Patch

Ladder inactivity removal, AI improvements and more in build 76766

Build 76766 has just been moved from PTE to live. Primarily focused on bugfixing and polish, it features some improvements to the AI and a faster and more responsive lobby list. Uber have advised that due to heavy demand they are spinning up additional servers, so if you encounter an issue starting a new lobby or joining a game please be patient and try again.

A key change is that you will be hidden from the ladder rankings if you haven’t played in the last seven days. You won’t lost your rating, you just won’t be visible to other players and will no longer show as having a rank. Once you play a game you will regain a rank on the ladder. For those of you returning to the ladder, or who want to give it a try, be sure to check out our guide to the Planetary Annihilation pyramid, a list of essential skills to master no matter your rank.

You may have seen tvinita in Twitch chat recently if you’ve been watching any player streams. He is the individual at Uber Entertainment responsible for balance, and he’s asking for your feedback on the changes to naval released as part of the previous patch. There’s more planned, so let him know your thoughts.

As ever, be sure to check PAMM for any updates to your mods following this patch.

Leaderboards

  • If player is inactive for 7 or more days, you will no longer show up on Leaderboards

Bugfix/Polish

  • Current game list should have improved responsiveness (changed games list to make use of compression to reduce bandwidth requirements).
  • Improved server browser behavior (sorting is now by time arrived instead of by game name)
  • Adjusted start position for Unit Cannon so it looks right
  • Umbrella adjusted for visual improvements
  • New icons for nuke and anti-nuke ammo to reflect current color scheme
  • Naval Umbrella redesigned to better match visuals of land version
  • Art pass for Holkins (land and naval)
  • New build bar icon for Holkins to match new look
  • Server backend perf tweaks
  • Improved support for non English alphabets in directory names
  • Improvements on path handling overall
  • Crash logging improvements
  • Fixed a bug on player surrender
  • AI fabbers will now try to avoid building where they are standing (should fix long delay for AI to start doing stuff at start of game)
  • Neural net data updated
  • AI will prioritize areas where a commander is present
  • Nav crash fix
  • AI fix for building too many fabbers
  • AI now anticipates upcoming economy income for area builds
  • AI should expand faster
  • AI will no longer believe Dox can attack while underwater
  • Minor changes on how AI prioritizes planets
  • Added stuck detection for AI platoons attempting to use a teleporter
  • AI now will use “Feeder Planets” when available to safely store units and feed them into more dangerous zones of battle
  • Layout polish on Kickstarter dialog
  • Recent contacts in chat list are now sortable
  • Opening new player guide when you are playing against AI will pause the game
  • Water depth parameter in editor
  • My planets now work with custom planets
  • Can now delete more than 1 landing spot in editor

The Unit Cannon with build 76456

The moment has finally arrived, the Unit Cannon is here with all new art and ready to launch the sexiest planetary invasions yet. In addition the main menu has had an overhaul, a new player guide has been added and a host of balance changes made intended to make air more counterable by ground and bring naval play back. This is all part and parcel of build 76456.

The full list of changes is below. As ever, if you have problems with the new build make sure that you’ve tested with your mods disabled before reporting the issue to Uber.

Unit Cannon

Our new update is live! Starting today you can push entirely new invasion strategies against your foes with the Unit Cannon! This powerful unit will allow you to launch up to 12 units at a time anywhere across the galaxy, pushing the ability to break defensive setups or set up forward offensive bases!

We have also put in a lot of changes for our newer players, including a player guide to teach the basics of gameplay. This is accessible through the “Player Guide” on the Main Menu, or in game by hitting F1 or escape and selecting it. You will also see updated information and top ranked replays on the brand new main menu to help get you up to speed and competing for the top spots on the leaderboard!

Planetary Annihilation New Main Menu

Planetary Annihilation Player Guide

For you system designers out there, we have added CSG palette to make placing CSG from any biome much easier than before. This gives you the tools to more easily make the amazing planets we have seen our players create.

