





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
We've updated the external web location the game looks for mods to reflect a new home. The old home unfortunately went off line, and we've been creating a new location for mods to live in the meantime. Mods should now be operational again in game, both in search mode and should download correctly. The only practical issue is that the mod list may not be updated with such frequency any more - more like once a day, rather than the multiple-times-a-day as it was previously. This is a temporary fix, but there will be a new release at some point in the relatively near future which consolidates all mod uploading and curation into one location. Watch this space!
Hello Commanders,
115958 is another quality of life update in the Fusion series.
Mid-season ends 2021-09-03 00:00 UTC
Season ends 2021-10-22 00:00 UTC
Prize Pool US$3,000
Hello Commanders,
Ranks are reset and Participation prizes are back for the most active players with more prizes available to higher leagues.
Hello Commanders,
115923 is a small quality of life update in the Fusion series.
Hello Commanders,
115863 is the first Galactic War update in the Fusion series.
Hello Commanders,
The time of the unicorn is over, and now, the time of Fusion begins. It represents the beginning of great change.
This arc kicks off with the introduction of the Stinger, the little bot that could. Bringing anti-air back to the Bot Factory with its twin mounted homing missile pods, it can accompany your Dox raids to bring down those pesky Icarus and Bumblebees.
A major improvement to the lobby UI has been introduced, with the host being able to drag, drop and swap players. Easily switch teams around to achieve Ultimate Balance. There is also no longer a default system in new lobbies, saving your CPU from generating something you were probably not going to use. Just doing our bit for the planet. Lastly, asteroids can now be included in randomly generated systems.
The hand-crafted map pool has expanded, with all previous 1v1 ranked maps available. A revised default system list includes some new FFA / team maps for you to play but dont panic! PAX has survived the cull
You may have noticed the servers are running smoother than ever, with the recent upgrades to the fastest m5zn instances in all regions. Our dedicated servers for big FFA and team games have also been upgraded.
The Fusion Commander is available to all players during the Steam Summer Sale, after which it can be purchased through the Armory.
Previous update arcs:
Hello Commanders,
115678 / 115693 are the final balance updates in the Rainbows and Unicorns series.
Mid-season ends 2021-06-05 00:00 UTC
Season ends 2021-07-23 00:00 UTC
Prize Pool US$3,000
Hello Commanders,
Ranks are reset and Participation prizes are back for the most active players with more prizes available to higher leagues.
Hello Commanders,
115506 is a major game server upgrade in the Rainbows and Unicorns series.
Full update notes: https://planetaryannihilation.com/news/rainbows-unicorns-updates/
https://steamcommunity.com/games/233250/announcements/detail/2530409200137286910
Hello Commanders, matiz returns from coaching StarCraft 2 to host a new championship series of monthly tournaments with a cash prize pool of US$600! Live: https://trovo.live/matiz Discussion: https://discord.gg/pa Maps will be selected from the historical 1v1 ranked map pool.
Mid-season ends 2021-03-05 00:00 UTC
Season ends 2021-04-23 00:00 UTC
Prize Pool US$3,000
Hello Commanders,
Ranks are reset and Participation prizes are back for the most active players with more prizes available to higher leagues.
Hello Commanders, matiz returns from coaching StarCraft 2 to host a new championship series of monthly tournaments with a cash prize pool of US$600! Live: https://trovo.live/matiz Discussion: https://discord.gg/pa Maps will be selected from the historical 1v1 ranked map pool.
Hello Commanders,
115447 is another small update in the Rainbows and Unicorns series in preparation for our next big update.
Full update notes: https://planetaryannihilation.com/news/rainbows-unicorns-updates/
https://steamcommunity.com/games/233250/announcements/detail/2530409200137286910
Hello Commanders,
115280 is another small update in the Rainbows and Unicorns series in preparation for our next big update.
Full update notes: https://planetaryannihilation.com/news/rainbows-unicorns-updates/
https://steamcommunity.com/games/233250/announcements/detail/2530409200137286910
Hello Commanders, matiz returns from coaching StarCraft 2 to host a new championship series of monthly tournaments with a cash prize pool of US$600! Live: https://trovo.live/matiz Discussion: https://discord.gg/pa Maps will be selected from the historical 1v1 ranked map pool.
Hello Commanders,
115186 is another small balance update in the Rainbows and Unicorns series in preparation for our next big update.
