Hotfix build 83074 released

  • Date: 16th June, 2015
  • Category: Hotfix
  • 0

Just a general clean-up of some outstanding issues found lurking in release build 82834. The official thread can be found here.

UI

  • Player has the ability to get a random commander instead of a selected favorite
  • Changing server name does not unready players
  • Allow players to filter replays by type of game
    • The current filters are Multiplayer, Versus AI, and Galactic War

Bugfix/Polish

  • Fix for unit selection breakdown displaying incorrectly
  • Fixed Galactic War to correctly handle using Chrono Cam to change the outcome of a battle
  • Fixed commanders in the armory not clearing their hover style
  • Fixed the Armory back button not showing up correctly

Author: Mod Type:
Discuss on the forums
Provided by CMM

A new release and a whole new Galactic War

Uber have release the Galactic War update to the stable branch just ahead of the anticipated Steam sale on 11th June. This patch radically changes how Galactic War plays, including new systems, choice of tech upgrades, and an overhaul of the balance.

To help you get the most out of Galactic War we’ve put together a guide on how to play Planetary Annihilation Galactic War. This guide also includes a video of a game on relentless difficulty so you can see it all in action along with commentary intended to help you play better.

The full patch notes are below and feedback for Uber can be left in the official thread. Note that existing Galactic War games are not impacted by the changes.

Galactic War

  • Tech Discovery Redesign
    • You will now be able to choose one tech from a group of three when you explore a system.
    • You will no longer be given techs that you already have as one of the three choices.
    • You will now only be given techs that you can use–IE no bot buffs without the ability to build bots.

Planetary Annihilation PTE 82714 Galactic War update

  • Rebalanced chances to discover various techs
  • Improved AI difficulty ramping
  • Improved system difficulty ramping
  • New and improved redesigned boss fights for all factions
  • Galactic War now defaults to a system size of Medium instead of Epic
  • You now have the option to toggle “Hardcore mode” on and off when starting a new war
    • Losing a match in Hardcore Mode will end the active Galactic War, as it did in previous Galactic War iterations
    • Losing a match outside of Hardcore Mode will allow you to load a save from before moving into the hostile system.
  • Galactic War now has two neutral stars that always spawn next to the starting point
  • The two easier difficulty Galactic Wars now use a different set of possible system templates
    • The easier system templates don’t go more than a planet and a moon. They also have more metal.
  • Exiting from the gw star map now takes you back to the main menu.
  • The in-game menu for a normal gw now contains a surrender option instead of an abandon war button. a hardcore gw will still have the abandon war button.
  • Normal AI Difficulty Tuning
  • Star system tuning
  • Fix to the Galactic War intro video not playing
  • When the player commander is destroyed, all remaining subcommanders will also be destroyed.
  • Removed the factory wait time on relentless AI difficulty

AI

  • AI now can now create unit threat data on demand
    • This helps support units that are not included in unit_list.json.
  • Deep Space Radar will no longer be seen as an orbital threat by the AI
  • Fix for units going in circles
  • Fix for a rare (1 in ~1400) AI crash
  • Fix for AI crash when a platoon tries to retreat when there are no active AI bases left
  • AI should be more diligent about building anti nukes
  • Adjusted AI planet landing spot selection
  • AI perf improvements
  • Reduced the spikiness of AI perf some more

ChronoResume

  • Resume from here dialog will now pause the game

Client

  • Major rework for how recon works for blips to close potential exploit

Pathing

  • Units are now setup to allow their wreckage to be pathed through and shot through

Save/Load

  • Remove beta tag on save game in menu
  • All saved games are now in one place. This includes GW saves.
  • You no longer go to the GW page to continue an existing GW. That page is only for creating new GWs. Use ‘the saved games’ page instead.
  • There is now a resume last saved game button from the main menu. It is basically a continue button.
  • You can now change your commander in GW while offline.
  • The ‘continue recent game’ button will only appear if your most recent saved game is more recent than your last completed game.
  • Selecting any menu item will now hide the menu
  • Added a button to delete saved games
    • Can’t delete save games stored on Playfab. You can delete local and galactic war saves
  • Deleting the most recent save will clear out the “resume last saved game’ button

