Release Build 79317 – Single-player save/load first pass!

It’s finally here, and we’re not just talking about save/load, but rather the release as a whole. Release build 79317 may be one of the most extensive balance updates Planetary Annihilation has seen, and it has been painstakingly done in conjunction with you, the PA community, thanks to PTE testing.

This is the build that will be used in this weekend’s Evil Twins Finals tournament, so come along and watch if you want to see what a difference the balance changes make.

The build contains not only save/load for AI skirmish games (this is a first pass, later updates will bring it to Galactic War and multiplayer) but also balance changes which have thoroughly changed the opening game. Don’t forget to update your mods, and to test with them disabled before reporting technical issues.

I’ll let Uber Entertainment’s jables speak for the build:

“Hey all! Over the last month, we’ve been pushing on getting save/load working in the single player side of PA. We’ve also done tons of balance tweaks based on feedback and our balance folks watching replays and streams, added 2 new maps (1 for ranked play and 1 for general play), did some fairly big performance improvements for large army fights, and hit as many bugs and polish items as we could.

This is the first pass of our save/load work, so you’ll see it missing items we want in the final. That being said, we are currently working on those elements, but since this version was working, we wanted to go ahead and get it out so you could use it. I’ve explained what is in this version below (single player AI skirmish saving), as well as what we hope to get in next (galactic war mid game saving and resume from anywhere in a replay loading). Take a look, and if you want to join the conversation, or run into any issues, please join us over on the Uber forums!

Save/Load (first pass)

Planetary Annihilation Release Build 79317

An empty screen of possibilities…

  • Very first pass on Save/Load now in game in its beta form (there will be some bugs, but we wanted to get this out for players to make use of asap)
  • Save/Load now works with AI Free For All skirmish
    • Currently it will not remember dynamic alliances
    • Currently has issues with alliances ending the game
  • Save/Load currently does not function for Galactic War
  • Spectating won’t work after you lose a loaded game
  • The sim will freeze while saving. This could take shorter or longer depending on amount of stuff being saved
  • You can also view save files as a replay
    • In the future this will allow you to pick a spot in chronocam and load the game there, though it is not yet functioning
  • Next passes will be adding some of the missing functionality from above, including Galactic War and resume from anywhere in a replay.



  • Added air_pbaoe ammo (air units with this will do AE damage on death)
    • Damage set to 30
    • Splash Radius set to 1.5
    • Splash Damages Allies set to True
  • All radar units that require energy to see the surface layer now require energy to see the underwater layer
  • Commander and missile turret weapons now prioritize pelicans over other non-prioritized air units


Air Scout (Firefly)

  • Sight Range increased to 250 from 200

Fighter (Hummingbird)

  • Added air_pbaoe as death weapon
  • Health decreased to 150 from 200

Bomber (Bumblebee)

  • Metal Cost increased to 280 from 240
  • Rate of Fire decreased to 7.5 from 10.0
  • Added air_pbaoe as death weapon

Interplanetary Fighter (Phoenix)

  • Health decreased to 200 from 300
  • Ammo Lifetime decreased to 2 from 5
  • Added air_pbaoe as death weapon

Tactical Missile Bomber (Hornet)

  • Added air_pbaoe as death weapon

Air Factory

  • Area Build Separation increased to 6 from 3

Gunship (Kestrel)

  • Metal Cost decreased to 600 from 720



  • Radar Range increased to 450 from 400
  • Orbital Sight increased to 600 from 500

Advanced Radar

  • Radar Range increased to 900 from 800
  • Orbital Sight increased to 1200 from 1000


  • 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)
  • Metal Cost increased to 50 from 25
  • Health decreased to 3000 from 5000
  • Atrophy Cooldown decreased to 0.5 from 15.0 (this is the time it takes for unit being built to die if you abandon it before it is finished)
  • Atrophy Rate increased to 20.0 from 0.416667

Unit Cannon

  • Health increased to 18,000 from 9,000

Assault Bot (Dox)

  • Move Speed decreased to 18 from 20

Boom Bot

  • Damage decreased to 600 from 700

Combat Fabricator

  • Can no longer build walls.


