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 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


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


  • 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


  • 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


  • 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


  • 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


  • 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


  • Increased the spawn times of asteroids on Medea system


  • Minor physics perf improvement


  • 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


  • 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
  • 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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PTE 84260 asteroid and mod update

With PTE 84088 we got asteroids and some great new mod APIs, and with this update we’re getting some updates to asteroids and even more cool updates to the modding APIs. As ever, check our guide on how to install the PTE, and head over to the official thread to give your feedback to Uber.


  • Adjusted the slow down of impacting asteroids
  • Minor adjustments to planet explosion and impact effects
  • Updated the asteroid belt effect to use the new “infinite” (-1) particle lifetime


  • AI can now use asteroids
  • AI can now handle combat on smaller planets better
  • AI will launch asteroids at other asteroids, under certain conditions


  • 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.


  • 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


  • 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

Known issues

  • The fog of war effect is applied to the asteroid belt when zoomed in on a planet

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Big Bang Finals VODs online

64 players entered, and after 213 matches, some short, some long, some grueling back-and-forths, we have ourselves a winner. Our congratulations go out to them, as well as the individuals who claimed the second and third place prizes. Also our thanks to all those who took part in the event and helped make it the success that it was.

If you weren’t able to join us yesterday then you missed a real nail biter, but we’ve been working hard in the editing suite and the VODs are now online. Head on over to the matches page and check them out. The ones with a YouTube symbol have VODs, while the PA Stats symbol will allow you to access replays of the game in question.

Match of the finals has to go to Final G3, close right up until the end. Make sure to watch it, though beware spoilers if you watch it before other matches.

Stay tuned for more tournament action from us in August, but until then check out SuperCommander Weekly 4 which is scheduled for this coming Saturday, with SuperCommander Monthly 1 to follow.

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Make Your Big Bang Finals Prediction

The clock is counting down on the Big Bang Finals, where eight players will be battling it out for a $300 prize pool. Make sure you join us tomorrow at 180:00 UTC on hitbox to watch the action live. We’ve got a wide range of community maps lined up, and we can’t wait to see how player’s adapt.

If you haven’t filed one already, then you’re running out of time to make a prediction on how the Big Bang Finals will finish up. Not sure? Check out their player profiles, have a look at the stats and history; decide how you think they weigh up.

We’ll be announcing the name of whoever comes the closest with their prediction on the stream. See if you can do better than “right 52% of the time” me.

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Asteroids are here! Epic PTE 84088 is epic!

Asteroids have been something fans have been crying out for, and now the day is upon us in this new PTE release. Small asteroids will appear in a belt on the outskirts of a system, respawning after use. They’ve already been added to some of the existing systems and putting them in your own is a piece of cake.

That’s not the only change though, we also see the long awaited addition of +sing (Total Annihilation fans will understand) and new APIs that has modders everywhere fanning themselves frantically.

But don’t take my word for it, check out the epic list of changes, then get stuck in! All feedback should be provided to Uber in the official thread.


  • 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


  • 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


  • 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


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


  • New planet crash effect!


  • 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


  • Fix for loading a save where an entity was created and retired on the same tick


  • Improved the exiting of teleporters


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


  • 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.)


  • 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

Known issues

Fixed locally and will go out in a future PTE build

  • Landing on asteroids is sometimes problematic. If the spot on the asteroid is too low/indented, you will not be able to drop your units off on it.
  • The AI will ignore asteroids that do not exist at the start of the game

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Big Bang Qualifier VODs online

Our thanks go out to all of those who participated in the qualifiers, you made it a hell of an event. 64 signed up, 42 partook and 8 made it through to the Big Bang Finals and claimed their Armalisk Commander code.

We streamed a lot of the action live on our hitbox channel, but WPMarshall was also providing backup and casting other matches separately. All the VODs are now online and available for your enjoyment, that’s 17 cast matches in all! Give the page a moment to load, there’s a lot of games on there. Just look for the YouTube symbol. But if there’s any game you want to watch yourself then click on the PA Stats symbol and load the replay for yourself!

