Balance

Balance Goals of the Legion Expansion

With the Legion Expansion out there now a lot of people are getting their first taste of the faction. It takes a little getting used to and won’t play quite the same as MLA. In some cases we’ve identified balance concerns and this will be dealt with in the next patch, but in others it’s that players are used to the game playing a particular way and need to approach the Legion differently.

Lead Balancer Elodea had this to say about the balance of this new faction:

“Our goals for pacing are roughly as follows:

  • Early game: skirmish phase. MLA does all it can to expand and harass in order to set itself up better for the mid game against a matured Legion economy. MLA having an expansion advantage is baked into the faction balance, with some of it compensated with +1 metal income in the T1 Legion Mass Extractor.In regard to MLA having trouble making significant attacks early on, keep in mind that Hives being buggy at the moment is hiding this layer of early gameplay. This will be addressed in the next patch.
  • Mid game: conflict phase. Legion’s infrastructure has matured enough to allow it to make much less risky offensive pushes.
  • Late game: if both players have survived until now, they are fully duking it out on equal terms with T2 armies, titans and such.

At first it will seem like games are unnecessarily prolonged because it’s different from the MLA vs MLA gameplay we got used to where it’s a rush to whoever can snowball the other the quickest. However, I think games that constantly have the players going back and forth are better than those where one player gets a sudden decisive advantage. For me an exciting game could be a 2 minute game as much as a 2 hour game – it’s all about the journey.

One of the problems with the MLA pacing I wanted to solve was that 1v1 never felt like it had a natural timing for escalation and progression to T2. It hinged much too heavily on players being equally skilled so that unequal matches tended to be incredibly volatile. While most games will roughly follow the above, you still have options for fast timing attacks though. For example air first Marauder pressure, Purger cliff sniping, Peackeeper/Lancer combo rushing, and maybe other cool combos I haven’t discovered yet.

That said, it’s true that not everyone has a lot of time to play any one game, so I am hoping to have 1v1 legion games be about 20-25 minutes on average. If the vast majority of games I see on PA Stats and Twitch streams end up significantly deviating from this then it’s an issue that will get attention.

It’s also true that legion’s slower expansion gameplay has an impact when it comes to fighting on many different planet radius or metal densities. We are aware that raiding potential forms an important part of the toolkit players have to deal with these changing variables. As such we have specifically given Legion units such as the Marauder, Stoke, Comet, and Starcannon. Patriots are also much faster than Spinners, allowing you to raid with Peacekeepers and Lancers even without air control (a big problem with MLA).

I hope that gave you a better idea of what we intended to achieve for the Legion Expansion. However, if we are actually getting long spaces of nothing to do, prolonged games where the winner is obvious already (1v1 especially), or cookie cutter roles and builds, then the team and I will definitely try to address them!”

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Release build 89755 is live

If you checked out our item on PTE 89626 then know that this build appears unchanged. Major point of interest here is the removal of the ability to assist enemy units, thus removing the bomber hover exploit. Oh, and the Bolo has been renamed Ant following WPMarshall’s righteous victory in The Fight For The Ant.

AI

  • AI will do a better job of keeping the Commander safe.
  • Improved the AI’s use of Tesla Bots.

Balance

  • Fix for case where a second Ragnarok firing would overwrite a previous Ragnarok firing.

UI

  • You can no longer assist non-friendly units.
  • Improvements to the local server warnings:
    • 1) If you have set the local server setting to OFF, you will no longer see a message warning that your computer does not meet the requirements. It will still warn you that you have to either sign in or change your settings.
    • 2) The local server option in the server browser will be disabled if you have set the local server setting to OFF.
      Certain UI elements in the system editor would appear briefly while the JS was loading. They no longer appear before the scene is ready.
      Added keybindings for the ‘ammo’ build group.
  • Prevent player kill notifications from popping up at the start of a replay.
  • Fix starting planets not being indicated in the details pane of the server browser.

Miscellaneous

  • Bolos are now named Ants.
  • Added the structure tag to land mines.
  • Removed the ‘basic’ type from land mine, so that normal fabbers cannot build it. Also added the naval type, since mines can be built on water.
  • We now wait to check if the current build version is out of date until after the user has signed in.
  • Fix for an error that occurs when reconnecting to a game more than once.
  • Add Able commander to the catalog. This allows those that have Able to play it online.
  • Inform Windows that we are “DPI-aware” to fix Windows 10 changing the resolution of the game while in full screen mode.
  • Fix for audio dropping out in long/big games.

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PTE 89626 released

A small PTE snuck out on Thursday, PTE 89626. The most important change is the renaming of Bolo to Ant following WPMarshall’s righteous victory in The Fight For The Ant. Well done that man.

The official thread for feedback can be found here, while a guide to running the PTE is here.

AI

  • AI will do a better job of keeping the Commander safe.
  • Improved the AI’s use of Tesla Bots.

Balance

  • Fix for case where a second Ragnarok firing would overwrite a previous Ragnarok firing.

UI

  • You can no longer assist non-friendly units.
  • Improvements to the local server warnings:
    • 1) If you have set the local server setting to OFF, you will no longer see a message warning that your computer does not meet the requirements. It will still warn you that you have to either sign in or change your settings.
    • 2) The local server option in the server browser will be disabled if you have set the local server setting to OFF.
      Certain UI elements in the system editor would appear briefly while the JS was loading. They no longer appear before the scene is ready.
      Added keybindings for the ‘ammo’ build group.
  • Prevent player kill notifications from popping up at the start of a replay.
  • Fix starting planets not being indicated in the details pane of the server browser.