Full update notes: https://planetaryannihilation.com/news/rainbows-unicorns-updates/
https://steamcommunity.com/games/233250/announcements/detail/2530409200137286910
Hello Commanders, matiz returns from coaching StarCraft 2 to host a new championship series of monthly tournaments with a cash prize pool of US$600! Live: https://trovo.live/matiz Discussion: https://discord.gg/pa Maps will be selected from the historical 1v1 ranked map pool.
Hello Commanders, matiz returns from coaching StarCraft 2 to host a new championship series of monthly tournaments with a cash prize pool of US$600! Live: https://trovo.live/matiz Discussion: https://discord.gg/pa Maps will be selected from the historical 1v1 ranked map pool.
Hello Commanders, matiz returns from coaching StarCraft 2 to host a new championship series of monthly tournaments with a cash prize pool of US$600! Live: https://trovo.live/matiz Discussion: https://discord.gg/pa Maps will be selected from the historical 1v1 ranked map pool.
Hello Commanders, matiz returns from coaching StarCraft 2 to host a new championship series of monthly tournaments with cash prizes! Live: https://trovo.live/matiz Discussion: https://discord.gg/pa Maps will be selected from the historical 1v1 ranked map pool.
Hello Commanders,
115050 is another small update in the Rainbows and Unicorns series in preparation for our next big update.
Full update notes: https://planetaryannihilation.com/news/rainbows-unicorns-updates/
https://steamcommunity.com/games/233250/announcements/detail/2530409200137286910
Hello Commanders, matiz returns from coaching StarCraft 2 to host a new championship series of monthly tournaments with cash prizes! Live: https://trovo.live/matiz Discussion: https://discord.gg/pa Maps will be selected from the historical 1v1 ranked map pool.
Hello Commanders, matiz returns from coaching StarCraft 2 to host a new championship series of monthly tournaments with cash prizes! Live: https://trovo.live/matiz Discussion: https://discord.gg/pa Maps will be selected from the historical 1v1 ranked map pool.
Hello Commanders, matiz returns from coaching StarCraft 2 to host a new championship series of weekly tournaments with cash prizes! Live: https://trovo.live/matiz Discussion: https://discord.gg/pa Maps will be selected from the historical 1v1 ranked map pool.
Hello Commanders,
115003 is another small update in the Rainbows and Unicorns series in preparation for our next big update.
Full update notes: https://planetaryannihilation.com/news/rainbows-unicorns-updates/
https://steamcommunity.com/games/233250/announcements/detail/2530409200137286910
Mid-season ends at 2020-12-04 00:00 UTC
Season ends at 2021-01-22 00:00 UTC
Prize Pool US$3,000
Hello Commanders,
Ranks are reset and Participation prizes are back for the most active players with more prizes available to higher leagues.
Hello Commanders, matiz returns from coaching StarCraft 2 to host a new championship series of weekly tournaments with cash prizes! Live: https://trovo.live/matiz Discussion: https://discord.gg/pa Maps will be selected from the historical 1v1 ranked map pool.
Hello Commanders, matiz returns from coaching StarCraft 2 to host a new championship series of weekly tournaments with cash prizes! Live: https://trovo.live/matiz Discussion: https://discord.gg/pa Maps will be selected from the historical 1v1 ranked map pool.
Hello Commanders,
114980 is another small update in the Rainbows and Unicorns series in preparation for our next big update.
Full update notes: https://planetaryannihilation.com/news/rainbows-unicorns-updates/
https://steamcommunity.com/games/233250/announcements/detail/2530409200137286910
Hello Commanders, matiz returns from coaching StarCraft 2 to host a new championship series of weekly tournaments with cash prizes! Live: https://trovo.live/matiz Discussion: https://discord.gg/pa Maps will be selected from the historical 1v1 ranked map pool.
Hello Commanders, matiz returns from coaching StarCraft 2 to host a new championship series of weekly tournaments with cash prizes! Live: https://trovo.live/matiz Discussion: https://discord.gg/pa Maps will be selected from the historical 1v1 ranked map pool.
Hello Commanders, matiz returns from coaching StarCraft 2 to host a new championship series of weekly tournaments with cash prizes! Live: https://trovo.live/matiz Discussion: https://discord.gg/pa Maps will be selected from the historical 1v1 ranked map pool.