Don’t have time to watch them all? Then I’d recommend the following as highlights of the tournament:

  • Round 2 Group D Match H
  • Round 3 Group F Match L
  • Round 7 Group H Match Y (this wasn’t shown live)

I hope you enjoy watching these as much as we did casting them. Be sure to join us on Saturday for the finals. We’ve got some pretty exciting maps lined up.

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Maps for the Big Bang Finals announced

It’s only a week until the Big Bang Qualifiers, the first half of the Big Bang tournament which sees 64 players competing for a prize pool of $300. Sign-ups are still open, so grab a place while you still can.

The following week sees the eight victors competing in the Big Bang Finals. The maps for this stage have now been chosen and we’re pretty excited about the selection. It represents some of the best work the community has created and even includes one from Uber. We’ve got small maps, we’ve got large maps, we’ve got multi planet, we’ve got high metal and we’ve got low metal.

Just check out these beauties:


Roc – Uber Entertainment

Big Bang Finals - Roc Big Bang Finals - Roc

The ReefAlpha2546

Big Bang Finals - The Reef

GrummanElite Sardaukar

Big Bang Finals - Grumman


Kimberlee 1v1Kimberlee

Big Bang Finals - Kimberlee 1v1 Big Bang Finals - Kimberlee 1v1

Dorne System – silenceoftheclams

Big Bang Finals - Dorne System


Big Bang Finals - Diadem


Hydrogenix facility F407 1v1Alpha2546

Big Bang Finals - Hydrogenix facility F407 1v1

Thereafter the map is chosen by the loser of the previous match.

The maps are available for download now!

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Hotfix build 8339 released along with more details on asteroids

Wonder why that build number just changed? Well it’s because Uber have put out a small hotfix. All very unexciting. Unless it fixes a problem you were experiencing. The official thread can be found here and the patch notes are below.

In case you missed it, Uber recently released some details on their plans for asteroids. Expect to see them in a PTE in the near future.


  • Fix for a Mac crash in the server browser when there was no network connection
  • Better error messages when failing to set up a server on Playfab
  • Logs now also include coherent crash dumps, which will improve our ability to track down issues

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Big Bang – $300 tournament open for sign-ups

Big Bang Logo

eXodus eSports is proud to announce Big Bang, a new 1v1 tournament for Planetary Annihilation. Can you make the biggest boom, qualify for the finals and win from the $300 worth of prizes on the line?

Participation is open to all players, no matter your skill level. But only for the first 64 players to apply, after that you’ll be put in the reserves where you’ll be eligible to take the spot of any player who is a no show.

The tournament will be split in two. The qualifiers will consist for eight groups of eight playing a round robin. This means every player will play seven games. At the end of the games the top player from each group will proceed to the finals which will be held one week later.

Sign-ups will be closed 24 hours before the tournament begins.

Make sure that you’ve read through the rules, meet all the tournament requirements and put this into your diary. You don’t want to miss out just because you can’t handle time-zones. Given the amount of money at stake we will be enforcing the rules tightly, so ensure you are familiar with them.

Our thanks to Uber Entertainment who have generously provided a number of commander codes for this tournament.


All are welcome no matter their skill level, and some of the best players in the game today come from humble beginnings. You’re guaranteed seven games and will get a chance to play a variety of players from bronze to uber, and may even get your game cast live. And who knows, perhaps you’re better than you think you are. Tournaments were made for upsets.

If you play ranked then you’re already practicing for this event since we’ll be using ranked maps for the games. If you’re not playing ranked, well then now is a great time to get started!

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Planetary Annihilation is 85% off for 24 hours!

  • Date: 17th June, 2015
  • Category: Sale
  • 0

We all know the glory that is a Steam sale, with bargains galore. Well, for 24 hours Planetary Annihilation is at 85% off, being one of today’s featured daily deals. If you’ve been holding off, then now is the time with Galactic War having just received a much needed refresh and asteroids just around the corner. Got friends who are interested? Then spread the word.

We’ll see you in the game.

Planetary Annihilation Hotfix build 79600

Planetary Annihilation PTE 79493



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