UI

  • The control group and idle unit widgets are hidden when you are spectating.
  • Chronocam will ignore unit alerts while you are spectating.
  • Added in persistent alerts for special weapons (halleys and lazer).
  • Hide special alerts that are triggered while in chronocam
  • Updates to visuals and layout of celestial/planets panel to closer align w/ new special weapon alert UI resume anywhere fixes
  • Updated icons used for special weapons in special alerts
  • Better feedback when attempting to reconnect to a game in progress, and when joining a non-LAN game from the server browser.
  • Don’t jump back to the main menu if a server connection attempt from the server browser fails. Go back to the server browser.
  • Better progress indication when everyone has accepted a matchmaking match.
  • Disabling the main menu button while the game is saving.
  • Fix to add button for player guide in menu.
  • Improve load times of UI even further.
  • Improved offline main menu
    • Hide leaderboards if we can’t fetch it.
    • Hide update news if we can’t fetch it.
    • Show a placeholder “null message” for YouTube videos if we can’t retrieve them.
    • Hide the “show leaderboards” button when you’re not signed in (it doesn’t work.)
    • Reduce the size of the leaderboard entries when they don’t have a “view replay” button on them.
  • Added a message box when you can’t start a game
    • This shows up if you’re not signed in to ubernet and you won’t be using an offline server.
  • UI more responsive when connecting to a server
  • The stats panel will now show the max tick time in parenthesis, along with the average tick time
  • Reduced load times of UI, especially the main menu
  • Misc layout updates to be more consistent w/ landing page template, removed unused planet UI
  • Layout fixes for shared resources indicators
  • Updated start menu for displaying last saved
  • The paused popup will no longer appear at the same time as the building planets popup

Bugfix/polish

  • Units flagged as not collidable with projectiles as wreckage will no longer have the attack cursor come up on the client
  • Fix for a case where a unit would stop and lose its nav move
  • Mines can now, once again, be shot by projectiles
  • Fix for (selection/control group/idle) type indicators
  • Fix for some units failing to attack during an attack move
  • Added music cue for the Target Planet scene
  • Fix for custom alert behavior (the first custom alert would work, but all the ones after that would fail)
  • Fix for units being able to remove orders flagged as blocking from their order queue.
  • Fix for a case where units would continuosly run into the side of a structure.
  • Fix for some weird and wacky pathing behavior from units.
  • Fix for corrupted audio file on anti air
  • Fix for weapon prioritization bug.
  • All the csg transformation keybindings will now behavior correctly when the key is held down.
  • Fixed Jig not atrophying if a fabber stops building it.
  • Fix one-time memory leak after viewing intro video.
  • Reduced load time of intro video, and reduced memory usage during intro playback.
  • Fix the youtube list in the main menu
  • Fix to layout of in-game menu in GW and live game, added offline state for uberbar
  • Fixes a Linux crash we have been seeing
  • Fix to anim event bug
  • Better error messages and logging when encountering UI crashes to help track down common problems
  • Fixed metal not updating during replays
  • Fixed the lobby option ‘listen to spectators’
  • Minor perf improvement for units with auto attacking weapons
  • Perf improvement for bomb bots with orders
  • Fixed inviting users to private games
  • Show immediate progress information when accepting uberbar game invite
  • Even more perf improvements
  • Fix the crash on reconnect issue
  • Pathing crash fix
  • Fixed the crash on startup on Linux when you have local replays
  • Fixed the issue where some players failed to load in on large games
  • Fixed issue where factory build mode icon would show up as an attack icon

Commanders

  • Stelarch Planetary Annihilation Commander Imperial Stelarch
  • Spartandano Planetary Annihilation Commander Quad Spartandano

Author: Mod Type:
Discuss on the forums
Provided by CMM

Latest public test environment (PTE) release – 82772

  • Date: 9th June, 2015
  • Category: PTE
  • 0

PTE 82772 is out, updating the previous PTE 82714. This is mainly a fixer-upper, but a significant change here for anyone playing Galactic War on Relentless difficulty.

Leave your feedback in the official thread and check out our guide on how to participate in the PTE. Otherwise be patient and it’ll all be in the stable release soon enough.

Galactic War

  • Removed the factory wait time on relentless AI difficulty

Bugfix/Polish

  • Even more perf improvements
  • Fix the crash on reconnect issue
  • Fixed the crash on startup on Linux when you have local replays
  • Fixed the issue where some players failed to load in on large games
  • Fixed issue where factory build mode icon would show up as an attack icon
  • Fixed an issue where player was unable to select Red as their secondary color
  • Enable custom commanders Imperial_stelarch and Quad_spartandano (may not be available in actual PTE)

Author: Mod Type:
Discuss on the forums
Provided by CMM

PTE builds 82484 and 82714 update Galactic War

During my absence Uber have release two new PTEs, 82484 and 82714. To keep things simple I’m going to combine the patch notes for both.

