Larian Studios
Posted By: Lar_q Beta changelist 1.0.164.9727 - 30/07/13 09:42 PM
A small but sweet patch today, as we continue our quest to eliminate all crashes we know off.

Changelist 1.0.164.9727

- Fixed crash in Training Grounds
- Fixed stability problems on strategy maps
- Changed options in MP Advanced options are printed in chat window now for reference
- Changed battle result tool-tip
- Added option to remove FPS cap
- Area effects are removed when restarting a level now
- Tutorials are temporarily reset when entering Training Grounds
- Stability and performance improvements

Have fun!
Posted By: pakoito Re: Beta changelist 1.0.164.9727 - 30/07/13 10:03 PM
- Added option to remove FPS cap

Hallelujah
Posted By: Jack Dandy Re: Beta changelist 1.0.164.9727 - 30/07/13 10:52 PM
What about the camera pan button? You said there's an option to change that, but I still see nothing!
Posted By: Stabbey Re: Beta changelist 1.0.164.9727 - 30/07/13 11:11 PM
Thanks to the latest twitch TV stream, I noticed a new change (this was at least in the previous build): The Troopers "Spoils of War" skill is now really, really fast to execute. 3 Troopers can convert a building in seconds.

I should see if Aerial mines are fixed in this build.
Posted By: LordCrash Re: Beta changelist 1.0.164.9727 - 30/07/13 11:31 PM
Any news on the "after match stats screen"?
Posted By: SniperHF Re: Beta changelist 1.0.164.9727 - 30/07/13 11:35 PM
Originally Posted by LordCrash
Any news on the "after match stats screen"?


If you mouse over units I think it shows a few stats. Like "efficiency".

It could still be better obviously but probably considered low priority right now.
Posted By: LordCrash Re: Beta changelist 1.0.164.9727 - 30/07/13 11:39 PM
Originally Posted by SniperHF
Originally Posted by LordCrash
Any news on the "after match stats screen"?


If you mouse over units I think it shows a few stats. Like "efficiency".

It could still be better obviously but probably considered low priority right now.

That's not what I mean..... wink

I mean something like that but with the possiblity to text- and voice chat with your opponent after a skirmish or campaign match: [Linked Image]
Posted By: SniperHF Re: Beta changelist 1.0.164.9727 - 31/07/13 02:17 AM
Originally Posted by LordCrash


That's not what I mean..... wink


THANKS for explaining that rolleyes
Posted By: Stabbey Re: Beta changelist 1.0.164.9727 - 31/07/13 02:38 AM
Originally Posted by Larian Twitter
Our latest Dragon Commander beta update has our players going religious on us wink


If you really want to see high praise, add a unit tester map to the Tutorial section where you can control BOTH a Zealots base and an Imperials base and test various upgrades and play with the different Dragon types and skills. smile

Players will have a hard time complaining that it's too fast-paced to learn when they're in direct command of both sides. wink
Posted By: pakoito Re: Beta changelist 1.0.164.9727 - 31/07/13 02:43 AM
Upvote for sandbox mode.
Posted By: LordCrash Re: Beta changelist 1.0.164.9727 - 31/07/13 11:02 AM
Is it now possible to choose the starting point of the host on the campaign map??? Or is the host still forced to begin in the left bottom corner?
Posted By: El Zoido Re: Beta changelist 1.0.164.9727 - 31/07/13 06:14 PM
Bug:
Advanced settings in multiplayer campaign games don't get saved
I had adjusted the recruit costs multiplier to 2x, saved my game and quit.
When I continued playing today, the multiplier was back at 1x.
Posted By: Jack Dandy Re: Beta changelist 1.0.164.9727 - 31/07/13 07:13 PM
Seriously though, what about that camera pan key? I don't know if I'll be able to play this without a way to change it.
Posted By: Baalka Re: Beta changelist 1.0.164.9727 - 31/07/13 07:30 PM
Originally Posted by LordCrash
Is it now possible to choose the starting point of the host on the campaign map??? Or is the host still forced to begin in the left bottom corner?


Excellent question.
Posted By: Stabbey Re: Beta changelist 1.0.164.9727 - 01/08/13 02:09 AM
They also need some way to sell or trade in cards.

