First pass saves coming to PTE today

In a post on the Uber forums, forestthewoods has laid out the plans for save games which will be landing in today’s PTE release. Want to help test it (along with the latest balance changes)? Then check out our guide to installing a Planetary Annihilation PTE.

“Hey guys,

We’re releasing a major new Public Test Environment build tomorrow. It will bring to you, at long last, save/load. Woohoo! I’ve been working pretty hard on it for a little while now.

I also want to set expectations for y’all. What works, what doesn’t, what will work soon, what won’t work until later, what won’t work for awhile, etc. First, a hugely important disclaimer.

There Will Be Crashes.

We are releasing this feature in an earlier state than most PTE features. This means that sometimes your save file will be broken and not work. Your game will crash when you try to load it. Again I say, there *will* be crashes. That’s why were releasing this build. To detect and fix those crashes. If you aren’t prepared for your save files to not work then you should hold off on this Public Test Environment release.

There Will Be Gameplay Bugs

A lot of code had to be updated to support save/load. I probably broke some gameplay systems on accident. Even if you didn’t perform a save and load. Sorry. :( That’s what this PTE is all about. Identifying and eradicating bugs. Be prepared.

This is Limited Save/Load Support

With this release there is only one support use case – local AI skirmish. Galatic War is not supported. Multiplayer is not supported. PlayFab hosted games not supported. The one and only thing that is supported is local AI Skirmish. Anything else is not supported at this time.

Roadmap

First and foremost, crash fixes. They will happen. We will fix them. It’s largely on a case by case basis.

After crash fixes, PlayFab support. This will give us two cases. Local games loaded locally. PlayFab games loaded on PlayFab. This will happen asap to let us more easily download and debug crashing save files.

PlayFab games loaded locally will happen down the road. It just requires a way to download the save file. That’s easy, but also lower priority that crashes.

Local games loaded on PlayFab is further down the road. It just requires uploading save files, but save files are full replays so they are quite large. Many users have slow upload. This is much lower priority than several things.

Galactic War support is extremely high priority. AI Skirmish support is a strict subset of Galactic War. Our goal is to focus on AI Skirmish until it’s rock solid. Once solid we will then focus on Galactic War. It’s not a huge amount of work but we have to take things one step at a time.

Caveats

There is no promise of backwards compatibility for any PTE save file. While we fix issues and implement new features we may choose to make breaking changes to save files at ANY time. Save files are not promised to work across different versions of the game until the build leaves the Public Test Environment. This will happen at least a few times. Be prepared.

We hope to limit breaking changes within PTE. Once save/load is officially released the save game files will work across updates. Backwards compatibility is *super* important to us because we want to continue to making regular updates. But that’s only once the feature graduates from PTE.

Resume from Replay

A major requested feature for save/load is the ability to resume from the middle of a replay. This is *NOT* supported at this time. I am not comfortable making any type of statement as to when it might be available.

Bug Reports

Please please please report any and all bugs to this thread. I’ll be monitoring this thread closely. Lets keep everything in one place.

If you would like to upload your replay file (both SAVE_NAME.par.gz *and* SAVE_NAME.par.info.json) somewhere, such as dropbox, that would be immensely appreciated. Especially for insta-crashes. If the bug can be easily reproduced then uploading your replay file isn’t necessary.

Thanks everyone.

forestthewoods”

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Clan Wars Season One ends on a high

This news post will contain spoilers as to the winner of Clan Wars season one, so if you haven’t caught up with all the latest matches then switch across to the videos section now.

The first season of Clan Wars has come to an end with some fantastic matches as Team Burning took on Voices of War and PA Gods faced off against Promethean. PA Gods vs. Promethean [Home] was awarded Showcase Match status, joining only the only two other games to be given this eXodus award: Team Burning [Home] vs. The Realm and PA Gods [Home] vs. Voices of War.