Other changes you will see are the addition of customizable secondary colors to allow people to make their army feel more like their own, a lot of balance changes (see the list below), major adjustments to our ranked planet Berg, as well as the addition of 3 new ranked planets to the rotation, and bug fixes across the board!

Unit Cannons firing

We hope you enjoy the new changes as much as we do, and if you would like more detailed change report, take a look at the extensive list below.

Balance

Orbital

Unit Cannon

  • Metal Cost: 14,400
  • Health: 3,000
  • Buildable Units: Ant, Spinner, Dox, Grenadier, Combat Fabber, Slammer, Adv. Combat Fabber, t1 and t2 bot and vehicle fabbers
  • Metal Build Rate: 120
  • Energy Draw Rate: 4,050
  • Maximum Pod Capacity: 12
  • Rate of Fire: 3.0
  • Drop Pod Initial and Max Velocity: 150.0
  • Drop Pod System Velocity Multiplier: 20.0
  • Gravwell Velocity Multiplier: 10.0
  • Factory Cooldown: 3.0

Ion Cannon (Umbrella)

  • Added anti-entity weapon to intercept Unit Cannon drop pods
  • Anti-Pod Rate of Fire: 2.0
  • Anti-Pod Range: 180

Naval

Naval Factory

  • Build Cooldown decreased to 3.5 from 8
  • Size decreased by 25%
  • Advanced Naval Factory
  • Build Cooldown decreased to 6 from 20
  • Size decreased by 25%

Destroyer (Orca)

  • Move Speed increased to 9 from 6
  • Acceleration decreased to 30 from 60
  • Brake increased to 90 from 60
  • Health increased to 1500 from 1000
  • Shell damage increased to 50 from 40
  • Torpedo velocity decreased to 50 from 60
  • Torpedo Splash Radius set to 10
  • Torpedo Full Damage Splash Radius set to 1
  • Size decreased by 25%

Gunboat (Piranha) — Previously Sea Scout

  • Role name changed to Gunboat from Scout
  • Name changed to Piranha from Sunfish
  • Metal cost decreased to 150 from 300
  • Health increased to 175 from 100
  • Acceleration decreased to 50 from 200
  • Brake decreased to 150 from 200
  • Move Speed decreased to 15 from 20
  • Sight Radius increased to 150 from 100
  • Damage increased to 20 from 15
  • Ammo Initial and Max Velocity increased to 130 from 80
  • Range increased to 130 from 90

Frigate (Narwhal)

  • Move Speed increased to 9 from 7
  • Acceleration decreased to 30 from 70
  • Brake increased to 90 from 70
  • Shell Rate of Fire decreased to 1.25 from 2
  • Shell effects changed to match the destroyer shells
  • Missile Rate of Fire increased to 3.0 from 1.5
  • Missile Range increased to 150 from 100
  • Missile Ammo turn rate increased to 720 from 360
  • Missile Ammo lifetime increased to 3.0 from 1.0
  • Enabled spread_fire on missiles
  • Size decreased by 25%

Battleship (Leviathan)

  • Move Speed increased to 8 from 6
  • Acceleration decreased to 30 from 60
  • Brake increased to 80 from 60
  • Health increased to 6000 from 4000
  • Rate of Fire increased to 0.2 from 0.1
  • Size decreased by 25%

Missile Ship (Stingray)

  • Move Speed increased to 8 from 6
  • Acceleration decreased to 30 from 60
  • Brake increased to 80 from 60
  • Size decreased by 25%

Defense

Single Barrel Laser Tower

  • Health decreased to 500 from 750
  • Metal Cost decreased to 225 from 300

Laser Tower

  • Metal Cost decreased to 350 from 450

Flak Cannon

  • Metal Cost decreased to 900 from 1600
  • Health increased to 2000 from 1000

Torpedo Launcher

  • Metal Cost decreased to 400 from 600
  • Splash Radius set to 10
  • Full Damage Splash Radius set to 1