This PTE is focused on an overhaul of the Galactic War design, though a lot of attention is being given to the UI and cleaning up some of the recently reported community bugs. To give it a try you will need to switch to PTE. As ever, give Uber your feedback in the official thread.

Galactic War

  • Tech Discovery Redesign
    • You will now be able to choose one tech from a group of three when you explore a system.
    • You will no longer be given techs that you already have as one of the three choices.
    • You will now only be given techs that you can use–IE no bot buffs without the ability to build bots.

Planetary Annihilation PTE 82714 Galactic War update

  • Rebalanced chances to discover various techs
  • Improved AI difficulty ramping
  • Improved system difficulty ramping
  • New and improved redesigned boss fights for all factions
  • Galactic War now defaults to a system size of Medium instead of Epic
  • You now have the option to toggle “Hardcore mode” on and off when starting a new war
    • Losing a match in Hardcore Mode will end the active Galactic War, as it did in previous Galactic War iterations
    • Losing a match outside of Hardcore Mode will allow you to load a save from before moving into the hostile system.
  • Galactic War now has two neutral stars that always spawn next to the starting point
  • The two easier difficulty Galactic Wars now use a different set of possible system templates
    • The easier system templates don’t go more than a planet and a moon. They also have more metal.
  • Exiting from the gw star map now takes you back to the main menu.
  • The in-game menu for a normal gw now contains a surrender option instead of an abandon war button. a hardcore gw will still have the abandon war button.
  • Normal AI Difficulty Tuning
  • Star system tuning
  • Fix to the Galactic War intro video not playing
  • When the player commander is destroyed, all remaining subcommanders will also be destroyed.

AI

  • AI now can now create unit threat data on demand
    • This helps support units that are not included in unit_list.json.
  • Deep Space Radar will no longer be seen as an orbital threat by the AI
  • Fix for units going in circles
  • Fix for a rare (1 in ~1400) AI crash
  • Fix for AI crash when a platoon tries to retreat when there are no active AI bases left
  • AI should be more diligent about building anti nukes
  • Adjusted AI planet landing spot selection
  • AI perf improvements
  • Reduced the spikiness of AI perf some more

ChronoResume

  • Resume from here dialog will now pause the game

Client

  • Major rework for how recon works for blips to close potential exploit

Pathing

  • Units are now setup to allow their wreckage to be pathed through and shot through

Save/Load

  • Remove beta tag on save game in menu
  • All saved games are now in one place. This includes GW saves.
  • You no longer go to the GW page to continue an existing GW. That page is only for creating new GWs. Use ‘the saved games’ page instead.
  • There is now a resume last saved game button from the main menu. It is basically a continue button.
  • You can now change your commander in GW while offline.
  • The ‘continue recent game’ button will only appear if your most recent saved game is more recent than your last completed game.
  • Selecting any menu item will now hide the menu
  • Added a button to delete saved games
    • Can’t delete save games stored on Playfab. You can delete local and galactic war saves
  • Deleting the most recent save will clear out the “resume last saved game’ button

UI

  • The control group and idle unit widgets are hidden when you are spectating.
  • Chronocam will ignore unit alerts while you are spectating.
  • Added in persistent alerts for special weapons (halleys and lazer).
  • Hide special alerts that are triggered while in chronocam
  • Updates to visuals and layout of celestial/planets panel to closer align w/ new special weapon alert UI resume anywhere fixes
  • Updated icons used for special weapons in special alerts
  • Better feedback when attempting to reconnect to a game in progress, and when joining a non-LAN game from the server browser.
  • Don’t jump back to the main menu if a server connection attempt from the server browser fails. Go back to the server browser.
  • Better progress indication when everyone has accepted a matchmaking match.
  • Disabling the main menu button while the game is saving.
  • Fix to add button for player guide in menu.
  • Improve load times of UI even further.
  • Improved offline main menu
    • Hide leaderboards if we can’t fetch it.
    • Hide update news if we can’t fetch it.
    • Show a placeholder “null message” for YouTube videos if we can’t retrieve them.
    • Hide the “show leaderboards” button when you’re not signed in (it doesn’t work.)
    • Reduce the size of the leaderboard entries when they don’t have a “view replay” button on them.
  • Added a message box when you can’t start a game
    • This shows up if you’re not signed in to ubernet and you won’t be using an offline server.
  • UI more responsive when connecting to a server
  • The stats panel will now show the max tick time in parenthesis, along with the average tick time
  • Reduced load times of UI, especially the main menu
  • Misc layout updates to be more consistent w/ landing page template, removed unused planet UI
  • Layout fixes for shared resources indicators
  • Updated start menu for displaying last saved
  • The paused popup will no longer appear at the same time as the building planets popup