  • Ammo Lifetime decreased to 5 from Infinite
  • Velocity increased to 500 from 400

Vehicle Factory

  • Area Build Separation increased to 6 from 3

Bot Factory

  • Placement Size changed to [30,55] from [30,60]
  • Area Build Separation increased to 6 from 3


  • Firing Arc Type changed to High from Low
  • Max Firing Velocity increased to 68 from 53
  • Min Firing Velocity increased to 65 from 50
  • Range increased to 125 from 105
  • Vision Range increased to 130 from 120

Heavy Tank (Leveler)

  • Hit points increased to 1500 from 1000
  • 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


  • Build Energy Draw increased to 2000 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 45,000 from 20,000

Metal Extractor

  • Metal Cost increased to 170 from 150


Battleship (Leviathan)

  • Ammo Lifetime decreased to 4 from 10

Naval Factory

  • Placement Size changed to [20,50] from [20,47]
  • Area Build Separation increased to 10 from 3

Advanced Naval Factory

  • Placement Size changed to [50,125] from [50,70]
  • Area Build Separation increased to 10 from 7


Orbital Deepspace Radar

  • Metal Cost increased to 600 from 300
  • Orbital Sight Radius increased to 1000 from 500

Orbital Factory

  • Health decreased to 9,000 from 15,000
  • Orbital Sight Radius increased to 250 from 100

Orbital Mining Platform (Jig)

  • Nuke Radius increased to 250 from 200
  • Area Build Separation increased to 100 from 50

Defense Satellite (Anchor)

  • Metal Cost increased to 2200 from 1800
  • Orbital Sight Radius increased to 600 from 280

Ion Defense (Umbrella)

  • Orbital Sight Radius increased to 500 from 300

Orbital Fabricator

  • Orbital Sight Radius increased to 250 from 100
  • Can now reclaim features and wreckage
  • Can now assist and repair units and structures in the orbital layer
  • Can now assist and repair teleporters

Orbital Lander

  • Orbital Sight Radius increased to 300 from 100

Orbital Fighter

  • Orbital Sight Radius increased to 400 from 250


  • Adjustments to how AI prioritizes based on planet resources
  • AI unit cap is now adjustable via the ai_config file
  • Improvements to AI threat handling
  • Added Submarine influence for the AI
  • AI will scout smarter depending on difficulty
  • AI will now realize if its nukes are destroyed mid flight and react
  • AI will now use subs
  • Completely re-worked neural networks for the AI
  • 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


  • Added new ranked system Amplus to the matchmaking pool


  • Units falling behind the group will now pathfind much better


  • Performance improvements for large army battles and large numbers of units
  • Optimization pass on weapon tasks
  • Improvement for dark side of the planet with shadows turned off


  • Added new systems Amplus and Blitz to the default system list
  • Updated every ranked system with new iterations
  • Removed Battlefield and Inner Sol System from the pre-made system list
  • Adjusted the recommended players for all of the ranked systems and the PAX system
  • Increased average metal on random planets
  • Random planets will no longer spawn to where they will collide with one another
  • Fixed landing zone bug on random planets


  • Save games filter added to Replay browser
  • Added Random System picker to the game lobby

New Commander

  • Sangudo

Planetary Annihilation Imperial Sangudo Commander


  • Fixed issues of Assisting/Repairing failing (most commonly seen from Factories with Patrol not having fabbers it built assist it)
  • Fixed for units under construction by orbital factory moving when factory is being assisted by orbital fabbers
  • Fix for rare cases where units would not fire
  • Fix for a few coherent crashes
  • Fix for missing vision on reconnect
  • Fix for build orders not loading (not factory queues, but actual build orders like from Commander or Fabber)
  • Annihilazer should now load correctly (unless it’s mid-fire, you will need to fire it again in that case)
  • Credits system added for our writer
  • Coherent fix for crashes
  • Fix for crash in AntiWeapon code (should fix that anti-nuke not firing issue)
  • Online (PlayFab) save games are found under Replays (Local saves still found in same spot, this will be better in future pass)
  • Upgrade to Coherent 2.5.4
    • Update to UI framework that should improve stability of the game on Mac & Linux
  • Change Gamma display name from Delta to Gamma
  • Factory build task improvements
  • Fix for cases where army vision was not granted correctly
  • Fixed case where shift key would get stuck while panning the mouse
  • Fixed crash from patrolling with large amount of subs
  • Fix for amphibious units not using patrol correctly

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It’s been a while since we’ve posted some news. Just letting you know we are still around but quite busy with real life. Planetary Annihilation is still going strong with some new Patches since last news (see changelogs /upcoming features)….

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