Planetary Annihilation The RealmCongratulations go to The Realm who not only fielded the largest roster, but also walked away with the honour of being league champions defeating favourites PA Gods. The Realm came better prepared with rumours of arduous drills, practices and selection games run by [RLM]burntcustard. But it was a clan victory, and many Realm names were seen, some old and some new, all contributing towards first place. The final standings can be seen on the Clan Wars tournament page with almost every position up for grabs in the final games.

A hearty well done to everyone who took part and helped make Clan Wars such a successful event. Conceived as an idea in August 2014 and launched that same month, we never anticipated it would be as successful as it was, generating a lot of discussion across forums, leading a far more clan activity and resulting in the largest player sign up of any Planetary Annihilation tournament to-date.

There have been ups and downs and not everyone made it to the finish line, but we feel the end result made it all worthwhile. So thanks to both players and viewers for helping to make Clan Wars season one great. We don’t have information about season two at this time, but stay tuned. Until then check out our next tournament, Evil Twins, which is still open for sign-ups, as well as DarkSteel’s Orbital Warfare Mayhem mod tournament.

Planetary Annihilation Evil Twins Tournament

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PTE 78421 – Of expensive walls and explosive planes

  • Date: 19th February, 2015
  • Category: PTE
  • 0

The PTE is already looking pretty exciting, with the most radical economy overhaul since April/May last year. Feedback from the top players has been positive and it’s looking like a change that will lead to a greater diversity of openings, moving away from the commander factory spam currently seen.

PTE 78421 is a small update for PTE 78264, raising the cost of walls, causing planes to explode and damage their allies on death, and making some further tweaks all listed below. As ever, leave your feedback for Uber in the thread.

If you’re not sure what PTE is or how to access it I recommend checking out our eXodus explains PTE guide.

Balance

Radar (all)

  • All radar units that require energy to see the surface layer now require energy to see the underwater layer.

Orbital Deepspace Radar

  • Orbital Sight Radius increased to 1000 from 500

Defense Satellite (Anchor)

  • Orbital Sight Radius increased to 600 from 280

Ion Defense (Umbrella)

  • Orbital Sight Radius increased to 500 from 300

Orbital Factory

  • Orbital Sight Radius increased to 250 from 100

Orbital Fabricator

  • Orbital Sight Radius increased to 250 from 100

Orbital Lander

  • Orbital Sight Radius increased to 300 from 100

Orbital Fighter

  • Orbital Sight Radius increased to 400 from 250

Vehicle Factory

  • Placement Size changed to [40,60] from [30,60]

Air Factory

  • Placement Size changed to [40,40] from [30,30]

Bot Factory

  • Placement Size changed to [40,55] from [30,60]

Naval Factory

  • Placement Size changed to [40,50] from [20,47]

Advanced Naval Factory

  • Placement Size changed to [50,125] from [50,70]

Commander

  • Build Arm Energy Draw decreased to 2000 from 2200

Metal Extractor

  • Metal Cost decreased to 170 from 200

Grenadier

  • Firing Arc Type changed to High from Low
  • Max Firing Velocity increased to 58 from 53
  • Min Firing Velocity increased to 55 from 50

Walls

  • Metal Cost increased to 30 from 25

Added air_pbaoe ammo

  • Damage set to 30
  • Splash Radius set to 1.5
  • Splash Damages Allies set to True

Bomber (Bumblebee)

  • Added air_pbaoe as death weapon

Fighter (Hummingbird)

  • Added air_pbaoe as death weapon

Heavy Tank (Leveler)

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

Gunship (Kestrel)

  • Metal Cost decreased to 600 from 720

AI

  • AI will now realize if its nukes are destroyed mid flight and react

Bugfix/Polish

  •  Random planets will no longer spawn to where they will collide with one another
  • Fixed landing zone bug on random planets
  • Increased average metal on random planets
  • Fixed Galactic War being unable to start
  • Fixed case where shift key would get stuck while panning the mouse

Known Issues

  • Build previews for factories sometimes indicate they can be built in locations where they cannot

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Minor tweaks with PTE 78264

  • Date: 17th February, 2015
  • Category: PTE
  • 0

Not a whole lot has changed from PTE 78194, just some minor adjustments to the opening eco balance. As ever, Uber want your feedback. Be warned that this build breaks Galactic War, a fix is planned for the next one.