Bugfix/polish

  • Units flagged as not collidable with projectiles as wreckage will no longer have the attack cursor come up on the client
  • Fix for a case where a unit would stop and lose its nav move
  • Mines can now, once again, be shot by projectiles
  • Fix for (selection/control group/idle) type indicators
  • Fix for some units failing to attack during an attack move
  • Added music cue for the Target Planet scene
  • Fix for custom alert behavior (the first custom alert would work, but all the ones after that would fail)
  • Fix for units being able to remove orders flagged as blocking from their order queue.
  • Fix for a case where units would continuosly run into the side of a structure.
  • Fix for some weird and wacky pathing behavior from units.
  • Fix for corrupted audio file on anti air
  • Fix for weapon prioritization bug.
  • All the csg transformation keybindings will now behavior correctly when the key is held down.
  • Fixed Jig not atrophying if a fabber stops building it.
  • Fix one-time memory leak after viewing intro video.
  • Reduced load time of intro video, and reduced memory usage during intro playback.
  • Fix the youtube list in the main menu
  • Fix to layout of in-game menu in GW and live game, added offline state for uberbar
  • Fixes a Linux crash we have been seeing
  • Fix to anim event bug
  • Better error messages and logging when encountering UI crashes to help track down common problems
  • Fixed metal not updating during replays
  • Fixed the lobby option ‘listen to spectators’
  • Minor perf improvement for units with auto attacking weapons
  • Perf improvement for bomb bots with orders
  • Fixed inviting users to private games
  • Show immediate progress information when accepting uberbar game invite

Known issues

  • Client crashes upon reconnecting to a game in progress. We are still investigating this issue.

Author: Mod Type:
Discuss on the forums
Provided by CMM

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

PTE Build 82000 arrives with massive AI changes

Uber have released PTE Build 82000 following on from PTE 81029 which introduced ChronoResume. Its functionality has been enhanced with the ability to resume anywhere when the game has finished and in replays! This PTE also comes packed with a huge number of AI fixes and enhancements, along with some additions which will help AI modders such as me make it an even more challenging opponent. Finally there are some fixes for both outstanding UI and Linux issues.

Uber are still working on updates to Galactic War, but jables has stated that he hopes to have them ready for PTE next week. Fingers crossed!

Please leave any feedback for Uber in the official thread. Details on how to access PTE can be found in the eXodus explains guide.

AI

  • 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

Balance

  • Units are now able to reclaim wreckage while patrolling
  • Patrolling units are now able to reclaim trees

Grenadier

  • Firing arc and effects adjustments
  • 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

Chronocam

  • Resume Anywhere fixes
  • Enable Resume Anywhere after gameover
  • Enable ChronoResume for replays

System Editor

  • Set the default water depth for planets to 100%. This only affects Galactic War and will only affect new wars

UI

  • 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

Bugfix/Polish

  • 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

Known Issues

  • Replays of games played on a Local server are not visible in Replays.
  • Replays of games played on the PlayFab server can be found in Replays > My Saved Games.
  • Replays of games played before this build will not load.
  • In Replays, the Main Menu button from the ESC menu does not function. However, selecting Quit and Quit to Main Menu does work.
  • Saving a Galactic War game has not changed. Select Save Game (Beta), wait about 5-10 seconds, then exit out of the game. You can exit by selecting Quit to desktop.
  • Please note, selecting “Quit to Main Menu” will not save the game.
  • UnitCountInBase, UnitCountAroundBase, and unit count based placement rules for the AI are broken
  • AI won’t move its ships out of its base

Author: Mod Type:
Discuss on the forums
Provided by CMM

PAG_Elodea is hosting a naval tournament

Ahoy there, and other such flavour text!

Felt like naval was missing a little something? Well PAG_Elodea did and he made the Battleships mod to fill in those gaps. Designed to increase the opportunities for tactics as well as the increase the depth of strategic play, it makes changes both to naval and orbital units.

To showcase what this mod is all about he is hosting a 3v3 tournament on the 6th June. Called The Admiralty it is open for anyone to sign up to and features a $60 prize for the winner, along with an admirals hat. Not sure how you’re going to share the hat, but perhaps Elodea just wants to see the world burn.

So grab three friends and get signed-up. You can see what the mod is all about both in the official thread and in the video below.

Author: Mod Type:
Discuss on the forums
Provided by CMM

Planetary Annihilation is on sale

  • Date: 12th May, 2015
  • Category: Sale
  • 0

Planetary Annihilation sale

It’s the season of sales and right now there’s a number of great Planetary Annihilation bargains:

So if you have a friend who doesn’t own this game yet, now is the perfect opportunity to buy it. Or to gift them a copy. And your family. And your friend’s friends. And that guy you met at a party this one time and kind of liked.

