Ranked patch is live, AI delayed

The ranked patch for Supreme Commander 2 went live about an hour ago. The AI didn't get enough testing to go into this patch, but I am hopeful for the next one. This is by no means a guarantee, just a hope from someone who is looking forward to a good old comp stomp.

Ranked isn't the the only thing that made it into this patch (which should give you an idea why the AI was delayed). From http://store.steampowered.com/news/3685/

New Features

  • Ranked 1v1 System!
  • Ranked Challenge System
  • Unranked Quickmatch
  • Map Pings - Added three different kinds of map pings for team play. F5 issues a generic alert to your teammate at a specific location, and it appears as a yellow arrow when zoomed in and a yellow animated ping indicator in strategic mode. F6 is a Move ping, and it uses a blue indicator. F7 is Attack ping, and it uses a red indicator. Color coded arrows will appear on each edge of the screen where your teammate has placed one of these for you to view
  • Multi-player lobby ready-up checkboxes will now "uncheck" any time a host changes the settings
  • Changes to multi-player lobby exclusions, game-type, etc. will show up in the multi-player lobby chat box when the host makes changes
  • Voice icons display next to each player in the multi-player lobby allowing the user to mute individual players
  • Menu version number – The game now displays a version number on the Main Menu. The versioning has been adjusted at this update to 1.10 to accommodate future updates
  • AI now starts as a random faction

Fixes
  • Cheating fix: Closed a loophole in the code that allowed some players to enable limited cheats
  • Fixed rare crash if player gets kicked out of the lobby and submits chat text
  • Fixed rare crash when player hits the enter key in the Skirmish menu
  • Fixed replacing ready kicked player with AI causes the AI options to be locked
  • Fixed inability to join DLC map games if you don't have the pack as a client

Tuning and Balance
  • UEF Assault Bot Research cost decreased from 4 to 3.
  • Cybran Battleship Range reduced from 128 to 115.
  • Cybran Destroyer Energy cost increased from 500 to 650.
  • ACU Training bonus reduced to +25% per level.
  • Soul Ripper II Anti-Air Damage reduced by 50%.
  • King Kripter, Colossus and Cybranasaurus-Rex Health and Damage increased by 35%.
  • Cybranasaurus-Rex Range increased from 22 to 32.
  • Wilfindja Speed increased from 3.6 to 4.6.
  • Gantry build time reduced from 120 to 100 seconds.
  • Pulinsmash weapon range increased from 50 to 100.
  • Darkenoid Health increased from 20,000 to 27,500.
  • AC-1000 primary weapon damage blast radius increased from 1.5 to 3.
  • Cybran Air Rate of Fire boost Research cost increased from 3 to 5.
  • Bodaboom Health boost increased from +20% to +30%. Aura radius increased from 20 to 30. Added a +200% regeneration bonus.
  • ACUs are now repaired 150% slower.
  • Increasing ACU storage size to 15.
  • UEF Submarine weapon range increased by 50%. Movement speed reduced from 6 to 5.25.
  • Structure bubble shields now take twice as long to come back online.
  • Anti-Air Tower damage increased by 25%.
  • ACUs and Engineers now get a Sonar range equivalent to their Radar range.
  • ACU/Escape Pod Experience value increased to 7500.
  • Gantry Experience value decreased to 1250.
  • UEF/Illuminate Mass Convertor Experience value increased to 750.
  • UEF/Illuminate Mobile Anti-Air Experience value decreased to 100.
  • Fighter/Bomber Experience value decreased to 250.
  • Transport Experience value increased to 750.
  • UEF Fighter & Bomber Experience value decreased to 200.
  • UEF/Cybran Battleship Experience value increased to 1500.
  • Cybran Destroyer Experience value increased to 750.
  • UEF Submarine Experience value decreased to 150.
  • King Kriptor, Universal Colossus, Cybranasaurus Rex and Pulinsmash Experience value reduced to 3000.
  • Cybran Intel Add-on Vision radius is now correctly set to 75.
  • Fixed an issue with Cybran tactical missiles that prevented them from hitting a target if it was really far away.
  • Illuminate ACU Teleport time reduced from 10 to 6 seconds

More good things to come.

7 comments:

æsir said... / April 8, 2010 at 8:07 PM  

I came here to see before I posted something about AI that would just get squashed amongst the various topics on ranked play. Thanks for updating your blog. I too hope to see your improvements arrive. It would help the game overall, not just for single-player but to make it more viable for AI to slot in when someone drops an online team match.

Hypi said... / April 9, 2010 at 1:42 AM  

This is really nice work thx!!!!

But the acu firing bug after reclaim move is still there. R there plans to fix that? I ve lost some games because of that :(

Fingolfin said... / April 9, 2010 at 3:47 AM  

Has the bug where the ACU's primary weapon would get stuck firing miles past the target been fixed? That was really annoying! It was easy to 'jolt the ACU out of it', but I saw a couple of pro games where it cost dudes the match as they had (rightly) assumed the ACU was firing on enemy tanks, when his primary weapon was aiming at some rocks miles past them!

Dunbar said... / April 11, 2010 at 8:05 AM  

Sorian, can you please find out of the replay system is going to be revamped to mimic the way it was in supcom/fa. Right now it sucks horribly and I have basically given up on the game because of it

maxim said... / April 11, 2010 at 6:17 PM  

Sorian,
Why would your AI (which sounds excellent as would be expected) need any testing? It's pretty clear that the original AI didn't recieve any testing which explains why it is so hopelessly abysmal... why didn't they give you the job of SC2's AI from the ground up, after whoever did such a poor job on SC/FAs. Then again I have so many questions why SC2 turned out the way it did anyway. Looking forward to your AI bringing SC2 out of the toilet bowl.

Brady said... / April 16, 2010 at 9:41 AM  

The patch notes on Steam indicate a plethora of AI changes including various changes related to threat measuring, unit grouping, massed attacks, better use of victory conditions and unit exclusions, etc.

Pentadact said... / April 19, 2010 at 2:17 AM  

Wow, we played a match here at PC Gamer against the new AI, and it totally destroyed us. My friend and I usually team up against a bunch of Hards and one or two Cheatings, and we've got used to always winning. This time, 2vs4 Hards on Seton's Clutch, they just totally overwhelmed us. But as they did, we were adapting tactics and co-operating in ways we've never had to before, and after our loss we both had masses of ideas for what we should have done. Felt like playing properly at last.

In summary: amazing job. You should do a post about why you made these particular changes, which ones were hard, why they didn't make it into the release version.

Cheers!

Tom Francis
PCG

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