Not to blow my own trumpet, but some of these changes seem very much aligned with my article titled Expansion is Dead.

Balance

Commander

  • Energy storage increased to 45,000 from 30,000

AI

  • AI will now use subs

Bugfix/Polish

  • Fixed crash from patrolling with large amount of subs
  • Fix for amphibious units not using patrol correctly

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PTE 78194 released

  • Date: 16th February, 2015
  • Category: PTE
  • 0

The last patch was out only four days ago, but Uber are hard at work already working on a new balance. It’s time for the beginning of a new round of PTE, so check out the change log below and provide your test feedback to Uber in the thread.

The big news in this PTE is that the Commander’s income and build speed has been nerfed, but storage increased. A huge change for the opening game.

Balance

Commander

  • Build Energy Draw increased to 2200 from 1500
  • Energy Production decreased to 2000 from 3000
  • Metal Production decreased to 20 from 30
  • Metal Storage increased to 1500 from 1000
  • Energy Storage increased to 30,000 from 20,000

Metal Extractor

  • Metal Cost increased to 200 from 150

Bomber (Bumblebee)

  • Metal Cost increased to 280 from 240
  • Rate of Fire decreased to 7.5 from 10.0

Orbital Vision

  • Celestial Observers now only reveal units travelling between planets as blips instead of revealing all orbital units.

Jig

  • Nuke Radius increased to 230 from 200

Walls

  • New model to better communicate that your units can shoot through it.
  • Mesh Bounds changed to [5, 3, 14] from [5, 5, 7] (Taller, more narrow)

Anti-Air

  • Commander and missile turret weapons now prioritize pelicans over other non-prioritized air units.

AI

  • Neural networks for AI first pass
  • Fix for an instance of AI getting stuck
  • AI will now defend base for longer before abandoning it
  • Minor changes to how AI will invade a planet

Galactic War

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

UI

  • Added Random System picker to the game lobby

Polish/Bugfix

  • New Coherent version
  • Update to UI framework that should improve stability of the game on Mac & Linux.
  • Fix for some build issues

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Release Build 78071

  • Date: 12th February, 2015
  • Category: Patch
  • 0

After a period of aggressive PTE testing with the community, Uber have moved the latest build into stable. Mines have become a potentially viable part of your game, with specific units being required to detect them. Combat fabbers reclaiming trees may also power your early game economy, or it might be found to be energy expensive.

Beyond a host of balance changes are new UI elements to help you control your army, improvements to performance, some extensive AI changes, and more general bugfixes.

Check out the full list of changes below.

Balance

Tank Commanders

  • Turn In Place set to False

Unit Cannon

  • Health increased to 9000 from 3000

Radar

  • Surface and Air Radar range decreased to 400 from 600
  • Orbital Radar removed
  • Orbital Sight range increased to 500 from 300

Advanced Radar

  • Metal Cost decreased to 2400 from 4800
  • Energy Draw decreased to 4000 from 4500
  • Surface and Air Radar range decreased to 800 from 1200
  • Orbital Radar removed
  • Orbital Sight range increased to 900 from 300

Orbital Deepspace Radar

  • Orbital Sight range increased to 500 from 300

Radar Satellite (ARKYD)

  • Energy Draw increased to 700 from 300
  • Orbital Radar removed
  • Orbital Sight range increased to 600 from 100

Advanced Radar Satellite

  • Orbital Radar removed
  • Orbital Sight range increased to 1200 from 600

Ion Defense (Umbrella)

  • Surface and Air Sight range decreased to 100 from 260
  • Underwater Sight range decreased to 100 from 260
  • Orbital Sight range increased to 300 from 260
  • Orbital Range increased to 300 from 280
  • Orbital Rate of Fire increased to 2.5 from 2.0

Defense Satellite (Anchor)

  • Terrestrial Laser Range decreased to 100 from 120
  • Orbital Laser Rate of Fire decreased to 2.5 from 3.0

Orbital Laser (SXX)