And don’t forget to point them at PA Mod Manager. Planetary Annihilation is good; Planetary Annihilation with mods is great. And what better way to pick out mods than with our guide to mods?

I look forward to seeing you in-game.

Author: Mod Type:
Discuss on the forums
Provided by CMM

Responding to Binary Stars feedback

Thanks to all of you, both players and viewers, who took the time to leave us feedback regarding Binary Stars. While it was mostly positive, we wanted to take the time to address some of the points raised. If you have a point which wasn’t tackled then please leave a comment below.

The chat was subject to spam and was poorly moderated

We would agree that chat could be better moderated. We’re working on this.

The tournament should have started earlier

We have to balance the ability of Europe, the Americas and Australasia to partake in a tournament. Rather than change the time I think we’d do better to focus on keeping the running time down, perhaps splitting larger tournaments across two weekends.

The commentators should probably play the game more if they don’t know T1 pelicans can’t carry vanguards

Planetary Annihilation Pelican transporting Vanguard

Impossible!

You should use multi-planet systems

There were two reasons why we used single planet systems, and they’re related to one another. Firstly, multi-planet systems are much harder to balance, leading to stalemates leading to tournament delays. Anyone remember Realm vs. PA Gods? Secondly, the fact is there are almost no multi-planet systems in the community map packs, and very little competitive play takes place on them. Because of this there aren’t really any community systems of a known good quality which would be suitable for use, and those that we do know of were before symmetrical planets and manual metal placement and have been broken by changes to planet generation.

Planetary Annihilation Clanwars Showdown

Gosh, is that the time?

We’d love to use multi-planet systems, but good ones need to emerge and survive the trial by fire that is community play. Clan Wars Showdown showed us the danger in rolling our own and we’re not keen to go down a route which requires so much work and carries such high risks.

Use more teams or larger teams

Well, more teams becomes a free-for-all which generally isn’t a tournament friendly format and leads to some very passive play. As for larger teams, we’ve found that it becomes very difficult to get enough teams when they’re big. Even with this tournament which was only a 2v2 there were numerous players who signed up without a partner and never proceeded to get one. We’d have seen a lot less teams with a 4v4, and it may not have even been a viable tournament at that point.

I’d love to see automated tournaments

So would we, and it’s something we’ve discussed. Unfortunately it’s also a lot of work and isn’t something we’ll be doing any time soon. Our web developer is already incredibly busy as it is.

The rules could have been clearer

Some people marked that they didn’t find the rules clear, but unfortunately no one said what they found unclear about them. Following the Evil Twins feedback we looked to simplify the rules but didn’t find much we felt comfortable culling. Perhaps they could be better organised?

We’d very much appreciate more feedback here from people who found them confusing.

The rules don’t say why you have colour restrictions

Simply because the darker the colours the harder it is to discern the icons, especially if your game is cast on a stream which is in turn being downscaled. We also want to avoid colour combinations which some players find difficult, such as red and pink, orange and yellow, blue and slightly darker blue, etc.

Author: Mod Type:
Discuss on the forums
Provided by CMM

Binary Stars concludes and VODs arrive

Planetary Annihilation Binary Stars

Sixteen teams arrived for the fight but only one could walk away with the $200 first place prize. It was a long one, running for almost six hours, but by the end of it we had a winner.

We want to thank all the players who took part for turning up (our first full turnout tournament ever!), and for being (mostly) on time. It made things much easier on us and we appreciate it. Also thanks to those of you who joined us on hitbox to watch the event live.

Congratulations to PA Gods who took first place and also to Techno Trousers who defied everyone’s expectations and made it all the way to the finals, really giving PA Gods a run for their money in the third game.

While these events are always best experienced live we realise that some people can’t make it, and for others bed calls when it’s 2am in Europe and games are still running. But not to worry, after a minor panic due to a corrupt recording we have recovered the video footage and uploaded the VODs. Check out the videos or matches pages.

There was a lot of deliberating internally but we finally decided on semi-final match N2 as our match of the tournament. If you watch only one match it should be that one.

We’ll have another tournament for you soon, so keep your eyes peeled!

Finally, I’m pleased to announce that I won our internal predictions game. Click below to reveal how we did, but be warned it will spoil you on the results of the tournament.

Planetary Annihilation Binary Stars predictions

Author: Mod Type:
Discuss on the forums
Provided by CMM