• Gameplay

    • Victory points option in skirmish and lobby setup screens

    • grant xps to T3s near kills - they can't do anything with them yet, but they earn them

    • Tweaks to the camera

    • Lots of tooltip improvements, including dynamic display of DPS

    • remove Engineer from Factory build list (can only be built at seed now)

    • Hades bombers now more effective

    • Maps

      • Removed Altar map (wasn’t up to snuff)

      • Updated Deneb map with different connections

      • deneb - cleared up some geo/region confusion

      • increased Seton, Kralon VP limit defaults to 1000

      • Hills no longer hide units (more intuitive as they are used as ramps for plateaus)

    • AI

      • Player AI tweak (have ai spend a little less in very early game)

      • Battlegroup spacing improved

      • Fix ai to use new building costs better

  • Art & Graphics

    • New building explosions (still WIP)

    • Improved particle shader

      • Better supports effects color (as specified in FacingQuad.csv) - effects look more like they used to and are more easily customizable

      • Increased contrast from point lights

      • Increase effect of noise map (for more variation in clouds)

      • Increased scale of noise map on particle

    • Sky Factory art polish

    • Factory art polish

    • slightly intensify radar returns

    • slightly toned down pdl effect

    • made flying units bigger

    • increase visual size of drones

    • visual fix to tracer shots

    • Tweaking the default height-fog amount upward for foggy basins

  • UI

    • Initial implementation of player profile and stats

    • Added open/close mega map button

    • added Queue count to factory buttons

    • Added weapon module icons

    • Cloud save option (when connected to Steam)

    • Enabling autosave in MP

    • Replaced crappy comic-sans X for factory rally point

    • Auto refresh the lobby browser when it's entered

    • Visual cleanup of UnitPanel info panel

    • Added the Medic to the Info Pics and the Build icons, also changed the accent colors on the Engineer from red to yellow and the Brute from yellow to red

    • Adding external browser launching button to the forums from the main menu

    • Defeat message will say which team/player won

    • Moved MP chat to top of screen, added text wrap, increased time it stays visible after receiving a message

    • New loading screens

    • New minimap images

  • Sound

    • VO notification added for low Logistics

    • Sound for Scan Projector ability

    • updated some UI sounds

    • updated Unit Select SFX for Hercules, Apollo, Centaur

  • Lots of crash fixes

    • fix "double assert MP issue"

    • fix for crash with move order on factory

    • fix for rare crash ordering engineer to assist factory

    • fix for MP crash with engineer factory assist

    • fix for divide by zero in trail motion blur

    • fix for recent mp crash

    • fix for minimap re-entry crash

    • Fix for issuing build orders to T1 units.


  • Misc

    • GPU detection and auto-set graphics settings to something safe

  • Bug fixes

    • Dead players now properly shown in end game results

    • Building placement validation stops them from overlapping

    • Scan projector button disabled if it can't fire right now

    • Fix for engineers getting into the AllFactory list

    • Adding nasty trap for the not an engineer bug

    • fix for debug rings appearing inappropriately

    • Military Might graph not accurate on clients in MP, because military might is not being calculated correctly on the clients at all due to missing unit HP data from the host

    • unit construction honors fow

    • Fix for playing Map with fewer players than it supports can cause a node to become miscolored

    • place order markers at correct height

    • Don't auto-quit a MP game if more than one human still remains after another disconnects

    • Fixes for loading MP saves

    • fixed Herc not autocasting heal

    • fixed Medic not granting energy buffs

    • fixed  Zeus starts off weathered

    • have benchmark not use skirmish AI to make more predictable

    • buildings and units under construction should use pristine instead of damaged state

    • Fixing improper material assignment on Sensor Node

    • Disallowing two players with the same color in the skirmish setup screen

    • kralon - fixed deposit placement


Comments (Page 2)
2 Pages1 2 
on Oct 21, 2015

 

There was a significant performance boost for some just two revisions back.

 

The problem you describe with the Steam Early Access Community stems from a lack of pure understanding from the purchaser's of what Early Access means.  I for one ignore unintellectual comments from people on Early Access.  In fact I wish the community as a whole could vote people's comments off the communities.  Maybe Valve can ask people to do a moderate math problem in order to purchase into Early Access games...something to curb the major detractors in the community.

2 Pages1 2