keronadd.blogg.se

Planetary annihilation system designer
Planetary annihilation system designer





planetary annihilation system designer
  1. Planetary annihilation system designer update#
  2. Planetary annihilation system designer full#

Planetary annihilation system designer update#

Your rank changes will now immediately update after a match Changing economy after everyone has clicked ready will unready everyone Now better performance in the late game due to smarter pathing choices All known issues of AI getting stuck now fixed The message telling you that your opponent abandoned the ranked lobby will no longer disappear after 5 seconds.

planetary annihilation system designer

Top 3 players from the Leaderboard are listed on main menu along with their last replay When first entering game, we have a bar added to give new players an idea of the initial controls Lots of small changes to bring more continuity through the UI Orbiting bodies are not allowed to be more massive than what they are orbiting (As a placeholder fix, the system designer will move the orbiting planet to orbit the sun if you increase mass higher than the planet it orbits) All System Editor hotkeys can be found under settings and changed if you like You can now edit CSGs (move, add, delete, copy, paste, rotate, raise, and lower them) We’ve implemented symmetrical planet creation A new and louder sound now plays when you find a match. Players are now notified when they have a match and are tabbed away (flashing icon and sound) A player disconnecting from a ranked lobby now immediately abandons the game (and applies a penalty to the abandoning player, like before) A player has 30 seconds to show up for a ranked lobby before the game is abandoned Disconnecting in a ranked game now pauses it and gives the disconnected player 180 seconds to reconnect before they forfeit 3 new custom made 1v1 planets for Ranked play, to replace the old pool Players can watch the last replay of the top 10 of each rank in the Leaderboards Leaderboards are now online (found under Multiplayer off the main menu) Nuke damage will now expand out to match the effect Dox will now correctly fire on factories Commander torpedoes range reduced from 200 to 160 Commander torpedoes rate of fire reduced from 2.0 per second to 1.0 per second Jigs now explode in a nuke sized explosion (drag select will space these to be safe, but you can hand place them closer if you feel lucky)

planetary annihilation system designer

Nukes now have a specific effect if they happen in space

planetary annihilation system designer

More backer names are now in for planets and Galactic War credits Added in backer names on more commanders in the Armory You are now able to chat after games, even in chronocam mode There’s been a ton of changes, tweaks, and bugfixes in this one, so keep reading for a more detailed list! Our System Designer now has the ability to make symmetrical planets, do CSG editing, and add custom metal placement for all you modders and planet creators out there! This is the first steps on this, and we plan on expanding the functionality of the designer even further in the future! You’ll need to play your 5 provisional games to get your new rank. With this in mind, we have also reset the rankings to start the Leaderboards fresh.

Planetary annihilation system designer full#

We’re happy to announce the release of the full 1v1 Competitive Update! We started working toward this with our 1v1 ranked games and matchmaking in our last update, and have moved it to the full experience by including the Leaderboards allowing you to see the top of each rank and where you land in the world of rankings, as well as bringing in 3 new symmetrical 1v1 maps custom made for our ranked play! Work your way up, and take the number 1 Uber spot! Leaderboards are live! Starting now you can see where you stack against the world. This whole exchange prompted a PM from a senior Realm member, and two replies by me, which I include here: The short term is another story of course. So the more complex game will always be the better investment in the long term, both on the part of the players, and the developers. And that's what will happen with HR if it manages to get made. Colonization was an extremely playable and enjoyable game for a month or so, but once the novelty wore off, what do you think the players did? They all went back to Civilization, because it was the more complex. Just like it happened with Colonization and Civilization. Sure, it can do things that PA can't, but PA can do A LOT MORE things that HR can't, which is what it means for a game to be more complex than another. I think that's only true if you consider novelty as freedom. But Uber should push on as far as they economically can.Īs for HR having more "gameplay" freedom than PA. In fact it already has - just look at the success of StarCraft compared to SupCom. So yes, increasing complexity will lead to diminishing players, past a certain point. PA is far below my cognitive ability to process information - though, to be sure, I realize that there are plenty of people for whom it is overwhelming. I wrote:I don't believe there's such a thing as "far too complex".







Planetary annihilation system designer