Current and past top ranked players competing 2v2 in the modern PA meta When: 2020-09-05 16:00 UTC Where: https://www.twitch.tv/wpmarshall Format: Swiss then top 4 teams best of 3 semi-finals
Hello Commanders, Quick reminder for anyone who missed the Planetary Annihilation Inc news.
Season ends at 2020-07-24 00:00 UTC.
Hello Commanders,
Your eyes do not deceive you, this creature of majesty above is both half-Commander and half-unicorn. Touch its horn if you will, but the only wish it grants is the pillaging of the galaxys resources to ensure the demise of your enemies. Friendship is temporary, but a well-placed ubercannon blast is forever.
The Unicorn Commander is available to all players during the Steam Summer Sale, after which it can be purchased through the Armory. It also comes with its own strategic icon so that everyone else knows that youre better than them, both as a player and a person.
Lobbies now have the option to shuffle player starting locations. No longer can you know who is where without any scouting in FFA and team games. Live the mystery.
The AI has had an easy difficulty added to skirmish and normal in Galactic War as part of some more extensive changes. We hear your eyebrow lift (just one, youre classy like that) at the addition of an easier difficulty, but once improvements land and its kicking your hiney, youll be sorry you got all sniffy about an easy difficulty.
Translations have been updated and expanded to include community mods like Legion Expansion and Queller AI.
Previous update: https://planetaryannihilation.com/news/stay-safe-update-114344-114438-114445-114475/
Hello Commanders, Did you want to know what Planetary Annihilation Inc is doing to help you stay safe during COVID-19? No? Didnt think so. Instead weve spent the time adjusting the dials, tweaking the numbers and fiddling the stats, all to create the new perfect balance. Were making adjustments to make it easier to create your initial base, make tanks more viable as an early game option, and also make it easier to get into the orbital layer. For the map makers among you, we fixed metal on the equator, allowed you to quickly create backups as you work, and height adjustments are now possible for terrain. Youll need to dive into the pas files with your preferred text editor to make the changes, no fancy UI just yet, but it will allow you even more control over your creations. In return, dont create systems with planets as far apart from one another as possible and orbital travel times so long they verge on the realistic. No one likes those systems. Please stop. New support section on website (work in progress): https://planetaryannihilation.com/support/
Were almost mid-way through Planetary Annihilation: TITANS 1v1 ranked season 7. Over the past seasons many players have proven themselves to be among the best commanders out there, capable of adapting to the ever changing pool of maps. An even smaller number of commanders can lay claim to the title of Uber #1, the highest symbol of skill in the game. Holding this rank at the end of a season also comes with the reward of the prestigious Beast Commander.
Of those few who hold this title to their name, two have consistently shown they can stand out from even the highest echelons of commanders with the sheer size of their egos. Now its time to put them head-to-head to determine once and for all who really has the biggest pair of tusks!
Season ends at 2020-07-24 00:00 UTC.
Three maps carried over from season 6:
https://planetaryannihilation.com/news/ablegamers-2020/
Welcome to the most shamelessly pay-to-win tournament in your gaming calendar!
The Planetary Annihilation community proudly returns to host our sixth annual AbleGamers tournament in support of our favorite AbleGamers charity.
Sixteen veterans of this uniquely cataclysmic real-time strategy game will skirmish in a series of chaotic free-for-all battles. They will need to use all the wit, skill and diplomacy they have available to them as they try to claw victory from this frantic scrum. However, there is a twist:
Hello Commanders,
As we prepared our costumes for Halloween, it struck us: what better fit for a time of ghouls and goblins than an eternal war across a cold, infinite, uncaring void with robots? Why had we not seen this before?!
Instantly we sprang into action devising something that would fit into the deep, rich lore of Planetary Annihilation that we know you love. You might say we took a Commander body and stuck a pumpkin on it, but were sure youll look deeper than that and see a Commander that returned home and decided it must take on the form of fear itself to defeat crime on its planet.
The aptly named Pumpkin Commander (never let programmers name things) is available to all players over this spooky Halloween period, after which it will need to be purchased through the Armory, or won in an upcoming tournament. Use it to rout your foes and claim their delicious candy for yourself.
May you ride the sugar high wisely.
Hello Commanders,
BRRRRRRRRRRRRRRTTTTTT!
Thats the sound of the Horsefly exploding its way into Planetary Annihilation: TITANS, the newest addition to your arsenal.