Miscellaneous

  • Bolos are now named Ants.
  • Added the structure tag to land mines.
  • Removed the ‘basic’ type from land mine, so that normal fabbers cannot build it. Also added the naval type, since mines can be built on water.
  • We now wait to check if the current build version is out of date until after the user has signed in.
  • Fix for an error that occurs when reconnecting to a game more than once.
  • Add Able commander to the catalog. This allows those that have Able to play it online.
  • Inform Windows that we are “DPI-aware” to fix Windows 10 changing the resolution of the game while in full screen mode.
  • Fix for audio dropping out in long/big games.

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Hotfix 87296 released

If you’ve been following the PTE releases then there should be no surprises here. There are a lot of crash and AI fixes and updates bundled into this hotfix, and it resolves a critical Linux bug.

The official thread for Classic is here, and for Titans it’s here.

Balance

Helios

  • Orbital teleports are inactive for a few seconds after entering orbit.

AI

  • Update to the neural network for Classic mode.
  • Toned down the AI’s nuke happy nature.
  • The AI should always be expanding its economy.
  • The AI now has a shutdown path to clean stuff up better.
  • AI will now create and destroy planet managers as needed.
  • Adjusted AI commander behavior a bit to keep it from doing nothing.
  • Improved the way the AI updates planet manager statuses.
  • Improved the way the AI calculates its main economy planet.
  • Improved the perf overhead of updating AI base deploy data.
  • Added some new cheap build conditions to test for platoon build items before we do the more costly canFindPlaceToAttack.
  • AI perf improvements to finding a place to attack.
  • AI should be less flippy floppy about what fabbers are assisting.
  • Improved AI Land and Orbital interplanetary assistance calculations.
  • Improved the way the AI chooses where to expand.
  • AI will build a bit more defenses.
  • AI should no longer attempt to build Halleys, Catalysts, or Ragnaroks if an ally already has one or more of them on the planet.
  • AI will now use the average max range for keeping targets at range.
    • This will help the AI keep as much DPS as possible in range of the target.
  • Fix for the AI getting stuck not sending out attacks due to the AI’s factory rally point being inside wreckage.
  • The AI will now disband units into the general squad.
  • Improved AI stuck detection for air based platoons.
  • More work on fixing issues preventing the AI from sending attacks.
  • Minor fixes to AI threat response.
  • Fix for issue in the AI where the recon gone state was not being handled.
  • Added an AI placement buffer value to the Ragnarok.
  • AI will no longer build the Ragnarok or the land/air titans on asteroids.
  • Added threat checks for the Orbital and Structure titan build items.
  • Fix for AI not clearing build items when a factory dies.
  • Fix for AI commander getting stuck if it was in danger as it teleported.
  • Added landing zone options to the AI in the lobby
    • If a system allows multi-planet spawns, you can force the AI to spawn on the same planet as a player, or on a planet with no players.
    • If the conditions are impossible, the AI will ignore the restrictions.
    • The option should only appear if the planet supports multi planet spawns.
  • Fix for AI checking Support Commander affordability against the advanced bot fabber.

Galactic War

  • Fixes for orbital unit damage upgrades in galactic war

Pathing

  • Units that are sent as a single interplanetary move order arrive spread out.
    • If a user made a mod that issued unique move orders across an entire planet it’d work fine and there’d be nothingwe could do to stop it.
    • Distribution isn’t even because createCelestialMoveTask is called before all units are added to the order. But it’s good enough for now.
    • orbital_arrival_radius and orbital_arrival_unit_radius are defined in nav.json. They can be tweaked to fudge things around.

Performance

  • AI influence map perf improvements.
  • Added a draw call limit to the virtual texture processing.
    •  Helps limit the amount of time spent rendering virtual texture pages.
    • Also helps reduce the amount of memory allocated to virtual texturing in texture buffers.
  • More nav perf improvements, mainly in sweep waves.

Save/Load

  • Fix for loading classic saved games
    • The saved games browser will now show saved games for both classic and titans, regardless of current mode.
    • Titans saved games will be marked with an indicator.
    • If you attempt to load a game that doesn’t match your current mode, you will be prompted to switch to that mode.
    • The main menu ‘load latest save button’ will not show a save if you would have to switch modes to load it.

System Editor

  • Editing landing zones will also lock in the position of metal spots (that way they will not be repositioned after you finish editing the landing zones).

UI

  • Added restrictions to the bounty mode modifier. Values must be within [0.1, 1.0]