Advanced Torpedo Launcher

  • Metal Cost decreased to 1000 from 1800
  • Splash Radius set to 10
  • Full Damage Splash Radius set to 1

Artillery

Pelter

  • Health increased to 500 from 450
  • Metal Cost decreased to 900 from 1500

Holkins

  • Ammo Capacity and Ammo Per Shot reduced to 37,500 from 400,000
  • Ammo Demand reduced to 2,500 from 20,000

Air and Anti-Air

Spinner

  • Ammo turn rate increased to 720 from 360
  • Ammo lifetime increased to 3.0 from 1.0

Bomber

  • Turn rate increased to 110 from 75
  • All ground based AA will now prioritize bombers and gunships

Land

Dox

  • Acceleration decreased to 50 from 200
  • Deceleration decreased to 50 from 200

UI

  • Newly redesigned Main Menu
  • New backgrounds on some loading screens
  • Nukes now have orbital trajectory lines
  • New Player guide added
  • Accessed from main menu or using F1 key or escape in game
  • Secondary colors are now selectable

System Editor

  • Using the advanced controls now requires explicit activation with a dialog prompt.
  • You can no longer alter the blueprint for a custom planet. The controls are hidden if changing the blueprint could cause malformed planets.
  • The planet terrain must be as you want it before going into advanced edit for metal/start/csg edits as there will be no going back once you enter advanced edits.
  • You can no longer operate in multiple edit modes. Activating one mode will disable the other modes, and may wait for the mode to finish cleaning up. This should prevent certain cases of data loss.
  • The system editor will no longer forget to save custom csg/metal spots if you load a system and then save it without ever previewing the planet.
  • The system editor will indicate how much custom data is currently stored for a planet.
  • CSG palette now in place
  • CSG brushes now show up on cursor when selected
  • Custom start spots now available in System Editor

General

  • Naval sound pass
  • Added Cosmic Edition names to credits
  • Gunboat (previously Scout Boat) has a new model

Bug Fixes

  • Fixed “My Replays” view to now show your replays
  • Holding down backspace will no longer exit to main menu
  • AI and Subcommanders should now be working again
  • Fix system editor issue: Load planet bug
  • Crash fixes for server
  • Fix for AI getting stuck due to a desire to go a particular factory first, but being unable to do so due to unit restrictions being placed on it.
  • Example being a sub commander in Galactic War that has a high desire for vehicles, but being unable to build a basic vehicle factory.
  • Torpedos should now only fire while the commander is on the seafloor layer.
  • Fixed crash for out of game match notifications on Linux
  • Fixed disconnected icon in game
  • Fix for Bombers being able to sit above targets and bomb
  • Fixed Bombers clearing their focus target when attack order is cancelled
  • Fix for units not being at max health when a fabber with high build rate assist

Ladder reset incoming with new build to follow [UPDATE: Build 75539 is live!]

capsule_lg

Jables has announced that the ladder is being reset today, with a new build following shortly after. This build contains some small balance tweaks, a number of significant AI improvements, and the new system editor which allows for some pretty crazy planets.

General

  • You are now able to chat after games, even in chronocam mode
  • Added in backer names on more commanders in the Armory
  • More backer names are now in for planets and Galactic War credits
  • Nukes now have a specific effect if they happen in space
  • Jigs have a new custom explosion effect

Balance

  • Jigs now explode in a nuke sized explosion (drag select will space these to be safe, but you can hand place them closer if you feel lucky)
  • Change to Dox vision from 150 to 100
  • Commander torpedoes rate of fire reduced from 2.0 per second to 1.0 per second
  • Commander torpedoes range reduced from 200 to 160
  • Dox will now correctly fire on factories
  • Nuke damage will now expand out to match the effect

