Unit

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

Author: Mod Type:
Discuss on the forums
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

We have a new stable build with 77443

Following multiple PTE releases with the community helping to test every step of the way, we now have what may be the latest and most comprehensive patch for Planetary Annihilation yet.

Introducing the interplanetary Phoenix, the Barracuda, and the stealth submarine Kraken, it’s not lacking for new content. Add to that a comprehensive revising of the balance, some extensive AI improvements, and even new and sexier art, effects and sounds, and we’ve got ourselves a pretty awesome release. And with Pelicans moved to T1 brace yourself for some epic drops.

The release notes for PTE 77398 still cover the changes in full, only one addition has been documented.

  • Fix for disconnection errors leading to no game over screen

We’ll see you on the battlefield.

AND DON’T FORGET TO UPDATE YOUR MODS!

Planetary Annihilation Kraken firing by  nick2k

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

The Advanced Fighter returns as the interplanetary Phoenix in PTE 77272

The PTE has been updated to version 77272 with the T2 fighter makes its triumphant return as the interplanetary Phoenix, your new means for breaking those planets locked down by Bumblebees. This ability has also been unlocked for modders to play with. In addition there are a host of balance changes, a nice new weapon for the anchor, and the AI has become even smarter.

Check our previous news item for all the previous changes and naval balance design vision. As ever, Uber are looking for feedback on the changes.

Balance

Advanced Fighter (Phoenix) – NEW UNIT

Planetary Annihilation Phoenix and Hummingbird

  • Can move between planets
  • Health set to 350
  • 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 4

Anchor

Planetary Annihilation Anchor courtesy of [RLM]burntcustard

  • Now has two anti-orbital guns and one anti-terrestrial
  • Metal Cost reduced from 3600 to 1800
  • Surface/Air/Underwater Vision increased from 0 to 120
  • Damage set to 65
  • Orbital Rate of Fire set to 5.0
  • Orbital Range set to 150
  • Terrestrial Rate of Fire set to 2.0
  • Terrestrial Range set to 120

Tactical Bomber (Hornet)

  • Spread Fire set to True

Destroyer (Orca)

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

Missile Ship (Stingray)

  • Missile Range increased from 210 to 225

Gunboat (Piranha)

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

Advanced Torpedo Launcher

  • Rate of Fire reduced from 3.0 to 2.5

Gunship (Kestrel)

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

t1 Artillery (Pelter)

  • Health increased from 500 to 1000

t2 Artillery (Holkins)

  • Health increased from 1500 to 5000

Missile Ship (Stingray)

  • Missile model changed from missile_tactical to missile

Torpedo Launcher

  • Rate of Fire decreased from 1.0 to 0.8

Submarine (Barracuda)

  • Health increased from 300 to 550
  • Metal Cost increased from 300 to 400

Stealth Sub (Kraken)

  • Max Health increased from 1800 to 2100
  • Metal Cost decreased from 2400 to 1800

Torpedoes (weapon)

  • All torpedoes no longer deal AOE damage

AI

  • AI will now handle water maps better by not building in small lakes
  • Fix for AI not being able to use Air units from last PTE
  • AI performance improvements

Audio

  • Sounds and audio work

Undocumented Changes

  • Reduction to Dox ammo lifetime (to resolve the overshoot bug/exploit?)

Modding

Courtesy of sorian:

“For the new advanced fighter I added a new field to the navigation block: “inter_planetary_type”. Valid values are: “none”, “gravwell”, and “system”.

This value works for all mobile air and orbital units. So, if you wanted an air or orbital transport that could transport between planets in the same gravwell, you would add “inter_planetary_type” : “gravwell” to the units navigation block.

Have fun modders.”

Known Issues

Previous Release Notes

Subs! Subs are now in PTE 77150! (UPDATE: 77238 hotfix)

It’s that moment that so many of you have been waiting for. Subs, absent since alpha, have made their triumphant return to Planetary Annihilation! Released into the PTE, Uber want you to play with them, experiment, and break them. See what works and what doesn’t and provide feedback.

Jables has posted that saves are coming in February and Galactic War is being worked on following that. Meanwhile tvinita will be looking into the orbital game soon after naval.

Design Vision for Subs

tvinita posted about his intention when adding subs into the naval balance:

SUBS! Okay, submarines. When designing the subs, I was trying to preserve what would make submarines strategically interesting within the current meta of the game while keeping them easy for the player to both understand and manage.

Elusiveness

So, whatever way subs behave, you want them to be a pain in the *** for your enemy to deal with. To accomplish this, there is not a submerge/surface state on the subs. Instead, submarines are always considered “submerged” as you can see above. The key here is that though the periscope is poking up out of the waves, submarines cannot actually be targeted by conventional weaponry because just look at how small a target that periscope is–how are you gonna’ hit that with a broadside cannon? This forms the crux of what makes submarines a tricky target without making it too confusing or frustrating for the opponent who has to deal with them. While submarines have their own recon layer, it’s not set up in any way to be different from surface/air vision. So you can see the submarine, both visually and on radar (no sonar needed), but unless you have torpedoes, you can’t shoot back at it.