  • Laser is now a Beam weapon
  • Ammo Capacity increased to 12000 from 6000
  • Ammo Per Shot increased to 12000 from 6000

Mine

  • Observable layer set to Mine from Surface and Air
  • Ignore Sight set to False
  • Mines can now only be seen by Combat Fabricators and Advanced Combat Fabricators

Land Scout (Skitter)

  • Added Mine Sight vision layer
  • Mine Sight set to 200

Combat Fabricator

  • Set Mine Sight range to 100
  • Energy Draw set to 800

Advanced Combat Fabricator

  • Set Mine Sight range to 100
  • Energy Draw set to 2000

AI

  • Improvements on log handling for underwater units
  • Updated AI to handle building on islands smarter
  • More improvements on AI not heading to where it knows it will be destroyed
  • Normal AI and Hard AI are now easier
  • AI won’t transport commanders in an orbital lander anymore
  • Improvements on AI when making attack choices

Graphics

  • Minor update to Anchor ground laser effect
  • Changing SXX attack to a beam

Pathing

  • Fix for units getting stuck when pathed or pushed into invalid terrain.
  • Fix for units failing to path when given a move order while bordering invalid terrain.
  • Improvements on units spinning around when reaching goal
  • Improvements on units avoiding running into walls
  • Unit groups of different movement types will now try to stay together
    • Unit groups will be split based on Land, Water, and Air/Orbital movement.

Performance

  • Improvements to physics update performance
  • Improvements to Navigation performance
  • Performance work on voxels

System Editor

  • Adjustments to how landing zones are handled in the system editor
  • Changed the default minimum radius from 100 to 250
    • This only affects new planets created in the system editor
  • Bug fix for editor lighting issue on high height range planets

UI

  • Added control groups, ability to sub-select within control groups
  • Added controls to select idle fabbers/factories
  • Added quick select buttons based on unit category (bot, land, air, etc.)
  • Updated unit selection display to show total units selected, and allow for sub-selection based on unit category
  • You can now confirm live game popups using the enter key
  • Mouse scrolling will now only work on the panel you are focused on
  • Control group UI will now scale to number of units selected
  • Art pass on Idle buttons
  • Selection UI will no longer show type filters if there is only one type
  • Quick select “All” buttons will no longer select fabbers unless it’s the fabber button
  • Fixed issues of select all advanced button selecting fabbers
  • Idle fabber/factory button now selects all target units on screen with single click, and all target units on planet with double click
  • You can now track a control group by double clicking
  • Fix for game resetting to FFA when you select a planet

Bugfixes

  • Fix for a SimPlanet crash
  • Tweaks on server clean up
  • Fix for an invalid replay loading issue
  • Crash fixes
  • Fixes for some Steam Achievement bugs
  • Planet smash work
    • Craters are now unpathable by naval or land (whether there is water in them or not)
    • Units will no longer float above the crater as if it were not there
    • Planets smashing into others will now kill units as they are intended to do
  • Planet smashes no longer deal damage way outside of crater range
  • Air units will no longer attempt to hover below the normal ground height
  • Air units will no longer land on unpathable terrain
  • Fix for game crashing on 11+ player games
  • Factory’s given rally/move/patrol points will still be idle if idle
  • Possible fix for broken Join Game button (will need testing in PTE please)
  • Fixed a few instances of Join Game button not working

Undocumented

Thanks as ever to wondible for these.

  • SXX rate of fire cut in half (I read it as drawing more power in the build notes)
  • lifetime removed from a few projectiles, assuming it’s not too significant
  • New AI test: CanDeployLandFromBase
  • new scene: live_game_control_group_bar
  • option bar mods take note: buttons got a a new class btn_std_ix
  • new ai personality parameters: factory_build_delay_min/max
  • a bunch of new api.select methods
  • a few new api methods for landing zone rules (min-max players in evidence)
  • common.js touched

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Look Your Best With eXodus Merch

Running eXodus isn’t free, we pay both for hosting costs and tournament prizes. You might have noticed that we quietly slipped out the begging bowl a few weeks ago. But we’d rather do something that’s cool for you, our supporters, while enabling us to run even better events with even bigger prizes for all the Planetary Annihilation players and fans out there.