Ranked

  • Leaderboards are now online (found under Multiplayer off the main menu)
  • Players can watch the last replay of the top 10 of each rank in the Leaderboards
  • 3 new custom made 1v1 planets for Ranked play, to replace the old pool
  • You can no longer pause in ranked games
  • Disconnecting in a ranked game now pauses it and gives the disconnected player 180 seconds to reconnect before they forfeit
  • Penalties are now handled better when a player leaves a ranked lobby
  • A player has 30 seconds to show up for a ranked lobby before the game is abandoned
  • A player disconnecting from a ranked lobby now immediately abandons the game (and applies a penalty to the abandoning player, like before)
  • Players are now notified when they have a match and are tabbed away (flashing icon and sound)
  • A new and louder sound now plays when you find a match.

System Designer

  • We’ve implemented symmetrical planet creation
  • You can now edit CSGs (move, add, delete, copy, paste, rotate, raise, and lower them)
  • You can now custom place or remove metal spots
  • All System Editor hotkeys can be found under settings and changed if you like
  • Orbiting bodies are not allowed to be more massive than what they are orbiting (currently placeholder fix, will move the orbiting planet to orbit the sun if you move mass above parent planet’s)

UI

  • Lots of small changes to bring more continuity through the UI
  • When first entering game, we have a bar added to give new players an idea of the initial controls
  • Top 3 players from the Leaderboard are now listed on main menu along with their last replay
  • The message telling you that your opponent abandoned the ranked lobby will no longer disappear after 5 seconds.

AI

  • Now uses Gas Giants
  • Neural net tweaks
  • Will now build Annihilaser
  • Better handling of platoons
  • All known issues of AI getting stuck now fixed
  • Added a large set of new AI names
  • Now better performance in the late game due to smarter pathing choices

Bug Fixes

  • Changing economy after everyone has clicked ready will unready everyone
  • Your rank changes will now immediately update after a match
  • Replaced the messed up “5” in the font
  • Landing zone low rez circles now removed
  • Straight line graphics bug when you look up through atmosphere into space is now fixed
  • Linux should now correctly load all translated locales
  • You should now be able to see the quit confirmation even if the game is paused
  • Nukes and commander explosion damage should now better match the visual effect
  • Fixed some of the instances of jerky movement
  • Orbital Fabbers will now correctly build on planets other than their current planet
  • Fixed failing to detect that the planet we are orbiting (while attempting to move somewhere else) was destroyed
  • Cracks touching water will once again fill with water
  • Commander AA now prioritizes air correctly
  • You should no longer be incorrectly prompted to reconnect to an old game
  • Attempting to requeue after playing matchmaking should no longer prompt you to reconnect to the game you just played
  • Connecting to a matchmaking game should be more reliable

Armory

  • New Commander: Berlinetta

Berlinetta

  • New Commander: Banditks

Banditks

Ranked play is live in stable release 74484

Uber have released build 74484. There are new custom commanders, modded games are displayed by default, but most importantly, ranked 1v1 matchmaking is now in the game. There were some initial hiccups, but they’ve now been resolved so get online and start matchmaking. I’ll see you in bronze!

New

  • Ranked with Matchmaking!
  • 1v1 ranked lobbies
  • Matchmaking
    • Unranked badge for use during preliminary matches
    • After 5 games, Ranks: Bronze, Silver, Gold, Platinum, and Uber (with unique badges for each)

Planetary Annihilation Uber Matchmaking Ladder Ranking

  • New UI flow to support Ranked gameplay
  • Improved region selection dialog
  • 4 new Custom Commanders
  • Following are newly available for purchase
    • Chronoblip
    • Diremachine
    • Stickman9000

Stickman Diremachine Chronoblip

Improved

  • Server Browser shows modded as well as unmodded games by default
  • System import/export (save and load systems that others have created, allowing sharing)
  • Added tabs and work on redesign of System Editor
  • ChronoCam Time bar alerts now use team color when available
  • Added missing loc throughout the UI (still work in progress)
  • Metal planet pole cap and platform mapping improvements
  • Custom Commander texture work for one of our not for sale commanders

Bugfixes

  • Bugfix that was causing servers to hang
  • Random bug fixes for perf and crashing
  • Toggling fullscreen via alt+enter now correctly updates the full screen setting
  • A number of additional server crash fixes
  • Update to localization tags that were showing up
  • Fix for building MEXs over MEXs
  • Fixed the matchmaking bug. 74525 is live. :) enjoy!