Terror of the Seas

Submarines are the cheapest naval units aside from the piranha. They’re relatively agile compared to ships, and they pack a lot of anti-naval firepower into a conveniently cheap package that’s hard to hit. A swarm of submarines will be an unprepared navy’s worst nightmare, and though narwhals now have torpedo launchers to defend themselves–stolen from the orcas–metal for metal, a force submarines will win out against a force of narwhals every time, leaving your submarines free to pick apart the rest of your opponent’s navy while you cackle maniacally.

Not the end-all of Naval Control

Submarines cannot be targeted by conventional ballistic weaponry, however, as of right now artillery and bombs can target submarines just as they can target ships. This is to make sure that you can’t just maintain complete unchecked naval dominance by spamming submarines and your oppponent has no options to counter short of superweapons, and to further encourage unit diversity. If you want naval dominance, you’re going to want a balanced force that can take on all potential threats to naval, rather than just building a unit that can maintain naval superiority while ignoring any other possible threats completely.

With that in mind, let’s go into the design of the two new subs.

Planetary Annihilation subs

Tech 1 Submarine — The Barracuda

The Barracuda is cheaper and more maneuverable than the other ships, and it’s packed with torpedoes that fire much more rapidly than the narwhal’s. It also has lower Health than other ships. This allows it to function as your basic naval superiority unit, as most ships can’t even fire on it and it’s the most cost-effective optionf or maintaining control of the seas against ships. However, since it can only use torpedoes it can’t do anything against land-based coastal bases like the narwhal and orca, nor can it defend itself against bombers.

Tech 2 Stealth Submarine — The Kraken

The intent behind the Kraken is for it to serve as a late-game raider of sorts. Basically, we have a lot of long-ranged and slow ships in t2 naval, and the Kraken is sort of the reverse. It has torpedoes equivalent to the Barracuda, but its primary weapon is its hailfire missile array, which is a shorter range bunch of missile launchers that serve very high DPS out to nearby enemies. Also, here’s the kicker; the Kraken does not show up on radar. So if your enemy isn’t scouting properly, a small crack team of krakens can be chewing through their base before they even know what’s hit them.

Subs are likely to change a lot over the next few days as they’re coming in hot off the presses, so be sure to play the PTE and provide plenty of feedback so we can make sure subs are at the best state they can possibly be when they hit the live build!

Patch Notes

Additions

  • Submarine added to game
  • Stealth Submarine added to game

Balance

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)

All Orbital

  • All oribital stuctures now have armor type AT_Structure
  • Guard Radius increased from 50 to 100

Advanced Energy Plant

  • Health decreased from 13500 to 5000

Astraeus

  • Metal cost decreased from 600 to 400

Teleporter

  • Metal cost decreased from 1600 to 1000

Missile Ship (Stingray)

  • Health increased from 1000 to 3000
  • Missile Rate of fire increased from .2 to .25
  • Missile Range increased from 180 to 210
  • Missile Damage increased from 500 to 1000
  • Antidrop range increased from 180 to 210

Frigate (Narwhal)

  • Added Torpedo weapon
  • Torpedo Damage set to 250
  • Torpedo Rate of Fire set to 0.2
  • Torpedo Range set to 150
  • Shell Rate of Fire reduced from 1.5 to 1.0

Destroyer (Orca)

  • Removed Torpedo weapon

Unit Cannon

  • Will now fire in a 30 meter spread around target

Polish/Bugfix

  • Fix for random landing spot generation not creating valid landing spots
  • Holkins art fixed
  • Can now do multi-node jumps in Galactic War instead of having to move nodes 1 at a time
  • Kickstarter credit updates on commander screen
  • SpiderofMean Commander name change to Xenosentry based on backer request
  • Additional fixes for non-English languages
  • Additional logging added for crash tracking improvements
  • Improvements to logging
  • Fix for Galactic War cards overlapping and obstructing buttons in some localizations
  • Adjusted AI nuke targeting logic
  • Adjusted Order Bar sizing
  • Added support for Command key on Macs
  • Metal spots now added to ocean floor
  • Fix for custom metal spots orientation
  • Layout fix for multiple chat windows styling
  • Fixed 1px shift on chat messages
  • Fix for the “Team Games” achievement
  • Remedy a very uncommon crash affecting some Mac OS X users running firewall software
  • Fix for AI getting stuck sometimes on mixed terrain planets

77202 Hotfix

  • Bug fix to allow bombers to attack subs
  • Moved air transports to bottom of build bar
  • Fix for AI land and naval rally point selection
  • Update for naval platoons to use the new AI rallypoint work

77238 Hotfix

  • Fix for AI on multi-planet system crash
  • Pings hidden if AR turned off (toggle with ctrl+y)

Balance

Bomber (Bumblebee)

  • Guard radius increased from 60-120

Not In Uber’s Patch Notes

Thanks to wondible for picking up on most of these.

  • Pelicans can no longer transport commanders
  • Torpedo Launcher has been made a little cheaper, tougher and had its firing rate doubled
  • Astraeus can move in the air layer
  • Differentiated sound effects for different commander weapons

Previous Release Notes

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