4.12 published (beta) (You're welcome Dreadnought)

Important information or announcements reguarding cruiser command
User avatar
Siretu
Creator
Posts: 1019
Joined: Sat Jun 16, 2012 5:00 pm
Wiki edits: 115
Location: In the SC2 Editor
Contact:

4.12 published (beta) (You're welcome Dreadnought)

Post by Siretu »

4.12:
- Fixed mineral checkbox logic when switching between drones.
- Added a passive button to the energy console to describe negative effects of core stability.
- Corvette speed reduced by 5%.
- Launching an infiltrator after boarding now gives 1 second of phase shift.
- Added a hangar button that withdraws all ship items to the ground.
- Updated UI to show more information.
- Changed initial power settings from 20/20/100 to 40/40/40.
- Added label showing current bleedthrough percentage.
- Changed the camera offset while in space.
- Fixed visual bug with team 1’s leftmost missile bay.
- Fixed hangar bug allowing you to withdraw and deposit items from ships in space.
- Fixed a problem where refiner and missile AI would only carry 5 items instead of 6.
- Fixed missile loading AI. It should now finally work with the missile mechanic introduced in 3.5.
- Reduced debris size by 25%.
- Fixed mining AI not seeing asteroids at the edge of its vision.

This is published to beta. Try it out.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
User avatar
slapshot
CCA
Posts: 361
Joined: Thu Sep 05, 2013 10:13 am
Wiki edits: 0

Re: 4.12 published (beta) (You're welcome Dreadnought)

Post by slapshot »

known bugs:
subjugator quantum pulse death message is wrong
can use navigation and weapons at the same time
miner AI's sometimes don't dock when under attack (even without EMP/quantum)
missiles chasing small ships and utterly failing
infiltrators can launch while under attack
Image
User avatar
Siretu
Creator
Posts: 1019
Joined: Sat Jun 16, 2012 5:00 pm
Wiki edits: 115
Location: In the SC2 Editor
Contact:

Re: 4.12 published (beta) (You're welcome Dreadnought)

Post by Siretu »

Although all those bugs are old, and the last two aren't bugs. It's just not working as you want it to.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
User avatar
slapshot
CCA
Posts: 361
Joined: Thu Sep 05, 2013 10:13 am
Wiki edits: 0

Re: 4.12 published (beta) (You're welcome Dreadnought)

Post by slapshot »

Siretu wrote:It's just not working as you want it to.
That's always been my definition of a bug.. and the "known bugs" generally implies that they are old.. (yet still unfixed)
Image
Rohan
Member
Posts: 20
Joined: Mon May 26, 2014 10:06 pm

Re: 4.12 published (beta) (You're welcome Dreadnought)

Post by Rohan »

Any idea when we will get missile hot-keys for bc?
For Gondor!!!
User avatar
Siretu
Creator
Posts: 1019
Joined: Sat Jun 16, 2012 5:00 pm
Wiki edits: 115
Location: In the SC2 Editor
Contact:

Re: 4.12 published (beta) (You're welcome Dreadnought)

Post by Siretu »

slapshot wrote:
Siretu wrote:It's just not working as you want it to.
That's always been my definition of a bug.. and the "known bugs" generally implies that they are old.. (yet still unfixed)
I think that's a silly definition of a bug. You want some things that not everyone else wants, that doesn't mean it's bugged, it just means people do not agree with your idea.

Is it a bug that there are no planets that you can land on?

Missile hotkeys are a touchy subject because they have to be done with abilities. I could do them without having corresponding abilities, but it causes network lag (which I definitely want to avoid). Since the command card is 5x3, I cant put them in a row, so it would look ugly to have abilities for each missile.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
User avatar
slapshot
CCA
Posts: 361
Joined: Thu Sep 05, 2013 10:13 am
Wiki edits: 0

Re: 4.12 published (beta) (You're welcome Dreadnought)

Post by slapshot »

Siretu wrote:so it would look ugly to have abilities for each missile.
don't need a separate ability for each missile.. just shoot them in order with a generic "fire missile" button
Last edited by slapshot on Sun Mar 08, 2015 2:50 pm, edited 1 time in total.
Image
User avatar
Degra
CCA
Posts: 233
Joined: Wed Jan 23, 2013 6:00 pm
Wiki edits: 0
Location: Baden-Württemberg, Germany, EU

Re: 4.12 published (beta) (You're welcome Dreadnought)

Post by Degra »

slapshot wrote: don't need a separate ability for each missile.. just shoot them in order with a generic "fire missile" button
+1
Apply the same for small ships please.
Then we figure out proper balancing for Light missiles. (Mostly Scorpion nerfing)
User avatar
slapshot
CCA
Posts: 361
Joined: Thu Sep 05, 2013 10:13 am
Wiki edits: 0

Re: 4.12 published (beta) (You're welcome Dreadnought)

Post by slapshot »

Degra wrote:Apply the same for small ships please.
Then we figure out proper balancing for Light missiles. (Mostly Scorpion nerfing)
wait, why does the BC need a fire missile button? I only see a need on SS's

and yes, scorpion seems to deal all it's damage to a single target, rather than spreading out and doing a little damage to everything in an area
Image
User avatar
Siretu
Creator
Posts: 1019
Joined: Sat Jun 16, 2012 5:00 pm
Wiki edits: 115
Location: In the SC2 Editor
Contact:

Re: 4.12 published (beta) (You're welcome Dreadnought)

Post by Siretu »

You were the one who suggested having a fire missile button for BC? Or rather, Rohan asked about missile hotkeys for BC. I said it's hard to do because you need abilities. You said we only need one ability.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
Post Reply