Some long awaited Planetary Annihilation updates!

Most notably, Lobbies can have passwords and metal spawns should be a lot more balanced now. Along with that are many bug and stability improvements as well as pathing improvements.

An all around good update.

  • Lobby Passwords: Long awaited, make sure you can lock down your games to your friends. You’ll need to share the password with them of course.
  • Major start spot and metal placement fixes. Please report if you’re still finding significant unbuildable metal spots. Keep in mind, if you have very craggy planets, this can result in anemic start spots in terms of metal.
  • Numerous Linux Fixes: We’ve implemented SDL on Linux, which should enable full screen, fix issues with backspace doubling up, and a number of other errant behaviors
  • A number of server and client crash fixes
  • Loading screen is back: Should help make it clear when there is loading going on
  • Improved visualization of orbital paths/trajectory changes in Celestial view
  • Improvements to metal planet pathing and moon pathing
  • Support for audio on multiple planets now; Should make planet audio less confusing!
  • Bombers now use a carpet bombing technique. This will change their overall bombing behavior. Play around with them a bit. This will still require additional tuning, but consider it the first pass. Their numbers have been adjusted quite a bit to take these changes into account.
  • Hiding your commander underwater will be much less effective now.
  • Unit guard layer consistency pass
  • Unit Blueprint cleanup (especially the physics section)
  • Some changes to metal & moon terrain brushes
  • Added worldview API

Unit Changes

Commanders
Weapon target layers: Added SeaFloor

Air Factory
Wait to rolloff time: 2 -> 0

Adv. Air Factory
Wait to rolloff time: 2 -> 0

Air Scout
Guard Layer: AnySurface -> nil
Weapon target layers: Added SeaFloor

Bomber
Guard Radius: 200 -> 100
Bomb Initial Velocity: 75 -> 35
Bomb Max Velocity: 75 -> 35
Ammo Capacity: 4000 (200/shot) -> 3000 (300/shot)
Carpet Fire: nil -> true
Max Range: 70 -> 80
Pitch Range: 60 -> 10
Pitch Rate: 180 -> 360
Yaw Range: 60 -> 10
Yaw Rate: 90 -> 360

Adv. Bomber
Guard Radius: 200 -> 100
Bomb Initial Velocity: 75 -> 35
Bomb Max Velocity: 75 -> 35
Ammo Capacity: 20000 (600/shot) -> 9000 (900/shot)
Carpet Fire: nil -> true
Max Range: 70 -> 80
Rate of Fire: 3 -> 1.75
Pitch Range: 60 -> 10
Yaw Range: 60 -> 10

Torpedo Bomber *
Guard Radius: 200 -> 100

Fighter
Guard Radius: 120 -> 100

Adv. Fighter
Guard Radius: nil -> 100
Guard Layer: nil -> Air

Gunship *
Guard Radius: nil -> 100
Guard Layer: nil -> AnySurface

Air Defense
Target Layers: Added SeaFloor

Artillery
Guard Radius: nil -> 280
Guard Layer: nil -> AnySurface
Target Layers: LandHorizontal, Seafloor, WaterSurface

Adv. Artillery
Guard Radius: nil -> 610
Guard Layer: nil -> AnySurface
Target Layers: Added SeaFloor

Assault Bot
Guard Radius: nil -> 90
Guard Layer: nil -> AnySurface
Target Layers: LandHorizontal, Seafloor, WaterSurface

Adv. Assault Bot
Guard Radius: nil -> 110
Guard Layer: nil -> AnySurface
Target Layers: LandHorizontal, Seafloor, WaterSurface

Bot Factory
Wait to rolloff time: 2 -> 0

Adv. Bot Factory
Wait to rolloff time: 2 -> 0

Adv. Spider Bot *
Guard Radius: 85 -> 110
Target Layers: Added SeaFloor, Underwater

Land Scout
Target Layers: LandHorizontal, Seafloor, WaterSurface

Laser Defense
Target Layers: LandHorizontal, Seafloor, WaterSurface

Adv. Laser Defense
Target Layers: LandHorizontal, Seafloor, WaterSurface

Single Laser Defense
Target Layers: LandHorizontal, Seafloor, WaterSurface

Tactical Missile Launcher
Guard Radius: nil -> 510
Guard Layer: nil -> AnySurface

Amphibious Tank *
Target Layers: Added SeaFloor

Adv. Artillery Tank
Guard Radius: 125 -> 180
Guard Layer: LandHorizontal-> AnySurface
Target Layers: LandHorizontal, Seafloor, WaterSurface

Adv. Tank
Target Layers: Added SeaFloor

Tank
Guard Radius: 75 -> 120
Target Layers: Added SeaFloor

Vehicle Factory
Wait to rolloff time: 2 -> 0

Adv. Vehicle Factory
Wait to rolloff time: 2 -> 0

Battleship
Guard Radius: nil -> 270
Guard Layer: nil -> AnySurface
Target Layers: LandHorizontal, Seafloor, WaterSurface

Destroyer
Guard Radius: nil -> 240
Guard Layer: nil -> AnySurface
Target Layers: LandHorizontal, Seafloor, WaterSurface

Frigate
Guard Radius: nil -> 220
Guard Layer: nil -> AnySurface
Target Layers: LandHorizontal, Seafloor, WaterSurface

Frigate
Guard Radius: nil -> 460
Guard Layer: nil -> AnySurface

Naval Factory
Wait to rolloff time: 2 -> 0

Adv. Naval Factory
Wait to rolloff time: 2 -> 0

Nuclear Submarine
Target Layers: Added SeaFloor

Sea Scout
Target Layers: LandHorizontal, Seafloor, WaterSurface

Torpedo Launcher
Guard Radius: nil -> 310
Guard Layer: nil -> AnySurface