Known issues

  • Rank updates can take a bit to update
  • There is no notification sound if you happened to be tabbed away when game is ready
  • Will be doing a pass on systems being used for 1v1

Ranked play is live in PTE 74358 [UPDATED]

PTE 74358-main has gone live and jables has the details for us. It’s available through both the Uber launcher (switch to the PTE build) and Steam (opt-in to the PTE beta).

Please be sure to disable PA Stats while using this build as it produces broken data.

We’re adding known issues as they’re identified.

New

  • Ranked with Matchmaking!
    • 1v1 ranked lobbies
    • Matchmaking
    • Unranked badge for use during preliminary matches
    • After 5 games, Ranks: Bronze, Silver, Gold, Platinum, and Uber (with unique badges for each)
    • New UI flow to support Ranked gameplay
    • Improved region selection dialog
  • 4 new Custom Commanders
    • Following are newly available for purchase (see below for images)
      • Chronoblip (I believe new since last update)
      • Diremachine
      • Stickman9000

Chronoblip Diremachine Stickman

Improved

  • Server Browser shows modded as well as unmodded games by default
  • System import/export (save and load systems that others have created, allowing sharing)
  • Added tabs and work on redesign of System Editor
  • ChronoCam Time bar alerts now use team color when available
  • Added missing loc throughout the UI (still work in progress)
  • Metal planet pole cap and platform mapping improvements
  • Custom Commander texture work for one of our not for sale commanders

Bugfixes

  • Bugfix that was causing servers to hang
  • Random bug fixes for perf and crashing
  • Toggling fullscreen via alt+enter now correctly updates the full screen setting

Known issues

  • Rank updates can take a bit to update
  • There is no notification sound if you happened to be tabbed away when game is ready
  • Will be doing a pass on systems being used for 1v1
  • Game count is currently broken
  • Right now the update to your rank can be delayed. At the end of a game the rank you see is often the rank you started the game with and not your new rank. Even after you return to the main menu it might still show the old rank. This is something being worked on.

Update

74416-main has been pushed to PTE. It includes:

  • A number of additional server crash fixes
  • Update to localization tags that were showing up
  • Gaf system has been removed from 1v1 Matchmaking
  • Removed Game Count / Players in Game stats
  • Fix for building MEXs over MEXs
  • Added a re-queue button to the end of matches and make sure provisional ranking status shows up the first time you play as well

Local offline servers arrive in PTE 73687 [UPDATE: This is now live as release build 73737]

It’s the moment you’ve all been waiting for, the offline server has been released, albeit only in PTE for the time being. If you’re using the Uber launcher just choose PTE, while Steam users can opt into the PTE as a beta through the properties of Planetary Annihilation in their library.

Creating Planetary Annihilation Offline Server Game Planetary Annihilation Offline Server Settings

Additional build notes for PTE:

Pathing

  • Significant changes and improvements to

Server

  • Turned off the idle timer for local games.
  • Turns off local server when use is not “recommended”. Current threshold is 4+ cores & 8+GB memory. (Matches our Steam recommended spec.)
  • The server is 64-bit only. Due to memory restrictions and a number of other technical roadblocks, there is no 32-bit server version. (This only affects Windows, since Windows is the only platform that still supports a 32-bit client)
  • The spec that the server looks for to run locally is the same as our recommended spec – 8GB of RAM and quad core. You can override this by setting Local Server to “On”, which means it will try and use a local server for everything – except online hosted games, which still go through Uber’s online server management.

