Commander

Release Build 79317 – Single-player save/load first pass!

It’s finally here, and we’re not just talking about save/load, but rather the release as a whole. Release build 79317 may be one of the most extensive balance updates Planetary Annihilation has seen, and it has been painstakingly done in conjunction with you, the PA community, thanks to PTE testing.

This is the build that will be used in this weekend’s Evil Twins Finals tournament, so come along and watch if you want to see what a difference the balance changes make.

The build contains not only save/load for AI skirmish games (this is a first pass, later updates will bring it to Galactic War and multiplayer) but also balance changes which have thoroughly changed the opening game. Don’t forget to update your mods, and to test with them disabled before reporting technical issues.

I’ll let Uber Entertainment’s jables speak for the build:

“Hey all! Over the last month, we’ve been pushing on getting save/load working in the single player side of PA. We’ve also done tons of balance tweaks based on feedback and our balance folks watching replays and streams, added 2 new maps (1 for ranked play and 1 for general play), did some fairly big performance improvements for large army fights, and hit as many bugs and polish items as we could.

This is the first pass of our save/load work, so you’ll see it missing items we want in the final. That being said, we are currently working on those elements, but since this version was working, we wanted to go ahead and get it out so you could use it. I’ve explained what is in this version below (single player AI skirmish saving), as well as what we hope to get in next (galactic war mid game saving and resume from anywhere in a replay loading). Take a look, and if you want to join the conversation, or run into any issues, please join us over on the Uber forums!

Save/Load (first pass)

Planetary Annihilation Release Build 79317

An empty screen of possibilities…

  • Very first pass on Save/Load now in game in its beta form (there will be some bugs, but we wanted to get this out for players to make use of asap)
  • Save/Load now works with AI Free For All skirmish
    • Currently it will not remember dynamic alliances
    • Currently has issues with alliances ending the game
  • Save/Load currently does not function for Galactic War
  • Spectating won’t work after you lose a loaded game
  • The sim will freeze while saving. This could take shorter or longer depending on amount of stuff being saved
  • You can also view save files as a replay
    • In the future this will allow you to pick a spot in chronocam and load the game there, though it is not yet functioning
  • Next passes will be adding some of the missing functionality from above, including Galactic War and resume from anywhere in a replay.

Balance

General

  • Added air_pbaoe ammo (air units with this will do AE damage on death)
    • Damage set to 30
    • Splash Radius set to 1.5
    • Splash Damages Allies set to True
  • All radar units that require energy to see the surface layer now require energy to see the underwater layer
  • Commander and missile turret weapons now prioritize pelicans over other non-prioritized air units

Air

Air Scout (Firefly)

  • Sight Range increased to 250 from 200

Fighter (Hummingbird)

  • Added air_pbaoe as death weapon
  • Health decreased to 150 from 200

Bomber (Bumblebee)

  • Metal Cost increased to 280 from 240
  • Rate of Fire decreased to 7.5 from 10.0
  • Added air_pbaoe as death weapon

Interplanetary Fighter (Phoenix)

  • Health decreased to 200 from 300
  • Ammo Lifetime decreased to 2 from 5
  • Added air_pbaoe as death weapon

Tactical Missile Bomber (Hornet)

  • Added air_pbaoe as death weapon

Air Factory

  • Area Build Separation increased to 6 from 3

Gunship (Kestrel)

  • Metal Cost decreased to 600 from 720

Land

Radar

  • Radar Range increased to 450 from 400
  • Orbital Sight increased to 600 from 500

Advanced Radar

  • Radar Range increased to 900 from 800
  • Orbital Sight increased to 1200 from 1000

Wall

  • New model to better communicate that your units can shoot through it
  • Mesh Bounds changed to [5, 3, 14] from [5, 5, 7] (Taller, more narrow)
  • Metal Cost increased to 50 from 25
  • Health decreased to 3000 from 5000
  • Atrophy Cooldown decreased to 0.5 from 15.0 (this is the time it takes for unit being built to die if you abandon it before it is finished)
  • Atrophy Rate increased to 20.0 from 0.416667

Unit Cannon

  • Health increased to 18,000 from 9,000

Assault Bot (Dox)

  • Move Speed decreased to 18 from 20

Boom Bot

  • Damage decreased to 600 from 700

Combat Fabricator

  • Can no longer build walls.