Bugfix/Polish

  • Add an #id to the Uberbar options button
  • Revamp panel ordering to ensure consistent ordering even with child panels.
    • New order, starting from the top-most panel:
      • Main
      • Video Player
      • Uberbar
      • Game
  • Don’t accept input for the game panel until splash is dismissed.
  • Removed some variables that were no longer needed.
  • Fix for AI crash in land teleport to planet task.
  • Fix for resource leak related to trees and rocks.
  • Fix certain characters in your user name causing games to not start.
  • Fix for PA owners getting error about “commander_step.pfx” failing to load.
  • Fix for AI crash if the AI receives a killed unit message for a unit assigned to a planet manager that has been destroyed.
  • Fix the “Architecth” achievement requiring the orbital radar unit.
  • Fixed a bug where time spent as a spectator was not counting towards the relevant Steam achievements.
  • Fix for the bug on Linux that caused certain menus to become unclickable.
  • Mesh rendering behavioral change to help track down mesh culling crash.
  • Fix for units not leaving wreckage upon loading a saved game.
  • Fix for the default LOD group not getting set for mesh instances that are added during the frame.
  • Fix for client mesh instance crash caused by units transitioning between planets.
  • Added kickstarter backer name to credits list and their planets names to the planet list.
  • Fix issue where planes that begin a new move order after moving over CSG would do a slow vertical take off rather than move forward.
  • Fix a crash that could occur on save/load due to uninitialized memory.
  • Fix some bad perf situations on client.
  • Fix for unnecessary nav overhead on the client.
  • Fix for uv scrolling behavior on units. Now materials are only updated when the unit is moving.
  • Fix for AI crash in transport to planet task if a planet gets destroyed during the loading step.
  • Added “anti_entity_targets_units” to weapon specs to speed up anti-entity weapons that do not target units.
  • Refactored auto repair task to speed it up a bit.
  • Shared armies will no longer self destruct after 10 minutes if one of the players disconnects. The army will only self destruct if all the players in the shared army disconnect.
  • Orbital Teleporter work:
    • Update orbital teleporter to use new inCircle function that evenly distributes points across area

Wondible Discoveries

  • There is a new stock mod for PAX. It seems to require a manually launched local server (I assume they had an infinite loop which restarted as soon as it finished) It has it’s own ui_mod_list.js and won’t work with regular UI mods. Even with them off, I get stuck on Loading Solar System.
  • AI spawn selection is in server script.
  • Possible new AI conditions
    • AlliedUnitCountOnPlanet
    • Enemy(Surface|Air|Orbital)PresenseOnPlanet
    • PlanetIsRespawnable

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PTE Build 87070

A big PTE just landed. For those of you who are new, the PTE is the public test environment where Uber allow the community to try out changes ahead of them going live. Check out our guide for more information. Feedback for Uber should be left in the official thread for classic or TITANS.

If you spend most of your time playing against the AI then you’re in for a treat, because not only are there a host of AI improvements in this PTE, there’s also a big new feature: you can force the AI to spawn on a different planet from you if the system supports it. So if you’ve been wanting to force a slower opening and more orbital play, now you can.

This PTE has a big focus on isolating and fixing any crash issues that have been identified or reported since TITANS went live, so if you’ve been having a problem give it a whirl and see if that problem still exists.

If you’re a Linux user then this PTE has a fix for the menu issue.

Balance

Helios

  • Orbital teleports are inactive for a few seconds after entering orbit.

AI

  • Update to the neural network for Classic mode.
  • Toned down the AI’s nuke happy nature.
  • The AI should always be expanding its economy.
  • The AI now has a shutdown path to clean stuff up better.
  • AI will now create and destroy planet managers as needed.
  • Adjusted AI commander behavior a bit to keep it from doing nothing.
  • Improved the way the AI updates planet manager statuses.
  • Improved the way the AI calculates its main economy planet.
  • Improved the perf overhead of updating AI base deploy data.
  • Added some new cheap build conditions to test for platoon build items before we do the more costly canFindPlaceToAttack.
  • AI perf improvements to finding a place to attack.
  • AI should be less flippy floppy about what fabbers are assisting.
  • Improved AI Land and Orbital interplanetary assistance calculations.
  • Improved the way the AI chooses where to expand.
  • AI will build a bit more defenses.
  • AI should no longer attempt to build Halleys, Catalysts, or Ragnaroks if an ally already has one or more of them on the planet.
  • AI will now use the average max range for keeping targets at range.
    • This will help the AI keep as much DPS as possible in range of the target.
  • Fix for the AI getting stuck not sending out attacks due to the AI’s factory rally point being inside wreckage.
  • The AI will now disband units into the general squad.
  • Improved AI stuck detection for air based platoons.
  • More work on fixing issues preventing the AI from sending attacks.
  • Minor fixes to AI threat response.
  • Fix for issue in the AI where the recon gone state was not being handled.
  • Added an AI placement buffer value to the Ragnarok.
  • AI will no longer build the Ragnarok or the land/air titans on asteroids.
  • Added threat checks for the Orbital and Structure titan build items.
  • Fix for AI not clearing build items when a factory dies.
  • Fix for AI commander getting stuck if it was in danger as it teleported.
  • Added landing zone options to the AI in the lobby
    • If a system allows multi-planet spawns, you can force the AI to spawn on the same planet as a player, or on a planet with no players.
    • If the conditions are impossible, the AI will ignore the restrictions.
    • The option should only appear if the planet supports multi planet spawns.
  • Fix for AI checking Support Commander affordability against the advanced bot fabber.

Galactic War

  • Fixes for orbital unit damage upgrades in galactic war

Pathing

  • Units that are sent as a single interplanetary move order arrive spread out.
    • If a user made a mod that issued unique move orders across an entire planet it’d work fine and there’d be nothingwe could do to stop it.
    • Distribution isn’t even because createCelestialMoveTask is called before all units are added to the order. But it’s good enough for now.
    • orbital_arrival_radius and orbital_arrival_unit_radius are defined in nav.json. They can be tweaked to fudge things around.