Reading the skill descriptions closely, it is apparently intentional that Aerial mines do not cloak. Next question: Has anyone actually ever used Aerial Mines? I guess the intended usage is to plant them and run as soon as an imp fighter shows up?
Posted By: El Zoido Re: Beta changelist 1.0.164.9727 - 01/08/13 09:49 AM
I haven't.
Then again I never saw the necessity to do so. I mostly play campaigns against AI, which isn't particularly interested in naval or aerial battle, it seems.
Unless very late in the campaign they rarely use any arial units (zeppelins maybe) and then my ground units and/or dragon was sufficient to keep them in line.
Posted By: Ravenhoff Re: Beta changelist 1.0.164.9727 - 01/08/13 11:08 AM
Originally Posted by El Zoido
I haven't.
Then again I never saw the necessity to do so. I mostly play campaigns against AI, which isn't particularly interested in naval or aerial battle, it seems.
Unless very late in the campaign they rarely use any arial units (zeppelins maybe) and then my ground units and/or dragon was sufficient to keep them in line.


Really? For some odd reason I always tend to get at least 1 AI that goes crazy with bomber balloons. It will make packs of them and bomb the ever loving hell out of anything that doesn't have AA. Once I cover everything with AA they switch up their builds but I have definitely seen the AI use air forces.

Naval units is what I've seen the AI not use much (they use transports a fair bit but they tend to avoid ironclads and juggs). Then again that one AI in Swens review stream was crazy about keeping a strong naval presence and would have won with a huge jugg fleet if he didn't use sneaky trooper rushes with capturing.

I think that the AI is definitely a fan of land forces but they are the meat-and-potatoes units of the game while naval/air tends to be more auxiliary. That said I have seen them use them so I suppose your experience is abnormal maybe? Or maybe Swen and I get all the luck with the smart combined arms AI smile
Posted By: Stabbey Re: Beta changelist 1.0.164.9727 - 01/08/13 11:25 AM
I tried to take a close look at the radius, by comparing it to the radius of a Zeppelins cloak and a Zeppelin's Range increase. From as close to a top-down view as I could get it, I placed a zeppelin as close to a mine as I could, and scattered units in a radius beneath it. I activated cloak and looked at what units under the mines radius were cloaked.

Aerial mines seem to have a trigger radius of about 500 m. Imp Fighters have a maximum firing range of 875 m, and can fire while moving.

I will TRY using Aerial mines in actual combat situations, but it seems to me that if the balloons drop the mines and run away, the imp fighter(s) can probably shoot the mines down harmlesly, and then go after the balloons, whose mine skill will still be on cooldown.

Posted By: El Zoido Re: Beta changelist 1.0.164.9727 - 01/08/13 12:06 PM
Originally Posted by Ravenhoff

I think that the AI is definitely a fan of land forces but they are the meat-and-potatoes units of the game while naval/air tends to be more auxiliary. That said I have seen them use them so I suppose your experience is abnormal maybe? Or maybe Swen and I get all the luck with the smart combined arms AI smile


Maybe. Since Bomber Ballons are high up in the research ladder it takes a while until the AI (or myself for that matter) uses them, so you don't tend to see much fighters either (since they don't serve much purpose).
I also restart a campaign when a new patch is out or to test the effect of the different sliders in the advanced settings, so I don't get that much late-game action.
Might also have to do with difficulty? I play mostly on medium, but consider changing it to hard at least for 2vs2, since now that I have some more experience, the medium AI is not as much of a challenge as it used to be, esp. if you have an AI on your side.
Posted By: Stabbey Re: Beta changelist 1.0.164.9727 - 01/08/13 12:14 PM
I tried some island skirmishes when the new maps came out and the AI can indeed use bomber balloons and naval units effectively now. I am racing in a campaign straight for Aerial mines so I can test them out.

Oh yeah, on Little Rivellon: "Wyrmtrhone". I think that should be "Wyrmthrone", to go with the imp country theme naming.

BUG: I just did an autoresolve, and one of my troopers was killed in the calculation, and the trooper's graphic vanished (but I could still mouse over it to see that it was a Trooper).

