix inviting users to private games
– Show immediate progress information when accepting uberbar game invite
-Added a button to delete saved games
–Can’t delete save games stored on Playfab. You can delete local and galactic war saves
-Deleting the most recent save will clear out the “resume last saved game’ button
-Fix for units being able to remove orders flagged as blocking from their order queue
-Fix for a case where units would continuously run into the side of a structure
-Fix for some weird and wacky pathing behavior from units
-Fix for corrupted audio file on anti air
-Fix for weapon prioritization bug
-All the csg transformation keybindings will now behave correctly when the key is held down
-Fix Jig not atrophying if a fabber stops building it
-Fix one-time memory leak after viewing intro video
-Reduced load time of intro video, and reduced memory usage during intro playback
-Remove beta tag on save game in menu
-Better feedback when attempting to reconnect to a game in progress, and when joining a non-LAN game from the server browser
-Don’t jump back to the main menu if a server connection attempt from the server browser fails
— go back to the server browser.
-Better progress indication when everyone has accepted a matchmaking match
-Disabled the main menu button while the game is saving
-Fix to add button for player guide in menu
-Improve load times of UI even further
-Fix the youtube list in the main menu
-Even more perf improvements
-Fix the crash on reconnect issue
– Pathing crash fix
-Enable custom commanders Stelarch and Spartandano

Physical Reward Update:

update_02

The items are in the warehouse and the fulfillment team is assembling the boxes right now! We don’t have an exact ETA for shipping, but it should be soon and once we know the dates the packages will be shipped out, we will post an update to Kickstarter and our website here:  http://www.uberent.com/pa/news/

We apologize for the long wait for rewards. We had been waiting for one of the manufacturers to ship us an item that everyone receiving rewards would receive. Unfortunately, the normal production time for this item nearly tripled due to several outside influences.

We’re really excited to send out the physical rewards and appreciate your patience! If there are any questions, please feel free to contact us anytime at support@uberent.com.


Have a great weekend!

Release Build 82293 and Hotfix build 82369 Resume Anywhere!

Hotfix out: 

Fix for largest cause of “Lost connection to server” issues. We will continue monitoring the issue and make more fixes where needed. Sorry for the issue, and thanks for your patience!

Resume Anywhere now available!
How to:
-Load or start a game
-Open Chronocam
-Rewind back to where you want to go. You have to rewind at least 2 seconds
-Select the Play From Here (Beta) button and Yes when asked “Rewind history and restart battle?”
-Wait for simulation to load
–Older replays (before this update) will not support resume anywhere and the button will not appear
Hotfix changes:
Fix for largest cause of “Lost connection to server” issues. We will continue monitoring the issue and make more fixes where needed. Sorry for the issue, and thanks for your patience!

Balance changes:

Grenadier
-Ammo Gravity Scalar increased to 6 from 3
-Max Firing Velocity increased to 88 from 68
-Min Firing Velocity increased to 85 from 65
-Added a small explosion when ammo hits to better communicate its small amount of splash damage
– Now prioritizes turrets and commanders over its normal targeting priorities

Anti-nuke accuracy improvement
-Ammo Velocity increased to 1500.0 from 500.0

Unit Cannon now decays if you stop building it
-Atrophy Rate set to 140
-Atrophy Cool Down set to 15

Destroyer (Orca)
-Ammo Velocity decreased to 85.0 from 150.0

Battleship (Leviathan)
-Ammo Velocity decreased to 110.0 from 150.0

Fighter (Hummingbird)
– Anti-Air Splash Damage set to 20
– Anti-Air Splash Radius increased to 0.75 from 0
– Full Damage Splash Radius increased to 0.75 from 0

Interplanetary Fighter (Phoenix)
– Anti-Air Splash Damage set to 25
– Anti-Air Splash Radius increased to 0.75 from 0
– Full Damage Splash Radius increased to 0.75 from 0

Commander
– Anti-Air Splash Damage set to 25
– Anti-Air Splash Radius increased to 0.75 from 0
– Anti-Air Full Damage Splash Radius increased to 0.75 from 0

Missile Vehicle (Spinner)
– Anti-Air Splash Damage set to 20
– Anti-Air Splash Radius increased to 0.75 from 0
– Anti-Air Full Damage Splash Radius increased to 0.75 from 0

Missile Turret (Galata)
– Anti-Air Splash Damage set to 20
– Anti-Air Splash Radius increased to 0.75 from 0
– Anti-Air Full Damage Splash Radius increased to 0.75 from 0

Frigate (Narwhal)
– Anti-Air Splash Damage set to 20
– Anti-Air Splash Radius increased to 0.75 from 0
– Anti-Air Full Damage Splash Radius increased to 0.75 from 0
-Ammo Velocity decreased to 85.0 from 150.0

Missile Ship (Stingray)
– Anti-Air Splash Damage set to 25
– Anti-Air Splash Radius increased to 0.75 from 0

Bomber (Bumblebee)
– Removed death weapon

Fighter (Hummingbird)
– Removed death weapon

Missile Bomber (Hornet)
– Removed death weapon

Interplanetary Fighter (Phoenix)
– Removed death weapon

Bot Factory
– Placement Size changed to [40,55] from [30,55]
– Area Build Separation decreased to 2 from 10

Vehicle Factory
– Placement Size changed to [40,55] from [30,55]
– Area Build Separation decreased to 2 from 10

Naval Factory
– Placement Size changed to [40,50] from [20,50]
– Area Build Separation decreased to 2 from 10

Air Factory
– Placement Size changed to [40,40] from [30,30]
– Area Build Separation decreased to 2 from 10

Advanced Bot Factory
– Placement Size changed to [60,80] from [50,80]
– Area Build Separation decreased to 2 from 7

Advanced Vehicle Factory
– Placement Size changed to [60,80] from [50,80]
– Area Build Separation decreased to 2 from 6

Advanced Naval Factory
– Area Build Separation decreased to 5 from 10

Advanced Air Factory
– Placement Size changed to [60,60] from [50,50]
– Area Build Separation decreased to 2 from 7