Anti-Nuke

  • Ammo Lifetime decreased to 5 from Infinite
  • Velocity increased to 500 from 400

Vehicle Factory

  • Area Build Separation increased to 6 from 3

Bot Factory

  • Placement Size changed to [30,55] from [30,60]
  • Area Build Separation increased to 6 from 3

Grenadier

  • Firing Arc Type changed to High from Low
  • Max Firing Velocity increased to 68 from 53
  • Min Firing Velocity increased to 65 from 50
  • Range increased to 125 from 105
  • Vision Range increased to 130 from 120

Heavy Tank (Leveler)

  • Hit points increased to 1500 from 1000
  • Turn Radius decreased to 60 from 90
  • Yaw Rate increased to 30 from 15
  • Splash Radius increased to 3 from 0
  • Full Damage Splash Radius increased to 1 from 0

Commander

  • Build Energy Draw increased to 2000 from 1500
  • Energy Production decreased to 2000 from 3000
  • Metal Production decreased to 20 from 30
  • Metal Storage increased to 1500 from 1000
  • Energy storage increased to 45,000 from 20,000

Metal Extractor

  • Metal Cost increased to 170 from 150

Naval

Battleship (Leviathan)

  • Ammo Lifetime decreased to 4 from 10

Naval Factory

  • Placement Size changed to [20,50] from [20,47]
  • Area Build Separation increased to 10 from 3

Advanced Naval Factory

  • Placement Size changed to [50,125] from [50,70]
  • Area Build Separation increased to 10 from 7

Orbital

Orbital Deepspace Radar

  • Metal Cost increased to 600 from 300
  • Orbital Sight Radius increased to 1000 from 500

Orbital Factory

  • Health decreased to 9,000 from 15,000
  • Orbital Sight Radius increased to 250 from 100

Orbital Mining Platform (Jig)

  • Nuke Radius increased to 250 from 200
  • Area Build Separation increased to 100 from 50

Defense Satellite (Anchor)

  • Metal Cost increased to 2200 from 1800
  • Orbital Sight Radius increased to 600 from 280

Ion Defense (Umbrella)

  • Orbital Sight Radius increased to 500 from 300

Orbital Fabricator

  • Orbital Sight Radius increased to 250 from 100
  • Can now reclaim features and wreckage
  • Can now assist and repair units and structures in the orbital layer
  • Can now assist and repair teleporters

Orbital Lander

  • Orbital Sight Radius increased to 300 from 100

Orbital Fighter

  • Orbital Sight Radius increased to 400 from 250

AI

  • Adjustments to how AI prioritizes based on planet resources
  • AI unit cap is now adjustable via the ai_config file
  • Improvements to AI threat handling
  • Added Submarine influence for the AI
  • AI will scout smarter depending on difficulty
  • AI will now realize if its nukes are destroyed mid flight and react
  • AI will now use subs
  • Completely re-worked neural networks for the AI
  • Fix for an instance of AI getting stuck
  • AI will now defend base for longer before abandoning it
  • Minor changes to how AI will invade a planet

Galactic War

  • Phoenix, Barracuda, Kraken and Unit Cannon enabled in Galactic War

Matchmaking

  • Added new ranked system Amplus to the matchmaking pool

Pathfinding

  • Units falling behind the group will now pathfind much better

Performance

  • Performance improvements for large army battles and large numbers of units
  • Optimization pass on weapon tasks
  • Improvement for dark side of the planet with shadows turned off

Systems

  • Added new systems Amplus and Blitz to the default system list
  • Updated every ranked system with new iterations
  • Removed Battlefield and Inner Sol System from the pre-made system list
  • Adjusted the recommended players for all of the ranked systems and the PAX system
  • Increased average metal on random planets
  • Random planets will no longer spawn to where they will collide with one another
  • Fixed landing zone bug on random planets

UI

  • Save games filter added to Replay browser
  • Added Random System picker to the game lobby

New Commander

  • Sangudo

Planetary Annihilation Imperial Sangudo Commander

Polish/Bugfixes

  • Fixed issues of Assisting/Repairing failing (most commonly seen from Factories with Patrol not having fabbers it built assist it)
  • Fixed for units under construction by orbital factory moving when factory is being assisted by orbital fabbers
  • Fix for rare cases where units would not fire
  • Fix for a few coherent crashes
  • Fix for missing vision on reconnect
  • Fix for build orders not loading (not factory queues, but actual build orders like from Commander or Fabber)
  • Annihilazer should now load correctly (unless it’s mid-fire, you will need to fire it again in that case)
  • Credits system added for our writer
  • Coherent fix for crashes
  • Fix for crash in AntiWeapon code (should fix that anti-nuke not firing issue)
  • Online (PlayFab) save games are found under Replays (Local saves still found in same spot, this will be better in future pass)
  • Upgrade to Coherent 2.5.4
    • Update to UI framework that should improve stability of the game on Mac & Linux
  • Change Gamma display name from Delta to Gamma
  • Factory build task improvements
  • Fix for cases where army vision was not granted correctly
  • Fixed case where shift key would get stuck while panning the mouse
  • Fixed crash from patrolling with large amount of subs
  • Fix for amphibious units not using patrol correctly

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Provided by CMM

Ajax commander, reporting for duty

A part of the winter sale of 2013/14, this one has been a long time coming, but finally the Ajax commander has arrived. Anyone who purchased Planetary Annihilation prior to the 2nd January 2014 should now find the Ajax in their armory. If you don’t see it there but purchased Planetary Annihilation prior to this date then contact Uber support.

Planetary Annihilation Ajax Commander

Release Candidate 77398 for next live build – now on PTE

This is it, the build that if all goes well will become the new live build. The list below is a summation of all changes made over the course of the PTE builds so far. It’s pretty epic.

If all goes well this is expected to go live before the weekend. Make sure to leave your feedback for Uber.

Balance

Air

Gunship (Kestrel)

  • Health increased from 300 to 350
  • Metal Cost decreased from 960 to 720

Tactical Bomber (Hornet)

  • Spread Fire set to True

Bomber

  • Guard radius increased from 60 to 120

Pelican

  • Now buildable by T1 Air Factory
  • Health decreased from 90 to 40
  • Metal cost increased from 45 to 100
  • Acceleration decreased from 45 to 30
  • Break decreased from 45 to 20
  • Move speed decreased from 90 to 70

Naval

Destroyer (Orca)

  • Removed torpedo weapon
  • Rate of Fire increased from 0.5 to 0.6
  • Range increased from 180 to 200

Gunboat (Piranha)

  • Move Speed increased from 15 to 20
  • Acceleration increased from 150 to 200
  • Brake increased from 50 to 75

Frigate (Narwhal)

  • Added torpedo weapon
  • Torpedo Damage set to 250
  • Torpedo Rate of Fire set to 0.4
  • Torpedo Range set to 150
  • Shell Rate of Fire reduced from 1.5 to 1.0

Missile Ship (Stingray)

  • Missile model changed from missile_tactical to missile
  • Health increased from 1000 to 3000
  • Missile Rate of fire increased from .2 to .25
  • Missile Range increased from 180 to 225
  • Missile Damage increased from 500 to 1000
  • May now target orbital units
  • Deals 50% damage to AT_Orbital armor types
  • Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

Land

Assault Bot (Dox)

  • Vision Range increased from 100 to 105
  • Projectile lifetime decreased from 2.0 to 1.0
  • Dox ammo is set to half the lifetime to stop overshooting

Grenadier

  • Metal cost decreased from 120 to 100
  • Vision Range increased from 85 to 110
  • Range increased from 95 to 105

Tactical Missile Bot (Bluehawk)

  • Range decreased from 180 to 160
  • May now target orbital units
  • Deals 50% damage to AT_Orbital armor types
  • Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

Sniper Bot (GIL-E)

  • Weapon effect updated

Orbital

Orbital Laser (SXX)

  • UNITTYPE_Important removed
  • Health increased from 1500 to 1600
  • Metal cost decreased from 24,000 to 6,000
  • Damage decreased from 2500 to 1250
  • Full Damage Splash Radius increased from 2 to 3
  • Range increased from 15 to 40
  • Acceleration increased from 10 to 25
  • Brake increased from 10 to 25
  • Ammo Capacity reduced from 40,000 to 6,000
  • Ammo Demand reduced from 20,000 to 3,000
  • Ammo Per Shot reduced from 40,000 to 6,000

Astraeus

  • Metal cost decreased from 600 to 400
  • System Velocity Multiplier increased from 7.5 to 10.0
  • Gravwell Velocity Multiplier increased from 3.0 to 5.0
  • Vertical Speed increased from 100 to 200

All Orbital units

  • Guard Radius increased from 50 to 100

Resources

t1 Energy Plant

  • Health decreased from 3000 to 1000
  • Metal cost decreased from 450 to 400

t2 Advanced Energy Plant

  • Health decreased from 13500 to 5000

Jig

  • Explosion radius increased from 150 to 200
  • Explosion damage deals 5% damage to AT_Oribtal armor type (AKA blows up structures, but not your fighters)

Fabbers

T1 Bot Fabber

  • Energy Draw decreased from 1000 to 800

T1 Vehicle Fabber

  • Energy Draw decreased from 1000 to 800

T1 Naval Fabber

  • Energy Draw decreased from 1000 to 800

T1 Air Fabber

  • Energy Draw decreased from 1100 to 900

Orbital Fabricator

  • Can no longer reclaim

Combat Fabricator

  • Cost decreased from 720 to 250

Advanced Combat Fabricator

  • Cost decreased from 6000 to 2500

Armed Structures

Advanced Torpedo Launcher

  • Rate of Fire reduced from 3.0 to 2.5

Torpedo Launcher

  • Health increased from 1500 to 2000
  • Metal Cost decreased from 400 to 350
  • Rate of Fire increased from 0.5 to 0.8

t1 Artillery (Pelter)

  • Health increased from 500 to 1000

t2 Artillery (Holkins)

  • Health increased from 1500 to 5000
  • Rate of Fire increased from 0.05 to 0.07

t2 Tactical Missile Launcher (Catapult)

  • May now target orbital units
  • Deals 50% damage to AT_Orbital armor types
  • Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

Anchor

Planetary Annihilation Anchor

  • Now has two anti-orbital guns and one anti-terrestrial
  • Metal Cost reduced from 3600 to 1800
  • Health increased from 2000 to 3000
  • Surface/Air/Underwater Vision increased from 0 to 120
  • Damage set to 65
  • Orbital Rate of Fire set to 3.0
  • Orbital Range set to 150
  • Terrestrial Rate of Fire set to 2.0
  • Terrestrial Range set to 120
  • Firing arc reduced to 1 from 10 degrees
  • Yaw & Pitch rates increased to 30 from 5 degrees/second
  • Weapon effects updated

Invasion

Teleporter

  • Metal Cost increased from 400 to 800

Unit Cannon

  • Metal Draw decreased from 120 to 60
  • Energy Draw decreased from 4050 to 3050
  • Will now fire in a 30 meter spread around target

General

  • All oribital stuctures now have armor type AT_Structure
  • All torpedoes no longer deal AOE damage
  • All units with surface_or_air vision can now see underwater as well

AI

  • Adjusted AI nuke targeting logic
  • Fix for AI getting stuck sometimes on mixed terrain planets
  • AI will now handle water maps better by not building in small lakes
  • AI performance improvements
  • Fix for AI land and naval rally point selection
  • Update for naval platoons to use the new AI rallypoint work
  • AI should be less likely to transfer its commander to a planet under heavy enemy control
  • Fix for AI overbuilding fabbers
  • AI will look at anti-orbital thread when deciding on where to land on a planet
  • AI will now build factories closer together

Art

  • Holkins art fixed
  • Art pass on icon sizes for sea units and orbital

Audio

  • Sound and audio work

System Editor

  • Fix for random landing spot generation not creating valid landing spots
  • Fix for custom metal spots orientation
  • Metal spots now added to ocean floor

UI

  • Can now do multi-node jumps in Galactic War instead of having to move nodes 1 at a time
  • Fix for Galactic War cards overlapping and obstructing buttons in some localizations
  • Adjusted Order Bar sizing
  • Layout fix for multiple chat windows styling
  • Fixed 1px shift on chat messages
  • Moved air transports to bottom of build bar

Polish/Bugfix

  • Kickstarter credit updates
  • SpiderofMean Commander name change to Xenosentry based on backer request
  • Random fixes for non-English languages
  • Additional logging added for crash tracking improvements
  • Improvements to logging
  • Added support for Command key on Macs
  • Fix for the “Team Games” achievement
  • Remedy a very uncommon crash affecting some Mac OS X users running firewall software
  • Fix for nav related crash
  • Fixed some effects bugs that were causing lag
  • Fix for torpedoes exploding on hitting water surface
  • Fixed bug where changing alliances would start multiple countdown timers
  • Fix for crash from texture pool accessing non-existent textures in .papa files
  • Fix for nav related crash
  • Fixed some effects bugs that were causing lag

New Units

Advanced Interplanetary Fighter (Phoenix)

Planetary Annihilation Phoenix and Hummingbird

  • Can move between planets
  • Health set to 300
  • Metal Cost set to 720
  • System Velocity Multiplier set to 15.0
  • Gravwell Velocity Multiplier set to 6.0
  • Move Speed set to 80
  • Turn Speed set to 270
  • Surface/Air/Underwater Vision set to 150
  • Damage set to 80
  • Range set to 120
  • Rate of Fire set to 3

Submarine (Barracuda)

Planetary Annihilation subs

  • Health set to 550
  • Metal Cost set to 500
  • Spawns and moves on the Underwater layer
  • Rate of Fire set to 0.6
  • Damage set to 250
  • Range set to 150
  • Vision set to 150
  • Acceleration set to 40
  • Brake set to 120
  • Move Speed set to 12
  • Turn Rate set to 60

Stealth Submarine (Kraken)

  • Health set to 2100
  • Metal Cost set to 1800
  • Spawns and moves on the Underwater layer
  • Torpedo Rate of Fire set to 0.6
  • Torpedo Damage set to 250
  • Torpedo Range set to 150
  • Missile Rate of Fire set to 5
  • Missile Damage set to 200
  • Missile Range set to 150
  • Vision set to 200
  • Acceleration set to 40
  • Brake set to 120
  • Move Speed set to 12
  • Turn Rate set to 60
  • Cannot be detected by radar

New Commanders

AceAI

Enzomatrix

More Balance Changes in PTE 77337

The PTEs are landing thick and fast now as Uber react to data collected through player games. If you haven’t already, stream some PTE games, Uber will often arrive to see how theory does when it meets reality. People streaming the PTE are taking part in shaping the future balance of Planetary Annihilation.

Nothing mind blowing in this update, primarily it’s some tweaks to changes that were previously made based on player experiences so far. Also the AI is less likely to suicide its commander in an orbital transport.

Balance

Frigate (Narwhal)

  • Fixed issue where the narwhal was using the destroyer’s torpedo instead of its own.
  • Rate of Fire increased from 0.2 to 0.4

Orbital Fabricator

  • System Velocity Multiplier increased from 13.0 to 15.0
  • Gravwell Velocity Multiplier increased from 0.5 to 0.6

Interplanetary Fighter (Phoenix)

  • Health decreased from 350 to 300
  • Rate of Fire decreased from 4.0 to 3.0

Submarine (Barracuda)

  • Metal Cost increased from 400 to 500

Defense Satellite (Anchor)

  • Health increased from 2000 to 3000
  • Orbital Rate of Fire decreased from 5.0 to 3.0

Tactical Missile Bot (Bluehawk)

  • Range decreased from 180 to 160

Orbital Laser (SXX)

  • Health increased from 1200 to 1600
  • Full Damage Splash Radius increased from 2 to 3

Teleporter

  • Metal Cost decreased from 1000 to 800

Dox

  • Vision decreased from 115 to 105

Tactical Missile (weapon)

  • All tactical missiles now deal 50% damage to AT_Orbital armor.

AI

  • AI less likely to transfer commander to a heavily fortified planet
  • Fix for initialization order in AI recon manager

Art

  • New commanders added
  • New art pass on t2 fighter
  • New t2 fighter build icon
  • More work on beam effects system

Audio

  • Sounds updated

System Editor

  • Fix for custom metal spots on CSG

UI

  • Minor server browser fixes
  • Build bar order changed a bit to fit units better

Previous Release Notes