Performance

  • AI influence map perf improvements.
  • Added a draw call limit to the virtual texture processing.
    •  Helps limit the amount of time spent rendering virtual texture pages.
    • Also helps reduce the amount of memory allocated to virtual texturing in texture buffers.
  • More nav perf improvements, mainly in sweep waves.

System Editor

  • Editing landing zones will also lock in the position of metal spots (that way they will not be repositioned after you finish editing the landing zones).

UI

  • Added restrictions to the bounty mode modifier. Values must be within [0.1, 1.0]

Bugfix/Polish

  • Add an #id to the Uberbar options button
  • Revamp panel ordering to ensure consistent ordering even with child panels.
    • New order, starting from the top-most panel:
      • Main
      • Video Player
      • Uberbar
      • Game
  • Don’t accept input for the game panel until splash is dismissed.
  • Removed some variables that were no longer needed.
  • Fix for AI crash in land teleport to planet task.
  • Fix for resource leak related to trees and rocks.
  • Fix certain characters in your user name causing games to not start.
  • Fix for PA owners getting error about “commander_step.pfx” failing to load.
  • Fix for AI crash if the AI receives a killed unit message for a unit assigned to a planet manager that has been destroyed.
  • Fix the “Architecth” achievement requiring the orbital radar unit.
  • Fixed a bug where time spent as a spectator was not counting towards the relevant Steam achievements.
  • Fix for the bug on Linux that caused certain menus to become unclickable.
  • Mesh rendering behavioral change to help track down mesh culling crash.
  • Fix for units not leaving wreckage upon loading a saved game.
  • Fix for the default LOD group not getting set for mesh instances that are added during the frame.
  • Fix for client mesh instance crash caused by units transitioning between planets.
  • Added kickstarter backer name to credits list and their planets names to the planet list.
  • Fix issue where planes that begin a new move order after moving over CSG would do a slow vertical take off rather than move forward.
  • Fix a crash that could occur on save/load due to uninitialized memory.
  • Fix some bad perf situations on client.
  • Fix for unnecessary nav overhead on the client.
  • Fix for uv scrolling behavior on units. Now materials are only updated when the unit is moving.
  • Fix for AI crash in transport to planet task if a planet gets destroyed during the loading step.
  • Added “anti_entity_targets_units” to weapon specs to speed up anti-entity weapons that do not target units.
  • Refactored auto repair task to speed it up a bit.
  • Shared armies will no longer self destruct after 10 minutes if one of the players disconnects. The army will only self destruct if all the players in the shared army disconnect.
  • Orbital Teleporter work:
    • Update orbital teleporter to use new inCircle function that evenly distributes points across area

Wondible Discoveries

  • There is a new stock mod for PAX. It seems to require a manually launched local server (I assume they had an infinite loop which restarted as soon as it finished) It has it’s own ui_mod_list.js and won’t work with regular UI mods. Even with them off, I get stuck on Loading Solar System.
  • AI spawn selection is in server script.
  • Possible new AI conditions
    • AlliedUnitCountOnPlanet
    • Enemy(Surface|Air|Orbital)PresenseOnPlanet
    • PlanetIsRespawnable

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Hotfix 86765 has arrived

Been subject to any nagging issues following the release of TITANS? Well there’s a hotfix out now to resolve those report by players to Uber. It also has some small AI updates, and a few balance tweaks including a nerf to the Squall.

If you’re running the PTE, well you don’t need to any more as stable is now the most up-to-date branch. The official thread for this update can be found here for TITANS and here for Classic.

Balance

Solar Drone (Icarus)

  • Underwater Vision decreased to 50 from 500

Nuke Tank (Manhattan)

  • Armor Damage Orbital increased to 0.33 from 0.0
  • Armor Damage Commander set to 0.33

Drone Carrier (Typhoon)

  • Ammo Demand decreased to 15 from 30

Missile Drone (Squall)

  • Metal Cost increased to 90 from 30 (Only will affect repair speed)
  • Health Regen decreased to -3 from -1
  • Acceleration decreased to 80 from 90
  • Move Speed decreased to 80 from 90
  • Turn Speed decreased to 240 from 270

AI

  • Updated Classic land neural net data.
  • Titans land neural net update
  • Titans air neural net update

Galactic War

  • Galactic War Titan cards will now properly interact with the orbital and air titan, and will not show up in Classic PA

Bugfix/Polish

  • Fix for crash when loading a save or resuming a game where an entity spawned and died on the same tick.
  • Fix for a crash in closestPointPlane
  • Fix for a crash caused by units trying to initialize a celestial move task after their planet has been blown up but before the unit has been destroyed.
  • When launching PA Classic on Steam when you own TITANS, the Quit & Install / Quit & Launch buttons on the popup now initiate the install or launch for you.
  • Fix for AI crash on shutdown in the interplanetary request system
  • Fix for a crash in BuildTask
  • Fix for a crash when loading a save with a unit with a celestial body and no order.
  • Fix for a crash when SimWeapon is verifying index in one place and not in another
  • Make main.css rules a little more specific
  • Fix some cursors on certain Linux drivers
  • Sim units no longer kill the server if spawned with an invalid spec id.
  • Shut down empty load_save servers.
  • Set +x bit on published Linux files that need it. Fixes the Linux download not working out of the box
  • Fix default parameters to panel.move.
  • Fix for boolean inversion in the build task when creating the unit.
  • Added a ‘no-gpu’ option to the panel api. This allows us to reduce the number of processes and interacting with the gpu. Enabling software-ui has been know to solve certain ui crashes, and this offers a more balanced solution.
  • Titans should no longer teleport
  • Never automatically set particle data format as PositionWithAlpha. The format is almost never used, and when it is it’s usually by mistake and causes something to break.
  • Events for enemy units will no longer be treated as your events. This bug was most noticeable with the idle fabber/factory widget

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PTE 86641 Update for Classic and TITANS

So you’ve got your teeth into TITANS and that’s great. We’re seeing much higher player numbers across both classic and TITANS, and over in TITANS T2 has become a normal part of 1v1 play. It’s all very exciting.

