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We've recently updated the game with a Hotfix and wanted to share the Build Notes with you. Below you'll find build notes for Hotfix 86765 and Build 86422. Hotfix Build 86765 - 08/26/15 Bugfix/polish: Fix for crash when loading a save or resuming a game where an entity spawned and died on the same tick. Galactic War Titan cards will now properly interact with the orbital and air titan, and will not show up in Classic PA Fix for a crash in closestPointPlane Fix for a crash caused by units trying to initialize a celestial move task after their planet has been blown up but before the unit has been destroyed. When launching PA Classic on Steam when you own TITANS, the Quit & Install / Quit & Launch buttons on the popup now initiate the install or launch for you. Fix for AI crash on shutdown in the interplanetary request system Fix for a crash in BuildTask Fix for a crash when loading a save with a unit with a celestial body and no order. Fix for a crash when SimWeapon is verifying index in one place and not in another Make main.css rules a little more specific Fix some cursors on certain Linux drivers Updated Classic land neural net data. Sim units no longer kill the server if spawned with an invalid spec id. Shut down empty load_save servers. Set +x bit on published Linux files that need it. Fixes the Linux download not working out of the box Fix default parameters to panel.move. Fix for boolean inversion in the build task when creating the unit. Added a 'no-gpu' option to the panel api. This allows us to reduce the number of processes and interacting with the gpu. Enabling software-ui has been know to solve certain ui crashes, and this offers a more balanced solution. Build update 86422 - Launched 08/18/15 GW New difficulty ramping system -Ramps all AIs, including bosses -Difficulty is added based on distance from starting planet -Has a modifier for galaxy size Rebalanced econ modifiers for difficulty levels Reduce AI on easiest difficulty Made absurd slightly stronger AI Changes Improved AIs start a bit AI Should respond better to naval threats AI platoons will not completely lose their task when they encounter enemy forces. Orbital laser attack task now supports escort squads. AI now designates a larger area for rally points. AI will handle its commander better. If the AI commander is the only fabber on the planet, it will build things, even while heavily damaged. Allied AIs will be notified when a nuke is intercepted. AI will no longer build satellites on gas giants. AI will see unit cannons as more of a threat. AI will see anti-nukes on another planet as a higher priority target if it has nukes anywhere in the system. Updated land based neural networks for both Vanilla and Titans. Fix for AI seeming to ignore pelters as a threat. AI will try to protect the commander with umbrellas. Fix for code error in strategic manager. Get the AI commander to focus on building factories more. AI can now send orbital units between planets. Adjusted AI platoon composition. Fix for AI platoons with small vision and weapon ranges not working quite right. Updated fighter and bomber neural network data for classic. Fix for AI units not microing at all. Fix an issue where the AI would rush unit headlong into a fight for no reason, instead of firing from an appropritate range. Fix for AI platoons getting stuck against walls due to repeatedly (and unnecessarily) issuing move and attack orders. Some more adjustments to AI platoon keep at range and micro distance calculations. Fix for AI land platoons trying to attack things they are not supposed to. System Editor Explicit Planets always need a generator because we can't rely on a default Added option to toggle off water meshes. Default keybinding is ctrl+w. Changed default water depth to 100 (from 50) Balance changes Make subs a bit faster Fix torpedos firing at hover units Grenadier -Weapon Yaw Range decreased to 90 from 120 Modding Added "memory" storage API, which is like session storage, but asynchronous and without size limits. - Added a KO extender to store to memory. - Galactic war now uses memory storage for passing the battle config. Fixed inconsistencies in the WorldView.fixupBuildLocation API. Bugfix/polish: Set full opacity to pause background Tweaked the background for sub menus Added in UI sound effects Fix for login button Fix unit idle effects staying on after unit dies Set vanilla brush spec biome colors Make community tabs scalable, work at min rez Fix for a performance issue when hovering over the planet panel. - The holodeck show/hide was creating and destroying the render target. - That's very, very bad for performance. - Now it only lets go of the render target when it has to. You can now place a build preview