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No, that would not be viable. Planetfall runs a full battle with the AI controlling both sides to determine an autocombat result. Displaying the result before you click Autocombat would not work.
 
Naval
It was felt that too much investment was required to deploy fleets into the oceans, so we’ve made changes to allow players to get to them earlier and deploy them more cheaply.
  • All Tier 2 ships are now unlocked by default and no-longer require research
  • All Tier 3 ships have had their unlock research moved to the location of where the T2 ship research was
  • All racial ships have had their upkeep amount halved
  • All racial ships are now cheaper to produce
What about the Syndicate? They are the only one that hasn't a tier 3 ship. You could argue that their wraith tank fulfil that roll.
 
"
  • You are now able to retry a battle in manual combat once after seeing the results of an auto combat. This can be disabled in the Advanced Setup."
I love that, but I remember Heroes of might and magic 3 showed the results of an auto combat before you actually clicked yes for auto. Wouldn't that be better if implemented on planetfall as well?

Also, this works in multi-player, right? Please, tell me it does. I am always using auto combat in online battles, especially coop.

This is a quality of life improvement, nothing more. I'm generally satisfied with how the auto-battle system is implemented. Sure, some outcomes seem a bit, hmm, strange but in many cases a positive outcome (not many if no units lost on your side) is a matter of different positioning prebattle. I had so many auto-battles change it outcomes simply by switching places of a few stacks. Experimenting with positioning sometimes works wonders here. Loading a game a few times is still shorter then a multiple-stack 30 minutes battle :D That said the system is good enough for me, it would be maddening if I needed to play all those battles manually :)
 
This is a quality of life improvement, nothing more. I'm generally satisfied with how the auto-battle system is implemented. Sure, some outcomes seem a bit, hmm, strange but in many cases a positive outcome (not many if no units lost on your side) is a matter of different positioning prebattle. I had so many auto-battles change it outcomes simply by switching places of a few stacks. Experimenting with positioning sometimes works wonders here. Loading a game a few times is still shorter then a multiple-stack 30 minutes battle :D That said the system is good enough for me, it would be maddening if I needed to play all those battles manually :)

I had battles that was like 5000 power vs 900 and I still lost units, that's why I like the fact we can use auto battles, but choose it to be manual if we don't like the outcome
 
"
  • You are now able to retry a battle in manual combat once after seeing the results of an auto combat. This can be disabled in the Advanced Setup."
I love that, but I remember Heroes of might and magic 3 showed the results of an auto combat before you actually clicked yes for auto. Wouldn't that be better if implemented on planetfall as well?

Also, this works in multi-player, right? Please, tell me it does. I am always using auto combat in online battles, especially coop.
The problem here is that battles change every time they are played out. I suppose it could "fake roll" the results and let the player decide based on those.
 
In general most of these are okay, but:
1. No adjustments to to make city micro better? No interface improvements or such?
2. The adjustments are quite timid. it feels like you're afraid for players to have anything high impact, because it 'could' have balance issues. It took a lot of player feedback in AoW3 for you to even dare to improve leveling benefits for units. And the game was much better for it. Please don't repeat that same issue. Make things more interesting. Make getting certain
techs early something impactful and worth going for outside of laser-focused specific tech builds.
3. You want to "Increase compatibility between races and secret techs by allowing unit upgrades to be used more freely". Then why don't you open up tunneling claws to Kirko Lightbringers and Echo Walkers? Or neurotoxic Implants for the Assembly variants? There's a huge amount of secret tech/faction-interactions that seems neglected, like each was designed in a vacuum and all interactions are accidental.

Strange, wasn't Assembly with Synthesis called the most OP faction in the game?

It's the most obvious synergy and the benefits are rather obvious. But for example Dvar and Vanguard having pretty much only 2 non-mechanical units in their roster makes them just as good using it, but not as obvious, as those 2 units are a mainstay visibility-wise.
 
The problem here is that battles change every time they are played out. I suppose it could "fake roll" the results and let the player decide based on those.

Really? Everytime we choose auto battle in the same battle it generates a different outcome??
It does not, every time you run a Auto Combat the results should be the same. The only things that influence this are changes to position, mods and casting operations. So if you have any Auto Combats that give different results without any changes being made to Strategic Map, please submit those as a bug report accompanied by the save.
 
It does not, every time you run a Auto Combat the results should be the same. The only things that influence this are changes to position, mods and casting operations. So if you have any Auto Combats that give different results without any changes being made to Strategic Map, please submit those as a bug report accompanied by the save.

That's what I thought, Jordi .Thanks

Hey, will this new feature make it's may to online matches? Will players online be able to test auto combat and play it on manual after if they don't like the results ?
 
All features are available across modes. Combat Retry can be turned On/Off in the Advanced Settings when creating a Planet/Lobby, there you can also say whether a retry costs a Combat Card if you are playing with those.
 
All features are available across modes. Combat Retry can be turned On/Off in the Advanced Settings when creating a Planet/Lobby, there you can also say whether a retry costs a Combat Card if you are playing with those.

So that won't work for matches already in progress?

I have an online match set up with 3 players already. I hope there is a way to enable this option in this match
 
Dear Paradox, could we perhaps get the patch rolled out to open_beta branch few days early? It's nothing personal, but I've been with you for many games - and let's be honest about it, your company does not have a stellar track when it comes to fixing bugs or changing mechanics ;-)
 
So that won't work for matches already in progress?

I have an online match set up with 3 players already. I hope there is a way to enable this option in this match
That's a very good and interesting question, I just ran a test where I created a session on 1.006 and then continued it on our Expansion Branch. Seeing as the Combat Retry function is on by default, it was automatically activated for updated games created on earlier versions of the game. However you can't change settings after a game has started, so if you don't like it because it uses combat cards f.e. then you'll have to work with it or start a new session.

I hope that answers your question.
 
That's a very good and interesting question, I just ran a test where I created a session on 1.006 and then continued it on our Expansion Branch. Seeing as the Combat Retry function is on by default, it was automatically activated for updated games created on earlier versions of the game. However you can't change settings after a game has started, so if you don't like it because it uses combat cards f.e. then you'll have to work with it or start a new session.

I hope that answers your question.

That answers, my man !Thank you


Glad to know

And, please, pass along your crew we are loving this game on Xbox.

And we all bought the season pass!
 
Since the phasewalk modulator is being reduced to 15%, will the rift generator's phase field also be nerfed to 15% evasion?
Hey Sinsling, I've checked and the Phase Field evasion/harder to hit percentage is also reduced to 15%
I've noticed that, while Paragon Heavy Trooper is a Vanguard Walker prototype, it's damage was not increased. Is it by purpose?
Hello Mr_Dias, this is not something I can check or test so I would have to ask a colleague whether this is intentional.
 
Well...
Sadly, but Assembly stays as the most inferior race in multiplayer. Why nothing was done to Wrecker? Melee units are already in tight spot in game multiplayer, but Wrecker especially. Also it takes forever to research.

Wrecker didn't get a *specific* buff, but the: "Units can now enter melee overwatch after sprinting, allowing melee units to more easily get into position to disrupt enemy lines." seems like it would make melee units in general significantly stronger, including wreckers.