Uber have pushed out a new PTE. For those of you who haven’t heard of these before please check out our guide on what a PTE is and how to take part.

The focus of this patch is on crushing a number of bugs which have been reported. For TITANS players there’s also an adjustment to the capabilities of the Squall, which should serve to limit the (some might say overwhelming) danger the Typhoon represents.

Give it a try and provide your feedback to Uber. The thread for classic is here and TITANS is this way.

Balance

Solar Drone (Icarus)

  • Underwater Vision decreased to 50 from 500

Nuke Tank (Manhattan)

  • Armor Damage Orbital increased to 0.33 from 0.0
  • Armor Damage Commander set to 0.33

Drone Carrier (Typhoon)

  • Ammo Demand decreased to 15 from 30

Missile Drone (Squall)

  • Metal Cost increased to 90 from 30 (Only will affect repair speed)
  • Health Regen decreased to -3 from -1
  • Acceleration decreased to 80 from 90
  • Move Speed decreased to 80 from 90
  • Turn Speed decreased to 240 from 270

AI

  • Updated Classic land neural net data.
  • Titans land neural net update
  • Titans air neural net update

Galactic War

  • Galactic War Titan cards will now properly interact with the orbital and air titan, and will not show up in Classic PA

Bugfix/Polish

  • Fix for crash when loading a save or resuming a game where an entity spawned and died on the same tick.
  • Fix for a crash in closestPointPlane
  • Fix for a crash caused by units trying to initialize a celestial move task after their planet has been blown up but before the unit has been destroyed.
  • When launching PA Classic on Steam when you own TITANS, the Quit & Install / Quit & Launch buttons on the popup now initiate the install or launch for you.
  • Fix for AI crash on shutdown in the interplanetary request system
  • Fix for a crash in BuildTask
  • Fix for a crash when loading a save with a unit with a celestial body and no order.
  • Fix for a crash when SimWeapon is verifying index in one place and not in another
  • Make main.css rules a little more specific
  • Fix some cursors on certain Linux drivers
  • Sim units no longer kill the server if spawned with an invalid spec id.
  • Shut down empty load_save servers.
  • Set +x bit on published Linux files that need it. Fixes the Linux download not working out of the box
  • Fix default parameters to panel.move.
  • Fix for boolean inversion in the build task when creating the unit.
  • Added a ‘no-gpu’ option to the panel api. This allows us to reduce the number of processes and interacting with the gpu. Enabling software-ui has been know to solve certain ui crashes, and this offers a more balanced solution.
  • Titans should no longer teleport
  • Never automatically set particle data format as PositionWithAlpha. The format is almost never used, and when it is it’s usually by mistake and causes something to break.
  • Events for enemy units will no longer be treated as your events. This bug was most noticeable with the idle fabber/factory widget

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Release 82293 and Hotfix 82369 change log

So while I was on holiday it seems the elves at Uber have been busy little boys and girls. First let’s catch-up on the latest stable release, with the introduction of ChronoResume (resume anywhere), along with a huge host of AI updates.

Praise, complaints, thoughts and bug reports should be left in the official thread.

Hotfix Build 82369

Fix for largest cause of “Lost connection to server” issues. We will continue monitoring the issue and make more fixes where needed. Sorry for the issue, and thanks for your patience!

Release Build 82293

ChronoResume

  • Added Resume Anywhere

Planetary Annihilation PTE 81029 ChronoResume resume anywhere

To use:

  1. Load or start a game or replay
  2. Open Chronocam
  3. Rewind back to where you want to go. (You have to rewind at least 2 seconds)
  4. Select the Play From Here (Beta) button and Yes when asked “Rewind history and restart battle?”
  5. Wait for simulation to load​

Please note, replays prior to the introduction of ChronoResume do no support this feature.

Balance

  • AA missile tiny AOE radius
  • Naval firing arc adjustments
  • Units are now able to reclaim wreckage and trees while patrolling
    • Reclaim will not occur if metal storage is full

Fighter (Hummingbird)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0
  • Removed death weapon

Bomber (Bumblebee)

  • Removed death weapon

Interplanetary Fighter (Phoenix)

  • Splash Damage set to 25
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0
  • Removed death weapon

Missile Bomber (Hornet)

  • Removed death weapon

Commander

  • Anti-Air Splash Damage set to 25
  • Anti-Air Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0

Missile Vehicle (Spinner)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0

Missile Turret (Galata)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0

Frigate (Narwhal)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0
  • Ammo Velocity decreased to 85.0 from 150.0

Destroyer (Orca)

  • Ammo Velocity decreased to 85.0 from 150.0

Battleship (Leviathan)

  • Ammo Velocity decreased to 110.0 from 150.0

Missile Ship (Stingray)

