Patch 3652 (beta) changelog

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Re: Patch 3652 (beta) changelog

Postby Ithilis_Quo » 29 Oct 2015, 12:28

IceDreamer wrote:
keyser wrote:- Fixed free mass exploit with Megalith eggs

is that the reclaim feature of the mega ? or another bug ?


Another. Without going into too much detail, it was possible to use Megaliths to get units for near-0 mass cost.



Also would be fine when would be fixed reclaim exploid, where reclaim with 180 build power.
Last edited by Ithilis_Quo on 29 Oct 2015, 13:01, edited 2 times in total.
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Re: Patch 3652 (beta) changelog

Postby lextoc » 29 Oct 2015, 12:45

Ithilis_Quo wrote:Also would be fine when would be field reclaim exploid, where reclaim with 180power.

Please be bothered to type decent sentences.
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Re: Patch 3652 (beta) changelog

Postby nine2 » 29 Oct 2015, 13:33

Hehe
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Re: Patch 3652 (beta) changelog

Postby speed2 » 29 Oct 2015, 13:51

lextoc wrote:
Ithilis_Quo wrote:Also would be fine when would be field reclaim exploid, where reclaim with 180power.

Please be bothered to type decent sentences.

Give up now, before your brain is damaged forever.
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Re: Patch 3652 (beta) changelog

Postby Morax » 29 Oct 2015, 15:51

"Defense structures now start rotated at their nearest enemy when built, if no enemies found they default at middle of map "

I have for the longest time thought this was just some part of the game that could not be changed. It's about damn time considering the t1 turret yaw speed can be the difference between fending an offensive off or not.

Well-done, guys.
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Re: Patch 3652 (beta) changelog

Postby IceDreamer » 09 Nov 2015, 04:46

Merging a whole bunch of new fixes is in progress. Hold tight and we'll have an updated BETA ready to play very soon, I hope.

Here's what the updates look like:

**Whole Game** (Maybe, still need to do some stuff for this one)
- Introduced the start of a Russian translation

*UI*
- Score display in the top-right no longer counts reclaim into the Mass/Energy income shown in observer mode
- Allow the UI code to search active mods for unit icons. Mods will have to have the icons in the right place (/modname/icons/units/xxx_icon.dds). Confirmed working for Total Mayhem at least, and probably many more.
- Allow Hotbuild to find Support Factories

*Gameplay*
- Diplomacy now allowed in Coop mode

*Bugs*
- Fixed wrecks not giving resources in Coop mode
- Refactored and improved layer change logic
- Intel system reworked to handle intel events better
- Fixed Coop missions getting stuck at Operation Complete
- Added missing Seraphim objective icons
- All shields now overspill damage correctly based on their type
- Fixed nukes overkilling bubble shield base structure when out of range and shield up
- Fixed Continental taking damage from AOE when it has the shield up
- Fixed regen buffs from different sources not stacking properly. This should mean every possible interaction between veterancy, upgrades, and the Seraphim Regen Aura field all play nice
- Fixed Underwater Vision not being initialised on unit completion
- Fixed Engineers not properly reclaiming the target of an assisted, then stopped, Engineer

*Performance*
- Entities now re-use repeated sound FX instead of creating new ones every time

*Other*
- Log-spam from various known events heavily reduced
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Re: Patch 3652 (beta) changelog

Postby Apofenas » 09 Nov 2015, 07:05

I had weird things a week ago wit t3 arty. T3 and t4 arty seem to count as "defence structures too", so they rotate entire building instead of cannon which looks really weird especially with t3 pgen adjacency. Was it reported or fixed already? These structures should be rotated by 90,180 and 270 degrees from their standard, but so their cannon turn to the center of map as less time as possible.
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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Re: Patch 3652 (beta) changelog

Postby IceDreamer » 09 Nov 2015, 07:08

Thanks for the report man, I'll make sure this gets put up for investigation. Sounds like they need excluding or specialcasing.
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Re: Patch 3652 (beta) changelog

Postby Col_Walter_Kurtz » 09 Nov 2015, 12:11

thanks for the update IceDreamer. Could you give me any feedback on the problem here? viewtopic.php?f=2&t=11013&start=20#p112996
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Re: Patch 3652 (beta) changelog

Postby Rudolph'sRedNose » 09 Nov 2015, 18:57

Haven't seen this mentioned anywhere which makes me wonder if something somehow wrong with my setup because it's a biggie, but, when playing the Beta all underwater stealthed units now seem to be cloaked as well, harms,nukes subs, mls, sacus, t2 subs. Completely invisible to naval units but radar signatures appear with omni. Weirdly, units that touch the seafloor seem to have vision of submerged stealth units (so exps and sacus can see harms,nukes subs, mls, sacus, t2 subs) but not mermaids. Has this been found by anyone else?
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