Bugfix/Polish:
-Radar fix for units not showing up even when in range
-Torpedoes now more accurately hit structures
-Removed Twitch integration as Twitch is no longer supporting it. Customers can still use a third party application, like OBS, to stream PA to Twitch
-Game should now crash with an explanatory error if the UI crashes, rather than just freezing.
-Linux fixes
–Fix some cursor bugs that Linux users with specific graphics drivers have been experiencing
–Support opening browser from PA on Linux. It should now open the user’s preferred browser (by relying on the `xdg-open’ command.)
–Fix invisible CSG for Linux users when playing on PlayFab or on someone’s Windows server, but not when playing offline. This should marginally reduce load times for all users.
-Added Cosmic backer name to credits and planet name
-Build item renames
-Enabled Resume Anywhere
-Fix the AllMetalSpotsFull build condition
-Changed reclaim on patrol to reclaim unless we are 100% metal efficient and have full storage
–Units are now able to reclaim wreckage while patrolling
–Patrolling units are now able to reclaim trees
-Set the default water depth for planets to 100%. This only affects Galactic War and will only affect new wars
-Revert a change which was causing the game to hang when leaving the game lobby on some machines
-The server will no longer broadcast custom csg to clients when the system is changed in the game lobby
-The system display widget will no longer show the missing image symbol when you rapidly change the system in the game lobby.
-Updates for save game labels positions in menus
-Make log filenames & first line of log contain date,which should help both sorting & figuring out which log matches what session
-More logging for FMOD initialization failures
-The pause simulation button will no longer reset the position of the planets
-Changed the way local GW saves are named to avoid filename issues
AI Improvements:
-The lobby will remember the last AI difficulty you selected and will use that level by default
-Added a new AI difficulty named ‘idle’. This AI will never take any action
-AI will take into account allied forces when calculating planet wide threat
-Added stuck detection for AI area build task
-Adjusted stuck AI stuck detection sensitivity
-Reduced AI factory buffer size
-AI will send more units at once through a teleporter from planets it has full control of
-AI will expand faster on planets it has full control of
-Adjusted how the AI sees armies occupying a planet
-AI will do a better job of balancing its economy
-AI can now use bomb bots
-AI can now build and use the Unit Cannon
-AI has improved its usage of Naval
-AI should try to get all of its units cannons in sync
-AI will once again send orbital radars to other planets
-AI will send fabbers with no build task back to a rally point, out of harms way
-AI should do a better job of not sending fabbers half way around the planet right after dropping them off at a planet
-AI will now enqueue orders on the sim rather than issuing them directly
-AI will build more AA vehicles if it is losing the air battle
-AI will build a deep space radar earlier when on a planet by itself
-AI will build an orbital launcher earlier when on a planet by itself
-AI will be more likely to place a teleporter on a planet, in anticipation of needing it later
-AI will keep a group of fighters and bombers at the ready when on a planet by itself
-AI will build at least one air factory when on a planet by itself
-Improved the AI’s handling of Gas Giants
-Normal AI adjusted to make it more passive while making its expansion and base building behavior less erratic
-Added “unable_to_expand_delay” as an AI personality setting. The AI will now accumulate time that it is unable to expand. Once they delay has been reached, it will set the unable to expand flag, allowing the AI to react accordingly
-Minor balance to get the AI building the Delta V Engine and Control Module again
-Fix for bug preventing the AI from using Delta V Engines
-Fix for the PlanetHasUseableWeapon build condition not working as expected
-The CanAffordBuildDemand build condition now supports build items with no spec to build. This will now just evaluate the condition using the fabber’s build arm drain
-AI platoon templates and unit map are now located in a separate folder in the AI content folder
-The AI can now load multiple platoon template and unit map files
-Added a cheaper path fixup function to nav. AI now makes use of the cheaper path fixup function
-AI no longer ticks platoons that are in celestial transit
-AI will not tick platoons in transit via the unit cannon
-Removed unnecessary AI build item
-Updated default personality values
-AI now can now create unit threat data on demand. This helps support units that are not included in unit_list.json
-Fix for some AI planet counting stuff
-Fix for AI not expanding on planets with little to no metal
-Fix for crash caused by aiBrain no longer being valid during sim shutdown
-Fix for typo in AI fabber air builds
-Fixes for cases where the AI would seem to lose track of a fabber
-Fix where the AI would get stuck on mixed terrain planets
-Added new AI build conditions:
–CurrentEnergyEfficiency
–CurrentMetalEfficiency
–SpawnablePlanetCount
–PlanetIsMainEcoBase
–DistFromNearestEnemyThreat
–PlanetHighestEnemyArmyThreat
–FocusTargetThreatRatio
–PlanetHighestEnemyArmyThreatRatio
–PlanetIsGasGiant
UI Improvements
-Changing your primary color will no longer reset your secondary color
-Add a Game Menu button to the options panel
-You can now choose to exit the game or exit to the Main Menu after selecting the ‘exit’ option from the live game menu
-Selecting any menu item will now hide the menu
-Replay: Remove animated text that causes weird flashing in the background
-Armory: Remove title animation to fix flashing background
-Armory: Fix line height in KS credit to not overlap w/ commander visual
-Armory: Tweak indicator for default commander
-Quit menu: Tweak text on commit buttons
-Main menu: Added view intro button
-CSS fix so background images cover in irregular resolutions (portrait or square)
-CSS fix in nav items to properly highlight text when a sub menu is displayed
-Adjust CSS for messages that appear in dialogs
-Game Over: swap text from “View Final” to “View Winner”
-Fix for button jittering caused by timer display when simulating systems
-Improves spectator UI – removes unneeded UI elements

 

Hotfix Build 80462 4/14/15

Bugfix/Polish:

– Fix for crash loading a saved game
Known Issue: Saved games that experienced this crash prior to the fix will continue to crash. This will fix future saved games from crashing.
– Added a text warning to indicate filenames restrictions
– Fix for vision after reconnect
– Fix for the gas giant size bug in System Designer
– Added a sandbox option to enable server cheats without using a mod. (This does not worked in ranked games.)
– Enable Galactic War Save/Load for PlayFab servers
–These save files will disappear after ~30 days
–If you revert the Local Server setting, your save will still work, however you will not see the save file available until you change your Local Server setting again