  • Splash Damage set to 25
  • Splash Radius increased to 0.75 from 0

Grenadier

  • Now prioritizes turrets and commanders over its normal targeting priorities
  • Firing arc and effects adjustments
    • Added a small explosion when ammo hits to better communicate its small amount of splash damage
  • Ammo Gravity Scalar increased to 6 from 3
  • Max Firing Velocity increased to 88 from 68
  • Min Firing Velocity increased to 85 from 65
  • Added a small explosion when ammo hits to better communicate its small amount of splash damage

Anti-Nuke

  • Accuracy improvement
    • Ammo Velocity increased to 1500.0 from 500.0

Unit Cannon

  • Fix Unit Cannon not decaying if you stop building it
    • Atrophy Rate set to 140
    • Atrophy Cool Down set to 15

Bot Factory

  • Placement Size changed to [40,55] from [30,55]
  • Area Build Separation decreased to 2 from 10

Vehicle Factory

  • Placement Size changed to [40,55] from [30,55]
  • Area Build Separation decreased to 2 from 10

Naval Factory

  • Placement Size changed to [40,50] from [20,50]
  • Area Build Separation decreased to 2 from 10

Air Factory

  • Placement Size changed to [40,40] from [30,30]
  • Area Build Separation decreased to 2 from 10

Advanced Bot Factory

  • Placement Size changed to [60,80] from [50,80]
  • Area Build Separation decreased to 2 from 7

Advanced Vehicle Factory

  • Placement Size changed to [60,80] from [50,80]
  • Area Build Separation decreased to 2 from 6

Advanced Naval Factory

  • Area Build Separation decreased to 5 from 10

Advanced Air Factory

  • Placement Size changed to [60,60] from [50,50]
  • Area Build Separation decreased to 2 from 7

AI

  • Added a new AI difficulty named ‘idle’. This AI will never take any action
  • Normal AI adjusted to make it more passive while making its expansion and base building behavior less erratic
  • AI will take into account allied forces when calculating planet wide threat
  • Added stuck detection for AI area build task
  • Adjusted stuck AI stuck detection sensitivity
  • Reduced AI factory buffer size
  • AI will send more units at once through a teleporter from planets it has full control of
  • AI will expand faster on planets it has full control of
  • Adjusted how the AI sees armies occupying a planet
  • AI will do a better job of balancing its economy
  • AI can now use bomb bots
  • AI can now build and use the Unit Cannon
  • AI should try to get all of its units cannons in sync
  • AI will once again send orbital radars to other planets
  • AI will send fabbers with no build task back to a rally point, out of harms way
  • AI should do a better job of not sending fabbers half way around the planet right after dropping them off at a planet
  • AI will now enqueue orders on the sim rather than issuing them directly
  • AI will build more AA vehicles if it is losing the air battle
  • AI will build a deep space radar earlier when on a planet by itself
  • AI will build an orbital launcher earlier when on a planet by itself
  • AI will be more likely to place a teleporter on a planet, in anticipation of needing it later
  • AI will keep a group of fighters and bombers at the ready when on a planet by itself
  • AI will build at least one air factory when on a planet by itself
  • Improved the AI’s handling of Gas Giants
  • Added “unable_to_expand_delay” as an AI personality setting. The AI will now accumulate time that it is unable to expand. Once they delay has been reached, it will set the unable to expand flag, allowing the AI to react accordingly
  • Minor balance to get the AI building the Delta V Engine and Control Module again
  • Fix for bug preventing the AI from using Delta V Engines
  • Fix for the PlanetHasUseableWeapon build condition not working as expected
  • The CanAffordBuildDemand build condition now supports build items with no spec to build. This will now just evaluate the condition using the fabber’s build arm drain
  • Added new AI build conditions:
    • CurrentEnergyEfficiency
    • CurrentMetalEfficiency
    • SpawnablePlanetCount
    • PlanetIsMainEcoBase
    • DistFromNearestEnemyThreat
    • PlanetHighestEnemyArmyThreat
    • FocusTargetThreatRatio
    • PlanetHighestEnemyArmyThreatRatio
    • PlanetIsGasGiant
  • Fix for AI not expanding on planets with little to no metal
  • Fix for typo in AI fabber air builds
  • Fixes for cases where the AI would seem to lose track of a fabber
  • Fix where the AI would get stuck on mixed terrain planets
  • AI platoon templates and unit map are now located in a separate folder in the AI content folder
  • The AI can now load multiple platoon template and unit map files
  • Added a cheaper path fixup function to nav. AI now makes use of the cheaper path fixup function
  • AI no longer ticks platoons that are in celestial transit
  • AI will not tick platoons in transit via the unit cannon
  • AI now can now create unit threat data on demand. This helps support units that are not included in unit_list.json
  • Removed unnecessary AI build item
  • Fix for some AI planet counting stuff
  • Updated default personality values
  • Build item renames
  • Fix the AllMetalSpotsFull build condition

Armory

  • Added two new Commanders
    • ToddFather Planetary Annihilation Commander Imperial ToddFather
    • TheFlax Planetary Annihilation Commander Quad TheFlax

Save/Load

  • Changed the way local GW saves are named to avoid filename issues

Systems

  • Added two new large-scale prototype maps and put up a new iteration of one of the 1v1 prototypes in addition to 3 other prototype maps
  • Set the default water depth for planets to 100%. This only affects Galactic War and will only affect new wars