System Editor

  • Planets now look exactly the same in game as they do in the system editor.
  • Metal spot placement now looks exactly the same in game as it does in the system editor.

UI

  • Spectator UI upgrades
  • System editor UI polish

Modders have already uncovered how to use this limited release to create locally hosted servers which are advertised to the Internet, not just the local LAN. In addition, many other discoveries are being made, such as…

Planetary Annihilation Maximum Player Limit

As with anything released into PTE, this is for testing purposes, therefore don’t be surprised if you run into issues. I tested the local offline server capabilities in a 10-way AI FFA game on the Uber system of Karachkina, which consists of one lava planet an eight moons. At the thirty minute mark the server was using 2GB RAM (in addition to the RAM used by the client), and the sim was running smoothly with no slowdowns.

A few new custom commander models have been spotted in this build as well, one of which will be making its way to the Armory.

Quadruped Twoboots CommanderRaptor Iwmiked CommanderImperial Gnugfur CommanderImperial Chronoblip Commander

UPDATE: This is now live as release build 73737.

Release Build 72996 lands

  • Date: 30th September, 2014
  • Category: Patch
  • 0

Uber have released build 72996. You might have seen a new build shortly before this one, this is pretty much the same build but with a couple of minor issues corrected so don’t be concerned.

A number of new Steam features have been added: trading cards, badges and achievements. But of course there’s more.

Balance

  • All units arriving at a planet via celestial space will now have a 3 second cooldown before they can take any action.

Gameplay

  • Fix for tactical missiles flipping out when targeting factory wreckage.
  • Make Area Patrol more gooder!! Ground and Sea units now use a guarding behavior when they do area patrol. Each unit type has a pool of shared area targets that they pull from in order to do a small local area patrol. If any nearby units have an attack target, other units will also target it. If the units are too far away from their destination during whole planet patrol they will use the army wide cached targets to keep memory spiking down. This improves both patrol behavior and navigation performance when doing area patrols!
  • Adjusted the guard radius calculation to be the same everywhere.
  • Adjusted the guard radius for all units to be something more reasonable.
  • Fix for units firing into terrain if their target happened to be close to blocking terrain.
  • Land mines can now take damage from weapons and explosions.

System Editor

  • Fix for not showing the busy message when going from a terrain preview to a full preview.

UI

  • Unit selection group display.
  • The client can now limit total number of coherent processes. This is mostly important if you have limited memory. (Suggested by our users.) Use –coherent-options=”–renderer-process-limit=N” to change the value, or –coherent-options=”–single-process” to run in single-process mode. (Really not recommended…)

Windows

  • Tell NVIDIA Optimus to use discrete graphics.

Extended Notes

  • You are now able to view metal spots in the system editor!
    • Clicking “Preview” in the system editor will generate a planet without metal spots (and without having to create nav or physics world).
    • Clicking “Preview” with the “with metal spots” checkbox ticked will generate and display metal spots.
  • If you already have a planet preview the terrain will not be regenerated.
    • While a planet preview with metal spts is up adjusting “metal density” or “metal clusters” will give immediate feedback without regenerating the planet terrain.
    • Metal spot placement in the system editor is accurate, except in the case of start locations.
  • Multiple polish items.
    • Nav mesh generation no longer blocks the UI
    • Metal spots can now be turned on and off.
    • Starting planet flag is now correct on load.
    • Exiting the system editor goes back to the system load screen.
    • Clicking on a planet no longer moves it.
  • Language updates for:
    • French
    • Spanish
    • Italian
    • German
    • Polish
    • Arabic
    • Czech republic
    • Hungarian
    • Korean
    • Netherlands
    • Netherlands, Belgium
    • Portugeuse, Brazilian
    • Russian
    • Chinese, Simplified