Release Build 78071



Balance



Tank Commanders

-Turn In Place set to False



Unit Cannon

-Health increased to 9000 from 3000



Radar

-Surface and Air Radar range decreased to 400 from 600

-Orbital Radar removed

-Orbital Sight range increased to 500 from 300



Advanced Radar

-Metal Cost decreased to 2400 from 4800

-Energy Draw decreased to 4000 from 4500

-Surface and Air Radar range decreased to 800 from 1200

-Orbital Radar removed

-Orbital Sight range increased to 900 from 300



Orbital Deepspace Radar

-Orbital Sight range increased to 500 from 300



Radar Satellite (ARKYD)

-Energy Draw increased to 700 from 300

-Orbital Radar removed

-Orbital Sight range increased to 600 from 100



Advanced Radar Satellite

-Orbital Radar removed

-Orbital Sight range increased to 1200 from 600



Ion Defense (Umbrella)

-Surface and Air Sight range decreased to 100 from 260

-Underwater Sight range decreased to 100 from 260

-Orbital Sight range increased to 300 from 260

-Orbital Range increased to 300 from 280

-Orbital Rate of Fire increased to 2.5 from 2.0



Defense Satellite (Anchor)

-Terrestrial Laser Range decreased to 100 from 120

-Orbital Laser Rate of Fire decreased to 2.5 from 3.0



Orbital Laser (SXX)

-Laser is now a Beam weapon

-Ammo Capacity increased to 12000 from 6000

-Ammo Per Shot increased to 12000 from 6000



-Mines can now only be seen by Combat Fabricators and Advanced Combat Fabricators



Mine

-Observable layer set to Mine from Surface and Air

-Ignore Sight set to False



Combat Fabricator

-Set Mine Sight range to 100



Advanced Combat Fabricator

-Set Mine Sight range to 100



Land Scout (Skitter)

- Added Mine Sight vision layer

- Mine Sight set to 200



Combat Fabricator

- Energy Draw set to 800



Advanced Combat Fabricator

- Energy Draw set to 2000



Bug fix/Polish

- Planet smash work

-- Craters are now unpathable by naval or land (whether there is water in them or not)

-- Units will no longer float above the crater as if it were not there

-- Planets smashing into others will now kill units as they are intended to do

- UI: HUD: Added control groups, ability to sub-select within control groups

- UI: HUD: Added controls to select idle fabbers/factories

- UI: HUD: Added quick select buttons based on unit category (bot, land, air, etc.)

- UI: HUD: Updated unit selection display to show total units selected, and allow for sub-selection based on unit category

- Improvements to physics update performance

- Improvements to Navigation performance

- Performance work on voxels

- Improvements on log handling for underwater units

- Updated AI to handle building on islands smarter

- Unit groups of different movement types will now try to stay together

-- Unit groups will be split based on Land, Water, and Air/Orbital movement.

- Fix for units getting stuck when pathed or pushed into invalid terrain.

- Fix for units failing to path when given a move order while bordering invalid terrain.

- Improvements on units spinning around when reaching goal

- More improvements on AI not heading to where it knows it will be destroyed

- Improvements on units avoiding running into walls

- Fix for a SimPlanet crash

- Minor update to Anchor ground laser effect

- Changing SXX attack to a beam

- Tweaks on server clean up

- Fix for an invalid replay loading issue

- Crash fixes

- Normal AI and Hard AI are now easier

- Adjustments to how landing zones are handled in the system editor

- You can now confirm live game popups using the enter key

- Mouse scrolling will now only work on the panel you are focused on

- Fixes for some Steam Achievement bugs

- Changed the default minimum radius from 100 to 250

-- This only affects new planets created in the system editor

- AI won’t transport commanders in an orbital lander anymore

- Control group UI will now scale to number of units selected

- Art pass on Idle buttons

- Planet smashes no longer deal damage way outside of crater range

- Air units will no longer attempt to hover below the normal ground height

- Air units will no longer land on unpathable terrain

- Bug fix for editor lighting issue on high height range planets

- Selection UI will no longer show type filters if there is only one type

- Quick select “All” buttons will no longer select fabbers unless it’s the fabber button

- Fixed issues of select all advanced button selecting fabbers

- Idle fabber/factory button now selects all target units on screen with single click, and all target units on planet with double click

- You can now track a control group by double clicking

- Fix for game resetting to FFA when you select a planet

- Fix for game crashing on 11+ player games

- Factory’s given rally/move/patrol points will still be idle if idle

- Improvements on AI when making attack choices

- Fixed a few instances of Join Game button not working

Click to expand...