To that end we have set up a store with all sorts of awesome tournament swag. Grab a little memento of your time in Clan Wars, drink along with a Clopsey mug, or even put on one of our pretty swanky Evil Twin teddy tees. Or cuddle a cushion; because Bsport. We’ve already got a few of the goodies ourselves and we’re pretty excited by how well they turned out.

Check out the full catalogue and let us know what you think in the comments or on Twitter with #exodusswag.

Planetary Annihilation King of the Planet Mug

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Announcing Evil Twins, A New Open 1v1 Tournament

eXodus eSports is proud to announce Evil Twins, a 1v1 single-elimination tournament designed to put seven of the best players the game has to offer to the test. However, there’s space for a single wildcard. Those of you with long memories may recall that current King of the Planet PAG_elodea was the wildcard in the Supernova Showdown tournament. Are you the next elodea?

Planetary Annihilation Evil Twins Tournament

I just want to cuddle

Sign-ups are open for the Evil Twins qualifiers, which will take place on the 7th March. Anyone can enter and all will compete to secure their place among the best and battle for the £50 (~$80) prize in the Evil Twins finals on the 14th March where seven hand-picked players will be waiting for them.

Whether you’re at the top of your game or just starting out, don’t miss this opportunity to be part of something big. With eXodus running two streams you’ve got a good chance to have your game cast in front of hundreds of rabid viewers. Or perhaps viewers relaxing on a couch in front of a massive plasma. Either way it will be epic.

If you’re more of a viewer than a player then join us live to witness all the action and cheer on your friends and clan mates. And spread the word; share the news across your networks and let’s get even more people interested in this great game.

Finally, be sure to install the eXodus eSports mod. With all the latest news, guides, articles, and even countdowns to the next tournament you’ll never miss out on anything Planetary Annihilation again.

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PTE 77965 rebalances the Combat Fabber. Again.

  • Date: 10th February, 2015
  • Category: PTE
  • 0

They’re coming in thick and fast now as hot on the heels of PTE 77923 comes PTE 77965.

Following horrified cries at the energy tax slapped on the Combat Fabber we’ve already seen it rolled back by Uber. As ever, make sure you’re part of the conversation.

Balance

Combat Fabricator

  • Energy Draw reduced from 1500 to 800

AI

  • Improvements on AI when making attack choices

Bug fix/Polish

  • Fixed a few instances of Join Game button not working

PTE 77923 launches with tweaks

  • Date: 10th February, 2015
  • Category: PTE
  • 0

Following on from PTE 77792 is the latest PTE release, 77923. Some tweaking of the new mine visibility following complaints, as well as adjustments to the treeconomy. As ever, be sure to leave your feedback for Uber.

Balance

Land Scout (Skitter)

  • Added Mine Sight vision layer
  • Mine Sight set to 200

Combat Fabricator

  • Energy Draw set to 1500

Advanced Combat Fabricator

  • Energy Draw set to 2000

AI

  • AI won’t transport commanders in an orbital lander anymore

System Editor

  • Bug fix for editor lighting issue on high height range planets

UI

  • Control group UI will now scale to number of units selected
  • Art pass on Idle buttons
  • Selection UI will no longer show type filters if there is only one type
  • Quick select “All” buttons will no longer select fabbers unless it’s the fabber button
  • Fixed issues of select all advanced button selecting fabbers
  • Idle fabber/factory button now selects all target units on screen with single click, and all target units on planet with double click
  • You can now track a control group by double clicking
  • Fix for game resetting to FFA when you select a planet

Bug fix/Polish

  • Planet smashes no longer deal damage way outside of crater range
  • Air units will no longer attempt to hover below the normal ground height
  • Air units will no longer land on unpathable terrain
  • Fix for game crashing on 11+ player games
  • Factory’s given rally/move/patrol points will still be idle if idle
  • Possible fix for broken Join Game button (will need testing in PTE please)