Build Notes - 54357 / 54382 / 54412

Discussion in 'Support!' started by Raevn, September 26, 2013.

  1. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    New Features
    • Replays can now be viewed from the main menu.
    • Game can now be run Full Screen
    • New Desert & Ice Planet Template
    In-Game Changes
    • Queued waypoint visual connectors: Green = Move/Patrol, Blue = Use/Assist, Red = Reclaim/Attack
    • Wreckages are now properly reclaimable.
    • Selection indicator on bottom left
    • Right orders bar only shows valid orders for selected unit
    • System View shows planet list with # of metal spots
    • Basic Metal Extractors can be replaced with Adv Metal Extractors
    • Camera shake added to some impacts (Nuclear Missile)
    • Orbital units are launched on a rocket which falls back down to the planet after use.
    Interface - Menu & Lobby Changes
    • Home Screen now has Beta symbol
    • Home Screen Background animates
    • Modified visual theme for menus
    • Additional Graphics settings
    New Units
    Torpedo Bomber - Albatross
    Torpedo Bomber: Anti-naval torpedos
    Metal Cost: 250
    Health: 80
    Max Speed: 75
    Sight Range: 200
    Damage: 50
    Torpedo Initial Speed: 50
    Torpedo Max Speed: 50
    Rate of Fire: 1
    Range: 100
    Ammo capacity: 4000 (1000 per shot)
    Not buildable

    Recluse
    All Terrain Bot: Can crawl almost anywhere.
    Metal Cost: 1080
    Health: 400
    Max Speed: 10
    Sight Range: 100
    Damage: 65
    Weapon Initial Speed: 70
    Weapon Max Speed: 70
    Range: 100
    Rate of Fire: 2
    Build Rate: 30M, 3000E
    Not buildable

    Flux
    Advanced Tank: Anti-land and anti-ship guns
    Metal Cost: 1575
    Health: 625
    Max Speed: 6 (Amphibious)
    Sight Range: 100
    Damage: 250
    Weapon Initial Speed: 150
    Weapon Max Speed: 150
    Range: 120
    Rate of Fire: 1
    Not buildable

    Halley
    Delta V Engine - Used to move small to medium celestial bodies.
    Metal Cost: 55000
    Health: 12250
    Thrust Power: 10

    Umbrella
    Ion Defense Platform: Designed to take out orbital units above it.
    Metal Cost: 21000
    Health: 3200
    Damage: 1250
    Weapon Initial Speed: 700
    Weapon Max Speed: 700
    Range: 200
    Rate of Fire: 2
    Target Layer: Orbital
    Ammo capacity: 300000 (100000 per shot)

    The Egg
    The Egg: Initial Commander Transport
    Health: 550
    Move Speed: 25
    Sight Range: 70
    Storage: 2400M, 125000E
    Not buildable

    Orbital Fabrication Bot
    Orbital Fabrication Bot
    Metal Cost: 4700
    Health: 1750
    Move Speed: 10
    Sight Range: 100
    Build Rate: 25M, 7200E
    Build Range: 60
    Not buildable

    Astraeus
    Orbital Lander: Load it up, get units to other planets.
    Metal Cost: 12500
    Health: 2500
    Sight Range: 70 (Surface), 70 (Orbital)
    Vertical Speed: 35
    Move Speed: 25
    Transport

    Orbital Laser Platform
    Orbital Laser Platform: Death from above
    Metal Cost: 30000
    Health: 2500
    Damage: 2500
    Rate of Fire: 1
    Range: 10
    Ammo capacity: 25000 (12500 per shot)

    Adv Radar Satellite
    Advanced Radar Satellite: Detects a large area for enemy land, sea, and air units
    Metal Cost: 39500
    Health: 6750
    Radar Range: 2350
    Sight Range: 2350
    Energy Consumption: 13000

    Solar Array
    Solar Array: Orbital energy generation.
    Metal Cost: 16200
    Health: 3750
    Energy Production: 23500
    Move Speed: 150

    Unit Changes
    Basic Air Factory
    Wait to Rolloff Time: 4 -> 2

    Adv Air Factory
    Wait to Rolloff Time: 4 -> 2

    Air Scout - Firefly
    Health: 2 -> 20
    Damage: 1 -> 3

    Basic Bomber - Bumblebee
    Health: 8 -> 80
    Damage: 100 -> 50
    Splash Damage: 100 -> 50
    Bomb Initial Speed: 150 -> 75
    Bomb Max Speed: 150 -> 75
    Bomb Lifetime: 2 -> 5
    Range: 50 -> 70
    Rate of Fire: 1 -> 2

    Adv Bomber - Hornet
    Health: 40 -> 400
    Damage: 1000 -> 350
    Splash Damage: 1000 -> 350
    Bomb Initial Speed: 150 -> 75
    Bomb Max Speed: 150 -> 75
    Bomb Lifetime: 2 -> 5
    Splash Radius: 2 -> 10
    Range: 50 -> 70
    Rate of Fire: 1 -> 3
    Ammo capacity: 12000 -> 20000 (3000 per shot)
    Can now target Seafloor layer

    Basic Fabrication Aircraft
    Health: 2 -> 25

    Adv Fabrication Aircraft
    Health: 10 -> 100

    Basic Fighter - Hummingbird
    Health: 5 -> 50
    Damage: 10 -> 80

    Adv Fighter - Peregrine
    Health: 25 -> 250
    Damage: 40 -> 400

    Basic AA Missile Vehicle - Spinner
    Damage: 2 -> 10
    Target Layers: Air only

    Basic Missile Defense Tower
    New Name (Formerly Air Defense Tower)
    New Description: Missile Defense: Anti-Tank Missiles, Anti-air missiles
    Metal Cost: 200 -> 300
    Damage: 5 -> 20
    Rate of Fire: 1 -> 2
    Initial Projectile Velocity: 155 -> 224
    Max Projectile Velocity: 155 -> 224
    Turret Turn Rate: 450 -> 600

    Adv Artillery - Holkins
    New Name (Formerly Lobber)

    Basic Artillery - Pelter
    Can be built on water

    Basic Assault Bot - Dox
    Max Speed: 15 -> 12
    Damage: 5 -> 10

    Adv Assault Bot - Slammer
    Max Speed: 15 -> 11

    Basic AA Bot - Stinger
    Max Speed: 15 -> 12
    Damage: 2 -> 20
    Target Layers: Air only

    Adv Artillery Bot - Stomper
    Max Speed: 12 -> 11

    Basic Bot Factory
    Factory Cooldown Time: 3
    Wait to Rolloff Time: 4 -> 1.5

    Adv Bot Factory
    Factory Cooldown Time: 3
    Wait to Rolloff Time: 4 -> 1.5

    Basic Energy Storage
    Consolidated blueprints (land & sea are a single blueprint)
    Buildable by Adv Fabrication units

    Basic Land Barrier
    Consolidated blueprints (land & sea are a single blueprint)

    Basic Laser Defense
    Consolidated blueprints (land & sea are a single blueprint)
    Metal Cost: 600 -> 1000
    Damage: 75 -> 125
    Range: 100 -> 120

    Adv Laser Defense
    Consolidated blueprints (land & sea are a single blueprint)
    Metal Cost: 1800 -> 2500
    Damage: 375 -> 500
    Range: 110 -> 120

    Basic Metal Storage
    Consolidated blueprints (land & sea are a single blueprint)
    Buildable by Adv Fabrication units

    Radar
    Radar Range: 300 -> 360
    Required energy efficiency: 0.9

    Adv Radar
    Radar Range: 200 (Orbital)