BUG BUG: Wait, something screwed up. There were two autoresolves in a row for the same battle! A lone trooper killed a Grenadier and the aformentioned vanishing trooper, so I hit "continue", and then there was a second autoresolve - without anything changing - and my dead trooper came back, but I lost my hunter and armour (and Grenadier) to that F&^$ing lone Trooper.

It's possibly related to me alt-tabbing out of the game before hitting continue?

REQUEST: Let us see the upgrades a unit has in the army battle screen. That will influence out decisions, but now all we can see is 1,2,3 stars. well, okay, I guess we can still look it up from the history transcript on the right.

BUG: On Forlorn Lands, the starting bases are on plateaus. The Bomber balloons are dropping their bombs and they're hitting the ground instead of the buildings.

The AI is actually nasty at countering those things.
Posted By: Stabbey Re: Beta changelist 1.0.164.9727 - 01/08/13 02:31 PM
Okay, I had a fight against air units in which I used my mines. I am not impressed with the mines. I think I did occasionally kill an Imp Fighter with them, but the imps tended to just shoot the mines down harmlessly.

It's pretty clear that the mines are visible because they're an anti-Dragon weapon, and people would get annoyed at being killed by invisible mines. Fair enough, but they cost 20 Research points, and have a 22 second cooldown.

I don't think I can do it at this moment, but later, I'll try and find a human to test how well the mines perform in various combat scenarios:

EDIT: I found someone who let me test.

- Do the mines do friendly fire damage (if I deploy them to kill a Dragon at point-blank, will I blow up my own balloons anyway? A: Deploying mines when a Dragon attacked killed the Dragon, and I didn't seem to suffer splash from the mines. I'll have to try this again to be sure, though.
Is there a difference if the Dragon is attacking or is sitting there?
- Will the mines track the Dragon? How far? A: A little ways.
- Will the mines track a Dragon under the effects of Chameleon Hide? A: Didn't test that yet.
- Against Imp Fighters, will the mines be any use if I plant them and retreat away from the Imps? A: Absolutely no use at all.
- What if I move some balloons towards the Imps and plant the mines, so the imps are inside the Trigger radius? A: You need to move the balloons really close to the imps to get them in the trigger radius.

EDIT: More tests are a good idea, but other than working well on the Dragon, Aerial mines do not seem that useful.


If, after the tests, the aerial mines don't seem to perform to the standards of a 20 RP upgrade, what buffs could be given to them?

Maybe one of:
- Cloaking, like the other mines. Effect: Mines will be more effective as a drop and retreat weapon.
- A trigger radius that matches the range of an Imp Fighter. Effect: Balloons no longer have to suicidally move towards Imp Fighters to effectively deploy mines.
- The ability to target ground and sea units. Ground and sea units can already target air mines, so that should be okay. Effect: Greater utility for the air mines.
- A greatly reduced cooldown - like 3-5 seconds. Effect: It will act as an area of denial. the mines will be visible, but with so many more, it will slow the enemy down as they have to clear them or move around them.
Posted By: Stabbey Re: Beta changelist 1.0.164.9727 - 01/08/13 07:59 PM
This I'm sure is a first: A Hearsay bug!

I'm watching the re-recording of the match between KennutTy and Swen, and often, KennuTy's screen is covered with blood splashes and red glows - even though he isn't being attacked and his health is not going down. I think maybe Swen's Dragon is taking damage, and the effects are also showing up on KennutTy's screen?
Posted By: Alastar Re: Beta changelist 1.0.164.9727 - 02/08/13 02:26 PM
I just seen the new tournament to get top 3 on the leader board, the prizes look awesome. Unfortuanately I think there still appears to be a lobby issue in multiplayer! Larian said there were over 5000 games going on at one time, I only see about 13 games and most of them are full, and when I start a lobby nobody joins. Is anybody else still having that issue, or what should I do so I can join more games?

Also I don't see anybody on the leader board! only person I see is Octaff when I click "top player."
Posted By: Raze Re: Beta changelist 1.0.164.9727 - 02/08/13 05:10 PM

Currently I see 20 lobbies for multi-player, and there are 6 people listed in the Skirmish leaderboards and 3 in Campaign.
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