UI

  • Changing your primary color will no longer reset your secondary color
  • The lobby will remember the last AI difficulty you selected and will use that level by default
  • Removed Twitch integration as Twitch is no longer supporting it. Customers can still use a third party application, like OBS, to stream PA to Twitch
  • The system display widget will no longer show the missing image symbol when you rapidly change the system in the game lobby.
  • CSS fix so background images cover in irregular resolutions (portrait or square)
  • CSS fix in nav items to properly highlight text when a sub menu is displayed
  • Adjust CSS for messages that appear in dialogs
  • Game Over: swap text from “View Final” to “View Winner”
  • Fix for button jittering caused by timer display when simulating systems
  • Updates for save game labels positions in menus
  • Add a Game Menu button to the options panel
  • You can now choose to exit the game or exit to the Main Menu after selecting the ‘exit’ option from the live game menu
  • Selecting any menu item will now hide the menu
  • Replay: Remove animated text that causes weird flashing in the background
  • Armory: Remove title animation to fix flashing background
  • Armory: Fix line height in KS credit to not overlap w/ commander visual
  • Armory: Tweak indicator for default commander
  • Quit menu: Tweak text on commit buttons
  • Main menu: Added view intro button
  • Improves spectator UI – removes unneeded UI elements

Bugfix/Polish

  • Added Cosmic backer name to credits and planet name
  • Game should now crash with an explanatory error if the UI crashes, rather than just freezing
  • Fix some cursor bugs that Linux users with specific graphics drivers have been experiencing
  • Support opening browser from PA on Linux. It should now open the user’s preferred browser (by relying on the `xdg-open’ command.)
  • Fix invisible CSG for Linux users when playing on PlayFab or on someone’s Windows server, but not when playing offline. This should marginally reduce load times for all users.
  • Fix for crash caused by aiBrain no longer being valid during sim shutdown
  • Fix for beam weapons no longer being able to do splash damage
  • Revert a change which was causing the game to hang when leaving the game lobby on some machines
  • The server will no longer broadcast custom csg to clients when the system is changed in the game lobby
  • Make log filenames & first line of log contain date,which should help both sorting & figuring out which log matches what session
  • More logging for FMOD initialization failures
  • The pause simulation button will no longer reset the position of the planets

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PTE Build 82000 arrives with massive AI changes

Uber have released PTE Build 82000 following on from PTE 81029 which introduced ChronoResume. Its functionality has been enhanced with the ability to resume anywhere when the game has finished and in replays! This PTE also comes packed with a huge number of AI fixes and enhancements, along with some additions which will help AI modders such as me make it an even more challenging opponent. Finally there are some fixes for both outstanding UI and Linux issues.

Uber are still working on updates to Galactic War, but jables has stated that he hopes to have them ready for PTE next week. Fingers crossed!

Please leave any feedback for Uber in the official thread. Details on how to access PTE can be found in the eXodus explains guide.

AI

  • AI will take into account allied forces when calculating planet wide threat
  • Added stuck detection for AI area build task
  • Adjusted stuck AI stuck detection sensitivity
  • Reduced AI factory buffer size
  • AI will send more units at once through a teleporter from planets it has full control of
  • AI will expand faster on planets it has full control of
  • Adjusted how the AI sees armies occupying a planet
  • AI will do a better job of balancing its economy
  • AI can now use bomb bots
  • AI can now build and use the Unit Cannon
  • AI should try to get all of its units cannons in sync
  • AI will once again send orbital radars to other planets
  • AI will send fabbers with no build task back to a rally point, out of harms way
  • AI should do a better job of not sending fabbers half way around the planet right after dropping them off at a planet
  • AI will now enqueue orders on the sim rather than issuing them directly
  • AI will build more AA vehicles if it is losing the air battle
  • AI will build a deep space radar earlier when on a planet by itself
  • AI will build an orbital launcher earlier when on a planet by itself
  • AI will be more likely to place a teleporter on a planet, in anticipation of needing it later
  • AI will keep a group of fighters and bombers at the ready when on a planet by itself
  • AI will build at least one air factory when on a planet by itself
  • Improved the AI’s handling of Gas Giants
  • Added “unable_to_expand_delay” as an AI personality setting. The AI will now accumulate time that it is unable to expand. Once they delay has been reached, it will set the unable to expand flag, allowing the AI to react accordingly
  • Minor balance to get the AI building the Delta V Engine and Control Module again
  • Fix for bug preventing the AI from using Delta V Engines
  • Fix for the PlanetHasUseableWeapon build condition not working as expected
  • The CanAffordBuildDemand build condition now supports build items with no spec to build. This will now just evaluate the condition using the fabber’s build arm drain
  • Added new AI build conditions:
    • CurrentEnergyEfficiency
    • CurrentMetalEfficiency
    • SpawnablePlanetCount
    • PlanetIsMainEcoBase
    • DistFromNearestEnemyThreat
    • PlanetHighestEnemyArmyThreat
    • FocusTargetThreatRatio
    • PlanetHighestEnemyArmyThreatRatio
    • PlanetIsGasGiant
  • Fix for AI not expanding on planets with little to no metal
  • Fix for typo in AI fabber air builds
  • Fixes for cases where the AI would seem to lose track of a fabber
  • Fix where the AI would get stuck on mixed terrain planets
  • AI platoon templates and unit map are now located in a separate folder in the AI content folder
  • The AI can now load multiple platoon template and unit map files
  • Added a cheaper path fixup function to nav. AI now makes use of the cheaper path fixup function
  • AI no longer ticks platoons that are in celestial transit
  • AI will not tick platoons in transit via the unit cannon
  • AI now can now create unit threat data on demand. This helps support units that are not included in unit_list.json
  • Removed unnecessary AI build item
  • Fix for some AI planet counting stuff
  • Updated default personality values
  • Build item renames
  • Fix the AllMetalSpotsFull build condition

Balance

  • Units are now able to reclaim wreckage while patrolling
  • Patrolling units are now able to reclaim trees

Grenadier

  • Firing arc and effects adjustments
  • Ammo Gravity Scalar increased to 6 from 3
  • Max Firing Velocity increased to 88 from 68
  • Min Firing Velocity increased to 85 from 65
  • Added a small explosion when ammo hits to better communicate its small amount of splash damage

Anti-Nuke

  • Accuracy improvement
  • Ammo Velocity increased to 1500.0 from 500.0

Unit Cannon

  • Fix Unit Cannon not decaying if you stop building it
  • Atrophy Rate set to 140
  • Atrophy Cool Down set to 15

Chronocam

  • Resume Anywhere fixes
  • Enable Resume Anywhere after gameover
  • Enable ChronoResume for replays

System Editor

  • Set the default water depth for planets to 100%. This only affects Galactic War and will only affect new wars

UI

  • Removed Twitch integration as Twitch is no longer supporting it. Customers can still use a third party application, like OBS, to stream PA to Twitch
  • The system display widget will no longer show the missing image symbol when you rapidly change the system in the game lobby.
  • CSS fix so background images cover in irregular resolutions (portrait or square)
  • CSS fix in nav items to properly highlight text when a sub menu is displayed
  • Adjust CSS for messages that appear in dialogs
  • Game Over: swap text from “View Final” to “View Winner”
  • Fix for button jittering caused by timer display when simulating systems
  • Updates for save game labels positions in menus
  • Add a Game Menu button to the options panel
  • You can now choose to exit the game or exit to the Main Menu after selecting the ‘exit’ option from the live game menu
  • Selecting any menu item will now hide the menu
  • Replay: Remove animated text that causes weird flashing in the background
  • Armory: Remove title animation to fix flashing background
  • Armory: Fix line height in KS credit to not overlap w/ commander visual
  • Armory: Tweak indicator for default commander
  • Quit menu: Tweak text on commit buttons
  • Main menu: Added view intro button

Bugfix/Polish

  • Game should now crash with an explanatory error if the UI crashes, rather than just freezing
  • Fix some cursor bugs that Linux users with specific graphics drivers have been experiencing
  • Support opening browser from PA on Linux. It should now open the user’s preferred browser (by relying on the `xdg-open’ command.)
  • Fix invisible CSG for Linux users when playing on PlayFab or on someone’s Windows server, but not when playing offline. This should marginally reduce load times for all users.
  • Fix for crash caused by aiBrain no longer being valid during sim shutdown
  • Fix for beam weapons no longer being able to do splash damage
  • Revert a change which was causing the game to hang when leaving the game lobby on some machines
  • The server will no longer broadcast custom csg to clients when the system is changed in the game lobby
  • Make log filenames & first line of log contain date,which should help both sorting & figuring out which log matches what session
  • More logging for FMOD initialization failures
  • The pause simulation button will no longer reset the position of the planets

Known Issues

  • Replays of games played on a Local server are not visible in Replays.
  • Replays of games played on the PlayFab server can be found in Replays > My Saved Games.
  • Replays of games played before this build will not load.
  • In Replays, the Main Menu button from the ESC menu does not function. However, selecting Quit and Quit to Main Menu does work.
  • Saving a Galactic War game has not changed. Select Save Game (Beta), wait about 5-10 seconds, then exit out of the game. You can exit by selecting Quit to desktop.
  • Please note, selecting “Quit to Main Menu” will not save the game.
  • UnitCountInBase, UnitCountAroundBase, and unit count based placement rules for the AI are broken
  • AI won’t move its ships out of its base

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PTE 81029 – the one with resume anywhere

It’s time for another PTE. Hidden amongst the minor AI tweaks and fix for naval shots missing their targets is the first release of a major feature: resume anywhere. Named ChronoResume you can now rewind time and do it all differently.

Get involved in the PTE using this guide. Feedback should be left in this thread.

ChronoResume

  • Added Resume Anywhere in Single Player AI Skirmish and Galactic War using ChronoCam

Planetary Annihilation PTE 81029 ChronoResume resume anywhere

To use:

  1. Load or start a game
  2. Open Chronocam
  3. Rewind back to where you want to go. (You have to rewind at least 2 seconds)
  4. Select the Play From Here (Beta) button and Yes when asked “Rewind history and restart battle?”
  5. Wait for simulation to load​

Please note, ChronoResume does not work when the game ends or while watching Replays

Balance

  • Naval firing arc adjustments

Frigate (Narwhal)

  • Ammo Velocity decreased to 85.0 from 150.0

Destroyer (Orca)

  • Ammo Velocity decreased to 85.0 from 150.0

Battleship (Leviathan)

  • Ammo Velocity decreased to 110.0 from 150.0

AI

  • Normal AI adjusted to make it more passive while making its expansion and base building behavior less erratic

Save/Load

  • Changed the way local GW saves are named to avoid filename issues

Author: Mod Type:
Discuss on the forums
Provided by CMM