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!





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: