Mod

Global chat (PA Chat) active for all! [updated]

Unfortunately this has had to be disabled due to the 100 person limit on the PlayFab side.

As of Saturday morning (UTC), the global chat setup known as PA Chat is now enabled for all users. If you don’t have the mod PA Chat installed you will now see the JOIN PA CHAT button in the bottom-right of your main menu screen. Clicking this takes you to the global chat room, making it much easier to find other PA players to play with.

You can check out our PA Chat tournament guide for more information.

This is a weekend experiment, so let’s make it a successful one!

Join PA Chat

Legion Expansion v0.14.0 released

Following a week of extensive testing and feedback we’ve prepared another patch for the Legion Expansion. Now that it’s available to all Planetary Annihilation: TITANS players we’re getting a much better idea of what works and what doesn’t out in the field.

This time around we’ve implemented some changes designed to help you migrate from the MLA to the Legion, moving units into build locations that best fit the role the MLA unit in that position would have held. We’ve also nerfed a couple of units that seemed abusable, though we’ll be seeing how those Starcannon changes fare. In addition we’ve worked to eliminate some unnecessary micro on the Salamander, while hopefully not allowing you to micro it when you want to.

Lastly, there are some general fixes to improve the general polish of the mod.

Check out the full changelog below.

General

  • Switched Deathmark and Havoc on the build bar so their positions are better aligned with MLA roles
  • Switched Salamander and Infiltrator on the build bar so their positions are better aligned with MLA roles
  • Added a firing effect to the Miniman
  • Added idle effect to Salamander
  • Salamander turrets now auto fire rather than requiring manual attack orders

Balance

Full unit stats are available from PA Lobby.

  • Salamander buff:
    • Turrets now automatically deployed though manual deployment is still possible
    • Turret health increased from 1500 to 2500
    • Turret damage increased from 10 to 15
  • Infiltrator nerf:
    • Metal cost increased from 300 to 450
    • Health decreased from 350 to 250
    • Rate of fire decreased from 4 to 2
    • Increased angle of fire from 180 to 360 degrees
  • Starcannon nerf:
    • Removed option to build Enforcer
    • Removed option to build Scorpion
    • Build power decreased from 50/2100 to 45/1900
    • Rate of fire decreased from 6 to 3
    • Unit pod velocity decreased from 150 to 120
    • Metal cost reduced from 1500 to 900
  • Meteor change:
    • Drone storage capacity reduced from 18 to 14
    • Drone damage increased from 15 to 20

Fixes

  • Welcome message now links to correct Legion Expansion forum thread
  • Fix bot fabricator having wrong metal cost
  • Meteor launch smoke now shoots in the correct direction
  • Miniman bomb explosion effect now timed correctly with explosion
  • Rockteeth given identical rate of fire and damage as other Commanders to ensure fairness
  • Fixed bug preventing Necromancer from sometimes spawning all its Purgers

Legion Expansion v0.13.0 released

It’s time for another weekly update for Legion Expansion. As memorial weekend comes to a close we’re really close to seeing the Planetary Annihilation PTE pushed to the stable branch, allowing all players access to the Legion with no hoops to jump through.

As we’re getting close to this miraculous occasion we want to get your feedback on the beta. If you can take five minutes to complete this survey we’d greatly appreciate it.

It’s a light patch this time, but it contains some important balance changes. We’re focused on trying to improve unit diversity and get away from the Enforcer spam meta we’ve seen take hold. With the health drop we’re hopeful that Monstrosities will need to be added into the mix to act as a shield for the fragile Enforcer, as well as making T2 vehicles more relevant. While we also include a nerf to the Starcannon we’re considering additional measures to make anti-orbital defences more effective against it, so stay tuned.

General

  • Mixed MLA/Legion armies now use a custom icon on the player list

Balance

  • Starcannon nerf:
    • Pods can now be shot down by Bluehawks, Catapults, Stingrays and Panzers
  • Decimator buff:
    • Health increased from 1500 to 2500
  • Panzer nerf:
    • Missiles can now be shot down by GIL-Es

Fixes

  • Removed an invalid ammo type to prevent errors
  • Panzer no longer misses at close range
  • Legion tag no longer shown in UI in non-Legion games

INSTALLATION:

The Legion Expansion relies on the latest features of Planetary Annihilation TITANS which currently are only available via the PTE. Check out this eXodus eSports article which explains what a PTE is and how to get it.

The Legion Expansion is installed from the Community Mods section of Planetary Annihilation TITANS. Simply search for “Legion” and choose to install the Legion Expansion. All required elements will be installed. AI support is included within the mod, but for enhanced AI try installing the Queller AI as well.

HOW TO PLAY:

Check out our Legion Expansion article for all the information you need.

Legion Expansion v0.12.0 released

Work continues on the Planetary Annihilation: TITANS Legion Expansion with bugs being eliminated, new features being added and the balance continuing to be tweaked. The big change in this release is that players will no longer need to have the Legion Expansion installed to be able to play in a Legion Expansion game. While the recommendation is still that you install it ahead of time, the days of unaware players joining and then crashing are over.

Unfortunately the Legion Expansion is not playable in multiplayer at the moment. This is due to its reliance on features introduced in the PTE, and the absence of any PTE servers at this time. Once build 94533 or later is released to stable you will be able to play Legion online again. Until then AI skirmish remains available for use with the local server option in settings enabled.

Legion Expansion v0.12.0

General

  • Improved MLA selection graphics in lobby
  • In-game menu is now red when Legion UI is enabled
  • Removed blue shadows from UI elements when Legion UI is enabled
  • Novas prioritise air
  • Optimised Nova effects for performance
  • Standardised colouring of commanders on game launch splash
  • Standardised colouring of Commanders in lobby
  • Infiltrator’s probe scan effect plays more than once after deployment to more clearly show its function
  • Wraith renamed to Spectre
  • Excalibur renamed to Paladin
  • Added idle effects to the Havoc
  • Improved PA startup time when Legion is disabled through use of new companion mod feature
  • Improved Investigator description
  • Improved game logging

Balance

  • Diplomat buffed
    • Cost reduced from 50,000 metal to 40,000 to match Halley

Fixes

  • Fixed build icon weapon symbols for Catfish, Bowhead and Talos
  • Fixed numerous textures being too bright
  • Adding unit card pictures for Booms spawned by Necromancers
  • Log no longer shows errors for invalid impact decal
  • Fixed placement size of basic and advanced Vehicle Foundry and the advanced Walker Foundry
  • Build bar buttons turn red when clicked not blue
  • Sub-orders from the orders bar are now also red
  • Fixed boundary and selection box of the Holocene
  • Legion lobby no longer obscures Lobby System Preview mod’s planet display
  • Slot colour now correct shade of grey after removing an AI player
  • Legion Commanders highlighted red in commander selection even if the Legion theme is disabled
  • Fixed ready button moving after being clicked
  • Starcannon pods correctly display their trail
  • Description of Kosmos now correctly states that it attacks land
  • Starcannon description no longer claims it’s a teleporter
  • Booms spawned by the Necromancer now have alt-fire
  • Purger can attack surface naval ships close to the shore
  • Fixed strategic icon warnings in log
  • Intro buttons properly sized for latest PA versions

Legion Expansion v0.11.0 released

The Legion Expansion adds an entirely new faction to Planetary Annihilation. That’s over a hundred new units, offering a playstyle that’s completely different from the original faction. Currently in public beta, a new version has been released.

At the moment it is not possible to use the faction in multiplayer as it’s only accessible via the PTE, and the PTE servers have been taken offline for the time being. Thankfully the PTE is expected to move to stable this week at which point you’ll be able to play it against other humans once more. Until then the AI still works, either using the built-in AI or Queller AI.

Legion Expansion v0.11.0

General

  • Patriots automatically place themselves at the back of formations
  • MLA Commanders now outlined in blue in the lobby to match Legion
  • Earthshaker causes smaller forest fires
  • Corsair prioritises structures (excluding walls) over mobile units
  • Rampart uses team colour for its switching off effect

Balance

  • Gustav nerfed:
    • range decreased to 500 from 550
  • Earthshaker nerfed:
    • damage reduced from 2000 to 1500
  • Comet nerfed:
    • build cost increased from 2400 metal to 2500
    • health decreased from 4000 to 2500
    • bomber tag added to ensure ground AA shoots it before fighters
  • Nova overhaul:
    • build cost increased from 90 metal to 120
    • health decreased from 180 to 120
    • causes constant damage to all enemy air units within close proximity for 20 seconds
  • Miniman buffed:
    • bomb health increased from 125 to 130
    • bomb explosion timer decreased from 3 seconds to 2.5
    • bomb splash damage decreased from 500 to 250

Fixes

  • Moved Rampart to correct location on build bar
  • Fixed colour of spectators in lobby when Legion theme is active
  • Fixed colour of Legion tag in games browser
  • Stoke now uses correct weapon identifier on its factory build image
  • Corsair now uses correct weapon identifier on its factory build image
  • Investigator in radar mode no longer creates errors in the logs
  • Fixed Decimator rocket trail

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Legion Expansion update V0.10.0

The legion expansion has been updated to v0.10.0
See changelog below to see what’s new.
Enjoy!

v0.10.0 – 2016/05/09

– New build effect
– Marauder firing sound fixed
– Improved Purger description
– More work done on the lobby UI
– Black Knight now heavily drains Ramparts
– Hive nerfed:
– reload time increased from 10 seconds to 14
– no longer accepts orders
– health reduced from 125 to 100
– cost increased from 600 metal to 750
– Swarms are now properly targeted by other units
– Swarm speed lowered from 60 to 50
– Swarms no longer accept orders
– Swarm lifetime lowered to 6 seconds from 6.5
– Peacekeeper buffed:
– weapon range increased from 70 to 75
– Air bomb splash damage only affects air units
– Fix Rockteeth commander not having a torpedo weapon
– Monstrosity nerfed:
– metal cost increased from 1700 to 1800
– health decreased from 6100 to 6000
– acceleration and brake decreased from 40/30 to 10/10
– turn speed decreased from 60 to 45
– main cannon yaw rate decreased from 70 to 30
– Purger buffed:
– damage increased from 350 to 450
– Stoke buffed:
– damage increased from 35 to 39
– splash damage increased from 10 to 25
– splash radius decreased from 7 to 6
– Lancer tweaked:
– damage against bots decreased by 15%
– damage against vehicles increased by 10%
– less likely to fire into the ground and do no damage to target
– Excalibur nerf:
– health decreased from 650 to 350
– Titans prioritise shooting other Titans
– Reduced Tyr splash radius from 180 to 160
– Improved ability of Arsonist to hit units
– Optimisation of Arsonist effects to reduce lag
– Hives can no longer overlap other units during placement
– Hive selection hexagon size increased to properly fit the unit
– Legion players now have a Legion Commander icon on the player list
– Legion UI can now be disabled separately for the menu and in-game UI
– Improvements to the way the intro video is displayed
– Improved main menu load time when Legion theme is disabled
– Optimised background images to reduce mod size

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Legion Expansion Public Beta Released

One of the things fans have been crying out for ever since Planetary Annihilation was released was another faction. A staple of RTS games since the dawn of time, multiple factions didn’t make it into the game due to budgetary constraints. We had to settle for just one.

Until now.

The Legion Expansion is a community mod which introduces an entirely new faction into the game. Featuring as many units as the original Machine Liberation Army (MLA), it provides an entirely new way to play. The Legion are far more focused on slower, more powerful units. There’s nothing subtle about them, they focus on holding their ground until they can achieve victory through a single mighty strike.

We have an article which introduces the Legion Expansion in full, walking you through all the new units, and helping to get you started in learning to play them. The faction is usable in both skirmish and multiplayer.

I look forward to this becoming a part of everyone’s standard setup. All you need is a copy of Planetary Annihilation TITANS and the mod can be downloaded for free via Community Mods.

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First Look At Community Legion Expansion Faction

LegionExpansionMod

Rise of the Legion is Planetary Annihilation: TITAN’s first 3rd party faction modification. It adds the Imperial Legion, a race with a unique set of units and buildings to enhance the experience of Planetary Annihilation. Built especially for those who were missing the multiple race dynamic of other RTS, this opens up Planetary Annihilation to even more fun.

Some of the most prolific and talented modders of the Planetary Annihilation community have come together to build this mod for everyone to enjoy. This mod leaves the already existing vanilla faction totally untouched, those comfortable with sticking to what they know can do just that, but those wishing to play The Legion will find a host of new strategies and strengths available to them, and new weaknesses to contend with.

Planetary Annihilation is best enjoyed in cooperative teamplay, where the Legion mod as well will excel with mixed armies or Legion vs vanilla combinations. The Legion has its own set of fabrication units and factories producing a unique combat force that both compliments and opposes the units everyone knows. Discover the synergy between The Legion and vanilla as you and your friends fight alongside and against a force you have never seen before.

The Legion comes with its own set of commanders (Rockteeth and Overwatch) that grant the controlling player access to the Legion unit set. Simply select either commander in the lobby and deploy!

The team is working hard to release the first playable beta to the public. In the meantime enjoy the screenshots below and stay tuned for future updates.

Feel free to discuss with the team on the discussion thread and checkout the moddb page.

LegionFirstLook1 LegionFirstLook2 LegionFirstLook3 LegionFirstLook4LegionFirstLook5LegionFirstLook6LegionFirstLook7LegionFirstLook8

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The asteroids update is here and it brought friends

After an extensive PTE period the asteroids update has arrived and has brought a raft of bugfixes with it too. There are AI improvements, UI scaling, mult-planet Galactic War makes a return, the AMD brightness bug has been beaten, and much more.

But let’s talk about the asteroids. Some systems (and you can add them to your systems) will have an outer ring of asteroids. You set minimum and maximum numbers and control their spawn times, because more will appear over time. And this all hooks into a  change in planet smashing. Gone are craters and guesstimating your impact zone, and we return to the original method of world enders where a smash destroys everything, even the planet now. Keep your eyes on the stars because if one of these rocks appears and you’re not contesting it then you’re as good as dead.

Let Uber know what you think of the changes in the official thread.

Asteroids

  • Players are now able to place Asteroid belts in their systems
  • The asteroid belt spawns in small asteroids at a predetermined timing that can be set by the system designer
  • An alert plays when an asteroid appears in the system
  • Asteroids have been added to the Roc, Styx, and Medea systems. The Roc system has also been added to the list of Ranked systems

Planetary Annihilation PTE 84088 Asteroids Planetary Annihilation PTE 84088 Asteroids

Balance

  • AA Missile splash damage
    • Commander decreased from 25 to 10
    • AA Vehicle (Spinner) decreased from 20 to 10
    • Air Defense (Galata) decreased from 20 to 10
    • Missile Ship (Stingray) decreased from 25 to 10
  • Planets now explode when they collide with one another
    • This means that the player no longer targets a spot on the target planet
    • This also means that all commanders on the planet are the first to die and die at the same time
    • Planets in motion go directly to the target after first going around the sun once

AI

  • Fix for the AI using the wrong value when making a planet wide patrol order on a gas giant
  • Fix for crash due to bad data in AI unit map
  • Fix for AI trying to create an artillery platoon when a Unit Cannon is built
  • Fix for AI failing to build if the factory it wants to start with cannot be built due to the spec not being available
  • AI should waste resources less often
  • Added support for AIs to have multiple personality tags
  • Fixed a bug where the AI would not build an advanced vehicle fabber on planets with an enemy on it
  • Fixed bug where a fabber would not be built right away on a planet where the AI had an orbital fabber
  • Fix for AI not setting up initial army presences correctly
  • Improved AI econ handling
  • Fix for AI fabbers constantly starting and stopping assisting
  • Fix for bug in planetmanager that could cause the AI to not create a new base for a spawned in unit when it should
  • Minor AI build condition update
  • Fix for AI crash during sim shutdown
  • Minor AI build item change
  • AI will try to stick to the same enemy as a target unless a significant reason exists to change
  • Minor AI platoon behavior modifications
  • Fix for AI orbital radar platoons
  • Added stuck detection to the disband behavior of AI platoons in an attempt to keep them from getting lost by the AI
  • AI should do a better job of scouting other planets
  • Fix for AI crash that can occur when an AI is defeated
  • Fix for AI micro and keep at range distances
  • Further improved AI attack from range behavior
  • AI can now use asteroids
  • AI can now handle combat on smaller planets better
  • AI will launch asteroids at other asteroids, under certain conditions
  • AI unit cap no longer affects Nukes and Anti-Nukes
  • Fix for an issue where the AI would not fire nukes in mutli-planet games
  • Fix for an issue where the AI would send an orbital radar to another planet and it sits there doing nothing
  • More fixes to the AI platoon distance calculation
  • Fix for the bug where the AI sometimes would build Nukes/Anti-Nukes and then not have them ever build anything
  • Minor AI econ balance change
  • Fix for AI personality_tags having no effect
  • AI should expand to other planets a bit faster
  • AI will build more ion cannons
  • Fix for crash in AI if a transport died immediately after unloading a unit
  • AI can build Ion Cannons with advanced fabbers
  • Improved the AI’s orbital game a bit
  • AI perf improvements
  • AI will let its metal storage fill up a bit more before using the wasting metal build items

Armory

  • Restore the display of Kickstarter backer names in the Armory
  • Fix preferred commander tile state in Armory

Audio

  • +Sing audio! Give it a try and see what it does
  • Adding commander footstep sounds

ChronoResume

  • Disabled the “play from here” button when it would end up before commanders have landed

Galactic War

  • Fix for GW battles with multiple commanders after save/load/resume
  • Fix for GW systems not spawning the correct type of systems on harder difficulties
  • Fix the Revenants minions so they work like everyone else

Graphics

  • New planet crash effect!
  • Fix for AMD/ATI brightness bug
    • Trades brightness for banding
    • Use –gl-force-mrt-srgb-capable on the command line to turn this behavior back off
    • It is still uncertain whether this is a driver bug or a pipeline configuration bug. It appears that there is some state that leads to improper blending occurring while filling the diffuse colors in the g-buffer.
  • Fix for beam particles sometimes not rendering
  • Fix for particle emitters with the same shader and texture but different facings sometimes not respecting the facing setting

Matchmaking

  • Fix for an issue where ranked matchmaking was not matching people properly
  • Fix for an issue where players could not pick their commanders in ranked matches

Modding

  • Puppet support
    • Allows rendering purely client-side models, effects, and decals in-game
    • See worldview.js for API information
    • Note: Does not integrate with chronocam due to being client-side
  • Add JS API for accessing unit state
    • Army unit list is available via api.getWorldView(0).getArmyUnits(army, planet)
    • Unit State is available via api.getWorldView(0).getUnitState( [ unit, unit, unit ] )
  • new AI attribute cross_planet_shared_count
  • new AI attribute NetalStorageFrac
  • new AI attribute EnemyPresenceOnPlanet
  • new AI attribute ThisPlanetNeedsReconAssistance
  • personality_tag -> personality_tags, an array; default AI may use tag PreventsWaste
  • planet type has possible new attribute metal_spot_spec
  • new unit attribute: sing_selection_response; seems to be the same for all units
  • new file: pa/units/commanders/commander_list.json
  • commander catalog info moved into unit specs
  • all the code that deals with player’s chosen commander rewritten
  • new file ui/main/shared/js/badges.js
  • new file ui/main/shared/js/commander_utility.js
  • new file ui/main/shared/js/playfab.js
  • Adding a modding API for controlling server-side camera culling
  • Added support for specifying the world view to the time API
  • Added generic, world-space unit order JS API
  • Holodeck raycast JS API
    • Allows casting rays (optionally multiple per call) in holodeck screen space against terrain, units, and features
  • Added the order & build queues to api.WorldView.getUnitState output.

Other elements discovered by the community.

  • Asteroids no longer have craters; I’m guessing this an optimization to reduce csg build time (unless it was the ‘low spots’ they were talking about)
  • New attribute planet_effect_spec (sun)
  • Player guide html internally reformatted – updates brewing?
  • Anybody mucking with mouse handlers on holodecks will need to account for scaled ui.
  • Interesting stuff in order API – build vs. factory_build, attack vs. attack_ground, and link_teleporters. Some minor tele management might be possible now, although critical information on linking is limited to an energy status saying if it’s linked to anything at all.
  • Fix the documentation of the world-space order schema
  • Added WorldView.fixupBuildLocations
    • Performs a build placement test, including snapping & etc as appropriate
    • Fixes the units list in various WorldView.sendOrder commands
  • Changed the schema of holodeck raycast call results to include the currently focused planet
  • Added Holodeck.focusedPlanet() function call, which returns the currently focused planet
  • Fix for the misspelling of “maneuver” that was prevalent in the codebase
    • In WorldView.sendOrder, removed the requirement on location for non-location commands
    • Added valid stance value documentation for the WorldView.sendOrder

Save/Load

  • Fix for loading a save where an entity was created and retired on the same tick
  • Saving the game is no longer enabled during landing & game over states
  • Fix an issue where the last GW save would not appear in the continue last game spot when you complete a battle and return to main menu
  • Fix a server crash when rewinding the game and then saving

System Editor

  • Fix the sliders in the system editor
  • Fix a bug where the metal planet’s radius could be set lower than the minimum
  • Fix an issue where a twin CSG could get left behind in the system editor and the user could not delete it

Pathing

  • Improved the exiting of teleporters

Performance

  • Fix for area patrol lag
  • Speed up of distributing points on a planet for planet wide patrols for Air/Orbital units
  • Minor physics perf improvement

UI

  • Improved feedback while placing buildings
    • Build previews now show the placement bounds as a square light
    • The preview will change yellow if placing the building will block a metal spot
    • The preview will turn red if building is placed in a spot it cannot be built on
  • Hovering over wreckage will no longer allow the use command to be the default right-click command
  • Issuing a terminating order to a unit (which is most orders) will remove all non-terminating orders (Patrol and Assist) from the unit’s order queue
  • From the GW, you can now quit to the main menu or the GW map. You can no longer quit to desktop from the live game menu
  • Various GW galaxy visual tweaks
    • Adjust the postion of outlining stars to keep them inside the galaxy graphic
    • Changed the starting zoom level to center on the galaxy and fit it too the view, instead of zooming in on the local cluster around the player. This ensures that you can see the galaxy when you first start, and ensures that the commander is in view.
  • We now have a button that will show the typed password in the lobby. (i.e. it’ll show “hunter2” rather than “*******”.)
  • Show an informational dialog for machines that do not meet the required specs to play on a local server
  • Paused game ui shows a small display for user invoked pause, full width pause when invoked by game (resume after save, etc.)
  • Option exists in settings as “GUI Size”
  • Players have a slider that allows them to adjust the size of the UI to their liking
  • Potential celestial targets are marked with red circles instead of blue/green circles
  • Fix for overlapping controls (add slot, tag, and privacy controls) in minimum resolution
  • Fix for game stats and pause screens constantly updating in the background. Significantly improves UI responsiveness
  • Show that a game is sandbox in server browser
  • Interplanetary transport notifications including visible enemy commanders
  • If the UI is hidden when the game ends, it will be shown. The UI can be hidden again once the panel is closed (by entering review mode)
  • Coherent crashes that would leave the UI in a non-responsive state now refresh the crashing panel
    • Includes a 30-second cooldown to avoid infinite refreshes.
    • The exception dialog will still show up, if one would be triggered.
  • Ensure that correct commander image is loaded on the Start page

Miscellaneous

  • Units without auto weapon tasks will no longer keep a list of nearby targets
  • Fix for crash if a projectile dies with a unit attached, and the unit triggers a death weapon
  • Adjusted the tick rate of the auto repair task
  • Fix for the Xenosentry Prime commander
  • Fix for badge resizing and not wrapping in armory
  • Fix for GW Enemy Commander limit
  • Auto maneuver task will now check the return value of moveTo
  • Fix for broken chronocam layout at min resolution caused by new ‘play from here’ button
  • Ensure that advanced editor is always displayed when applicable
  • Remove slider calls that were throwing exceptions
  • Show information about gameplay being unavailable even if you open & dismiss settings page
  • Made game name & password changes in the lobby take effect almost instantly
  • Fix all GW replays to be viewable again and allow you to view them again
  • Prevent units from being able to get stuck in celestial when a planet gets moved to a normally invalid location
  • Fixes for a server lock when a player would issue a patrol order on a different planet than a unit was on
  • Preventing system save while latest state cannot yet be synchronized with UI
  • Fix to units getting shot by an Umbrella and not being able to see the projectile
  • Pop up a dialog if you crashed due to driver issues
  • Fix for credits galaxy
  • Fix for issue where enemy commanders were not being added to the GW map
  • Fixed issue that was causing YouTube/twitch links to not work on Mac
  • Fixed the shader error on mac which was leading to crashes on asteroid systems
  • Update buttons for offline unavailable, offline disabled, and graphics crash, as well as fix close window button on dialog
  • Fix for failing to land on asteroids in the low spots
  • Fix for possibly losing a command if the command is given during freeze time
  • Fix for typo in AI: NetalStorageFrac vs MetalStorageFrac
  • Added new music cue which is triggered when targeting an asteroid or the annihilaser
  • Removed some error log spamming related to Asteroid brushes not existing and particle lifetime being too long
  • Fix for missing asteroid shadow shader warning
  • Fix for asteroids showing as grey sometimes. (Default biome color was set to moon grey, now asteroid colored.)
  • Fix metal planet sound happening on planet smash
  • Fix for larger asteroid belt chunks not rendering normal maps
  • Fixed planet smashes playing the sound effect twice in certain situations
  • Fixed gas giants and far away planets from getting odd clipped edges on their lighting
  • Fix for “him or me” achievement. Also fixes a bug where the wrong planet selection index was being used
  • Fix for a possible divide by zero in physics
  • Fix the autoscroll handler
  • Fix the start screen music not playing
  • Teleporter (A) now sends a new “Linked” UnitEvent which is processed through the watch list and handled by audio.js
  • Fix for a crash that occurred on some machines when you open chronocam
  • Remove console log spam
  • Removed a redundant biomes list
  • Fix a bug where nukes couldn’t fire after targeting a gas giant
  • Fix for an issue where Mac users would not get build orders on their factory when choosing specific factions

Community Discoveries

Thanks as ever to wondible.

  • Halley is no longer an ‘orbital’ unit
  • api.game.showUI and hideUI
  • cursor_atlas.html removed. There goes a mod idea, but hey, one less coherent process.
  • Legacy galactic war files removed
  • ‘blank’ template scene removed
  • a several fonts and (older version?) js libraries removed
  • some derelict files removed (single ai files, common.js, catalogs)

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PTE 84871 available for testing

Its been over a week since PTE 84260 came out, but it appears Uber have been busy. AMD owners will be pleased to see that a possible fix for the AMD brightness bug has been implemented. For those who favour Galactic War, the multi-planet systems are back for those of you who have upped the difficulty. The AI has been further tuned and improved its orbital game, as well as a bug fix that will allow the vanilla AI and Queller to play alongside one another. And let’s not forget even more adjustments to the APIs for modders.

So, a lot of little things in this PTE, but they all add up to something big, and there’s a lot of fixes for niggly issues that have been outstanding. Make sure to provide your feedback in the official thread.

If you partaking in Mystery Mayhem then be aware this PTE will likely hit stable ahead of that tournament so you might want to give it a try.

Not sure what a PTE is or how to play it? Check out our guide to PTE. It’s where you’ll find all the latest features, and right now it’s the only place to play with asteroids.

AI

  • AI unit cap no longer affects Nukes and Anti-Nukes
  • Fix for an issue where the AI would not fire nukes in mutli-planet games
  • Fix for an issue where the AI would send an orbital radar to another planet and it sits there doing nothing
  • More fixes to the AI platoon distance calculation
  • Fix for the bug where the AI sometimes would build Nukes/Anti-Nukes and then not have them ever build anything
  • Minor AI econ balance change
  • Fix for AI personality_tags having no effect
  • AI should expand to other planets a bit faster
  • AI will build more ion cannons
  • Fix for crash in AI if a transport died immediately after unloading a unit
  • AI can build Ion Cannons with advanced fabbers
  • Improved the AI’s orbital game a bit
  • AI perf improvements
  • AI will let its metal storage fill up a bit more before using the wasting metal build items

Armory

  • Restore the display of Kickstarter backer names in the Armory
  • Fix preferred commander tile state in Armory

ChronoResume

  • Disabled the “play from here” button when it would end up before commanders have landed

Galactic War

  • Fix for GW battles with multiple commanders after save/load/resume
  • Fix for GW systems not spawning the correct type of systems on harder difficulties
  • Fix the Revenants minions so they work like everyone else

Graphics

  • Fix for AMD/ATI brightness bug
    • Trades brightness for banding
    • Use –gl-force-mrt-srgb-capable on the command line to turn this behavior back off
    • It is still uncertain whether this is a driver bug or a pipeline configuration bug. It appears that there is some state that leads to improper blending occurring while filling the diffuse colors in the g-buffer.
  • Fix for beam particles sometimes not rendering
  • Fix for particle emitters with the same shader and texture but different facings sometimes not respecting the facing setting

Matchmaking

  • Fix for an issue where ranked matchmaking was not matching people properly
  • Fix for an issue where players could not pick their commanders in ranked matches

Modding

  • Fix the documentation of the world-space order schema
  • Added WorldView.fixupBuildLocations
    • Performs a build placement test, including snapping & etc as appropriate
    • Fixes the units list in various WorldView.sendOrder commands
  • Changed the schema of holodeck raycast call results to include the currently focused planet
  • Added Holodeck.focusedPlanet() function call, which returns the currently focused planet
  • Fix for the misspelling of “maneuver” that was prevalent in the codebase
    • In WorldView.sendOrder, removed the requirement on location for non-location commands
    • Added valid stance value documentation for the WorldView.sendOrder

Save/Load

  • Saving the game is no longer enabled during landing & game over states
  • Fix an issue where the last GW save would not appear in the continue last game spot when you complete a battle and return to main menu
  • Fix a server crash when rewinding the game and then saving

System Editor

  • Fix the sliders in the system editor
  • Fix a bug where the metal planet’s radius could be set lower than the minimum
  • Fix an issue where a twin CSG could get left behind in the system editor and the user could not delete it

Systems

  • Increased the spawn times of asteroids on Medea system

Performance

  • Minor physics perf improvement

UI

  • Fix for overlapping controls (add slot, tag, and privacy controls) in minimum resolution
  • Fix for game stats and pause screens constantly updating in the background. Significantly improves UI responsiveness
  • Show that a game is sandbox in server browser
  • Interplanetary transport notifications including visible enemy commanders
  • If the UI is hidden when the game ends, it will be shown. The UI can be hidden again once the panel is closed (by entering review mode)
  • Coherent crashes that would leave the UI in a non-responsive state now refresh the crashing panel
    • Includes a 30-second cooldown to avoid infinite refreshes.
    • The exception dialog will still show up, if one would be triggered.
  • Ensure that correct commander image is loaded on the Start page

Miscellaneous

  • Fix for a possible divide by zero in physics
  • Fix the autoscroll handler
  • Fix the start screen music not playing
  • Teleporter (A) now sends a new “Linked” UnitEvent which is processed through the watch list and handled by audio.js
  • Fix for a crash that occurred on some machines when you open chronocam
  • Remove console log spam
  • Removed a redundant biomes list
  • Fix a bug where nukes couldn’t fire after targeting a gas giant
  • Fix for an issue where Mac users would not get build orders on their factory when choosing specific factions

Community Discoveries

Thanks as ever to wondible.

  • Halley is no longer an ‘orbital’ unit
  • api.game.showUI and hideUI
  • cursor_atlas.html removed. There goes a mod idea, but hey, one less coherent process.
  • Legacy galactic war files removed
  • ‘blank’ template scene removed
  • a several fonts and (older version?) js libraries removed
  • some derelict files removed (single ai files, common.js, catalogs)

Known Issues

  • When a player disconnects from a Ranked game, their opponent is not notified that the game is paused due to a disconnect.

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