over an existing build preview, if the specs are the same. This is most relevant for metal extractors. Fix for community tab list widths showing null message when the leaderboard is empty Nav work: - Expand cmesh walls at buildVoxel time based on move type radius - This is roughly the same thing we do when placing cost stamps for units/structures. But mildly specialized for cmesh walls (which don't place cost stamps). - Place cost near edges of unpathability - This includes not just obvious walls but stuff like shorelines for land units. Hover/Amphibious units correctly receive no cost at shorelines. - For example a "puddle" on land will be and has always been fully pathable by land units. It's just a puddle. You can't built naval on it either because it's not "deepwater". However because of spheres there will be voxels that have water surface and only water surface. This voxel should be ignored by the cost layer. - TLDR: apply cost if ((floodable && !pathable(movetype)) || (!floodable & has_flag(avoid_flags(movetype))" - Fix for some group behavior issues - Large units always get their own groups - Hover and Amph constrain down to Amph. - Minor cleanup - mMergeSubGroups persists across frames. It only resets to nullptr sometimes. If it starts as null in Group::mergeSubeGroups then it's initialized to the first subgroup in the list. If it persists then it's plausibly later in the list. If that group gets merged into another group that's determined to be closer then there will be an empty subgroup while iterating. Because empty groups aren't cleared until after the full iteration **- Add correct cost stamp data to titan units so they lay down blocking cost for small units. Adding turn acceleration to all the boats. Fixes our twitchy boats. Update CSS and icons on uberbar Fix the Twitch TV wrapper covering up the close button Fix for Twoboots commander Fix for crash related to blips Don't expect a secondary color for blips in the world hover Keep single laser tower name on one line Fix for launching a GW game using a save from the time when commanders were in the old schema. - There is still some data out there using objects, which results in [Object object].ai on the server. Overriding build previews with other build previews is now only allowed when combined with a feature requirement. Added logic which excludes certain defaults systems when selecting a random start system. Make blips appear properly in the world hover Unit launcher effects Layout update for mini-leaderboard tab Adjusted the formations that units go into while navigating to a position Unify command bar, special icon atlas, and cursors. -They now all live in ui/main/shared/img/icons. Several game_over bug fixes. Remove Armory refresh button Adjusting the placement size of a whole bunch of structures in further efforts to reduce the amount of units getting stuck in bases. Matchmaking: swap original PA background to use titan default To view the full list of bug fixes and polish, please visit our site here: http://www.uberent.com/pa-classic/news/
[ 2015-08-26 21:23:32 CET ] [ Original post ]
- Planetary Annihilation - Linux [752.09 M]
- Planetary Annihilation - Digital Deluxe Bundle
- Planetary Annihilation - Original Soundtrack
Blow up everything, anywhere; dominate with punishing spacecraft, robots, and other futuristic machines of war. Arm asteroids and send them on planet-destroying collision courses. And take over an entire galaxy in a dynamic single-player mode with procedurally generated content. Don’t just win, annihilate!
Key Features Include:
- Epic Single-Player - Galactic War is a twist on traditional real-time strategy campaigns that has players battling across a dynamic galaxy filled with procedurally-generated content. Every playthrough is different. Annihilation is final.
- Epic Multiplayer - Play with up to ten friends (or enemies) in massive free-for-all and team-based matches.
- Spectate - Spectate matches with a suite of incredible viewing options.
- Advanced Command And Control - With intuitive drags and clicks, seamlessly switch between planets, mine resources, create custom unit formations, or pulverize armies.
- Dynamic Picture-In-Picture - View and interact with your units on another planet in a second window as you focus and control the action in your primary view.
- Instant Replays - View in-match recordings in real-time while matches are in progress. See when a battle turned by rewinding the game to any point or check out the entire match after a game ends.
- Smash Planets - Don’t just win, annihilate. End games with the mother of all weapons: an asteroid on a collision course.
*Internet connection required.
- OS: Any Linux distribution supported by Steam. 64-bit only
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