    Tactical Missile Launcher
    Ammo per shot: 5000 -> 1000

    Adv Tank - Leveler
    Target Layers: Land and Water only

    Basic Tank - Ant
    Target Layers: Land and Water only

    Basic Vehicle Factory
    Factory Cooldown Time: 5
    Wait to Rolloff Time: 4 -> 2

    Adv Vehicle Factory
    Factory Cooldown Time: 5
    Wait to Rolloff Time: 4 -> 2

    Orbital Fighter - Avenger
    Metal Cost: 9750 -> 2950
    Acceleration: 75 -> 35
    Brake Rate: 100 -> 45
    Move Speed: 35 -> 90

    Orbital Launcher
    Metal Cost: 30000 -> 6500
    New Model

    Radar Satellite
    Metal Cost: 24600 -> 12500
    Energy Consumption: 10000 -> 7500
    Acceleration: 75 -> 1
    Brake Rate: 5 -> 2
    Sight Radius: 70 -> 100

    Attack Submarine - Dolphin
    Sonar Range: 0 -> 75
    Torpedo Initial Speed: 75 -> 50
    Torpedo Max Speed: 75 -> 50
    Torpedo Life Time: 8 -> 3

    Battleship - Leviathan
    Brake Rate: 1 -> 2
    Turn Speed: 15 -> 5

    Destroyer - Bluebottle
    Acceleration: 50 -> 10
    Brake: 50 -> 10
    Damage: 36 -> 75

    Basic Fabrication Ship
    Acceleration: 50 -> 10
    Brake Rate: 50 -> 10
    Turn Speed: 90 -> 45

    Adv Fabrication Ship
    Acceleration: 50 -> 10
    Brake Rate: 50 -> 10
    Turn Speed: 90 -> 45

    Frigate - Narwhal
    Acceleration: 50 -> 10
    Brake Rate: 50 -> 10
    AA Damage: 2 -> 20

    Basic Naval Factory
    Factory Cooldown Time: 5
    Wait to Rolloff Time: 4 -> 2

    Adv Naval Factory
    Factory Cooldown Time: 5
    Wait to Rolloff Time: 4 -> 2

    Sea Scout - Sun Fish
    Acceleration: 120 -> 24
    Brake Rate: 120 -> 24
    Turn Speed: 90 -> 60
    New Weapon
    Damage: 10
    Range: 200
    Rate of Fire: 0.5

    Modders
    See PA Modding Changes for a list of changes that affect mods.
    Last edited: September 27, 2013
    metzler0815, aeonsim, zaphodx and 8 others like this.
  2. nutterboy

    nutterboy Member

    Messages:
    30
    Likes Received:
    13
    Awesome ! So glad that tanks can't shoot air any more! :)
    dala1984 and RainbowDashPwny like this.
  3. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    Idk, now if you have tanks, and not spinners, because lets say the enemy targeted spinners only during a fight, then the rest of the army is slim pickins for bombers.

    Which in case you are wondering, is what I will do for now on. I liked it the way it was before, so while it is still late alpha early beta, I will exploit it to hell until people complain about it here. I encourage anyone else to do likewise.

    They should shoot air, just not as accurately. Give them ridiculous spread or turn off their leading shots against air units, or design the tanks to be poor in moving their weapons against air units.
  4. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    This will make dedicated AA units useless once you have a sufficient number of ants. You should need to protect land only units with AA of some kind. Tanks couldn't hit planes in TA or Sup Com either.
  5. purecaldari

    purecaldari Member

    Messages:
    64
    Likes Received:
    1
    Are these changes discovered by yourself? So are you filling them up? Because this list seems rather short.
  6. Stormie

    Stormie Active Member

    Messages:
    122
    Likes Received:
    28
    pretty sure tanks hit planes in TA. def rapiers and brawlers anyway.
  7. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    They are based on comparing the files from the different builds. Any pure engine changes made within the PA application itself can't be automatically found have to be discovered the hard way :p

    The list is incomplete still. Have to do Aircraft, Naval and many other changes too.

    Depends on the tank. Even if the shootall cheat was enabled, most tanks couldn't physically hit planes, even gunships. Turret elevation in TA was limited to 45 degrees, so only very fast ballistic weapons could have a chance to hit, or weapons that didn't arc (such as lasers). Even then, most of the tank weapons that could fire at aircraft had such a small chance of hitting to be irrelevant. The only one with reasonable success from memory was the Fido & shooter, because they fired such fast bullets, and maybe the lightning gun on the panther (never really tried, and it has a missile launcher anyway). Flashes maybe could land some hits against a largish group of gunships, but they'd die in the exchange.
    Last edited: September 26, 2013
    dala1984 and purecaldari like this.
  8. purecaldari

    purecaldari Member

    Messages:
    64
    Likes Received:
    1
    Ok, thanks. I will keep spamming F5 ;)
  9. xedi

    xedi Active Member

    Messages:
    135
    Likes Received:
    31
    How do I figure out the name for the rocket that launches satellites up in orbit? Currently it doesn't have a strategic icon.
  10. gunshin

    gunshin Well-Known Member

    Messages:
    790
    Likes Received:
    417
    lol i want to see this.
  11. bongologist

    bongologist Member

    Messages:
    136
    Likes Received:
    11
    Can we land on other planets ?

    Forget that, we can land on other planets, wohoo!!
  12. Gorbles

    Gorbles Post Master General

    Messages:
    1,832
    Likes Received:
    1,421
    inb4 whine.

    New planet types, wheeeeee. And expensive orbitals. People are going to have a field day on the forums about this.
  13. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    It's Planetary Annihilation\PA\media\pa\units\air\missile_orbital\missile_orbital.json

    From the Orbital Launcher blueprint:
    Code:
    "factory": {
      "deploy_projectile": "/pa/units/air/missile_orbital/missile_orbital.json",
      ...
    }, 
    xedi likes this.
  14. ghostflux

    ghostflux Active Member

    Messages:
    389
    Likes Received:
    108
    So the reason for changing the HP and damage so dramatically is to allow for more fine tuned control?
  15. xedi

    xedi Active Member

    Messages:
    135
    Likes Received:
    31
    Thanks raevn, I was only looking at the unit names in /orbital/, and not in /air/.
  16. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    Most of the balance changes I've documented so far focus on getting the HP/damage of Air to an equivalent level as land, which is a good thing. Vanilla sup com made the mistake of having different Air and Land HP levels, and anytime you managed to get a land attack unit that wasn't AA to attack an aircraft, it totally broke the game.
  17. superouman

    superouman Post Master General

    Messages:
    1,007
    Likes Received:
    1,139
    Everyone was waiting for this. I can't see anyone complain about it. It saves you 5 seconds of micro for each extractor.
  18. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    I think he meant he thought it combined the two extractors into one. Or basically removed t2 extractors.

    Idk.

    Anyway, what it means is that you can now build a t2 extractor plop dab on top of an already built t1 one, as if the metal spot had nothing built on it. It builds on empty metal spots, just the same as an already occupied metal spot.

    They DID neglect to allow t1 extractors to build atop other t1 extractors. I say this because you can build t2 on a dead t1, but not replace dead t1 with another t1.

    IMPORTANT QUESTION: How does planet smashing work? I build a brick of 3x3 delta v engines on the face of a very small moon. How does one use the UI to command that thing to smash that other thing.

    [​IMG]
  19. occusoj

    occusoj Active Member

    Messages:
    187
    Likes Received:
    34
    Wow, that patch, so it really happened ;).

    Does this mean that there is at least some hope for crossfire support now?
  20. SXX

    SXX Post Master General

    Messages:
    6,896
    Likes Received:
    1,812
    No, if neutrino don't change his opinion about modal fullscreen and I doubt it happen.

    As long as I can see current fullscreen is fake.
    Last edited: September 26, 2013

Share This Page