Planetary Annihilation: TITANS · build 24792033 · published
Greetings Commanders,
Another week, another set of hotfixes! We are releasing this build with a couple of minor tweaks to last set of balance adjustments plus several bugfixes and QoL improvements. Stay tuned for Dev Diary #3 very soon, we have some big announcements to make!
Leveler
splash_damage decreased from 300 to 250
When damage was lowered we made a minor oversight and forgot to also scale down splash.
Icarus
rate_of_fire increased from 1 to 10
ammo_per_shot decreased from 900 to 450
Icarus now will fire a short burst of 2 lightnings instead of 1, effectively doubling min and max damage.
Pelican
'max_health' decreased from 125 to 120
Pelicans are now 2 shot by Stingers. No other damage tresholds are changed.
Helios
splash_damage decreased from 5000 to 500
Significantly scaling down the crash collision damage so that a Helios can no longer guarantee a kill on anti-nukes
When the buildbar preview is open unit descriptions will no longer bleed on top of icons.
The Flooded, Pathable and Mergeable properties now correctly apply to mirrored CSG (reported by InUniverse).
Chaining ammo will now correctly chain from center-mass to center-mass instead of going underground.
Chaining ammo can now chain between projectiles when fired from a tool that is set to hit projectiles.
Your local maps (ones you created or imported) will no longer get corrupted and wiped when you play Ranked. You can also get the "recover corrupted maps" client mod from the mod manager (reported by Mr.Lolo).
The game will no longer crash if you happen to have a bugged client or serve mod with missing unit specs (reported by ZamokZamok).
Eliminated edge case of units shooting at wreckages.
Direct Connect button has been moved to the bottom of the UI column.
New main menu no longer reliant on the service mod. You can now find a "Legacy Titans Menu" mod in the mod manager (you still need the service mod for other uses).
Local servers are now reserving CPU cores for the client running on the same machine.
Note: Systems with fewer than 8 logical processors will have have local server multi threading always effectively disabled due to that reservation. Some multithreading still occurs when hosting multiplayer games.
Local server multithreading no longer causes performance regressions, enabling multi threading is now always faster than keeping it off.
Simulation performance no longer breaks down when playing with multiple AI armies that share vision with each other.
Various performance improvements on the simulation side.
Modders can now specify a list of preselected colors to use for coop players.
Fixed a UI crash that could occur if a player was in a star system with no paths to other stars.
Fixed a UI crash from moving to a star with an out of bounds index.
Updated the galactic map's netcode to be more efficient and ordered when synchronizing players. (P.S. Fixes a lot of the network lag when playing massive wars added by the Bigger Galactic War mod).