Found in the Advanced Air Factory and armed with rapid-fire cannons, it strafes targets to remove all the pesky AA (and fabbers) from the vicinity, while tanking return fire with its heavy armour. Conduct your bombing campaigns in peace once more. It will attack the land, it will attack the sea, and in a pinch it can even attack air.
For those of you running on Linux we have some good news: Planetary Annihilation will now work with Mesa when run within a Steam Proton environment. We continue to work with Coherent Labs on the native Linux issues.
We also have prizes to give out. The mid-season arrived, and with it the tightest contest for first yet. When the fires died down it was KillerKiwi who stood victorious among the wreckage. Congratulations to them, US$500 is on its way. Weve also listed below the individuals from each league claiming the US$100 activity prizes, if youre on that list and havent been contacted please raise a ticket with support. As ever, there will be further prizes issued at the end of the season (2019-10-25 00:00 UTC), so keep on fighting!
Some further adjustments to the air game have proven necessary, with Kestrel gunship damage slightly reduced. Flak has been adjusted to place greater emphasis on its splash, making it more of an anti-horde unit, while reducing its single target damage. The Storm mobile flak has also been given the ability to tilt its gun forwards and backwards to fire off a shot earlier against attacking bombers and to help it land shots in the middle of Kestrel gunship hordes, but it remains vulnerable when approached from the flank. The Angel advanced air support platform and Mend advanced combat fabricator can now auto reclaim the wreckage of your enemies or fallen comrades.
Finally, weve been improving various technical bits and bobs to continue enhancing performance, especially with loading of the UI and mods. SVG fonts are dead too. Whats an SVG font you ask? Look, it says SVG font in the technical notes, thats all I know. Lets mourn their passing together.
Test: {
ai_path: '/pa/ai2/',
display_name: '!LOC:Test,
Hello Commanders,
War never changes. At least that's what they say, yet today we celebrate one year since Planetary Annihilation Inc took over development of this mighty game, and what an exciting year of change it has been.
Modernisation of the underlying tech foundation was a big goal for us when we started. We have modernised the entire development toolchain, helping to reduce defects and improve performance. We have also upgraded the Coherent UI framework and eliminated numerous crashes. At this point if your client is crashing you probably need to update your graphics drivers. We are aware of the Linux Mesa issues so please hang tight, were working on it!
A huge amount of effort has been put into the server, given that it is responsible for most of the heavy lifting. We have spent a lot of time improving performance, both through changes to the AI and the mechanisms that underpin the simulation. That includes more multi-threading, more optimisation and of course less crashes. You can now get buttery smooth performance on systems and setups that would have been unthinkable a year ago.
Aiding this has been the migration to PAnet, our modern backend infrastructure. Better servers mean bigger and better games and a happier community.
Single player is still incredibly popular among our community so AI updates have remained a big focus. We keep making it smarter and deadlier, so if you are struggling to win more than before, it's not you its us.
Multiplayer is not forgotten either and the ranked queue is feeling more active than ever before, with seasons ensuring everyone gets their chance to shine with map rotation and balance changes keeping it fresh. Add to that a prize pool of US$4,500 per season to keep it competitive.
Of course, while it is pleasant to feast on cake and grow fat we cant just rest on our laurels, there is a lot of work we still want to do and a gift we want to give.
The Strkyer wasnt quite finished baking in time for the celebration, but well drop it off next time we swing by.
The time of the Navalpocalypse is upon us, with ships now enjoying FTL (Faster Than Land) propulsion. The person who came up with this term is very pleased with themselves, dont let it catch on or theyll become insufferable. No longer will your naval games feel like an eternal slog, instead they will be more of an elegant duel with massive guns. There has also been a significant adjustment to the Typhoon to improve its viability and enable Squall swarms to blot out the sun, as the prophecy foretold.
Finally, we have made more improvements to the AIs performance so that it will wait patiently and put its hand up, ensuring it is less demanding of your CPUs time. This may be the most significant performance improvement we have made so far in our AI.
It has been a great year and we look forward to an even better one to follow.
Recap:
Hello Commanders,
The sun sets on season 3 and the close fought contest for Uber #1. Only in the closing hours did a clear victor emerge. Allow us to offer our congratulations to AndreasG who took the title this time around. He walks away with US$1,000.
The winners of the prizes of US$100 for the three most active players in each league have also been determined and can be found below. If youre on the list, you should be contacted shortly to arrange payment of your prize.
Now, let us enter season four without hesitation. The format remains the same, with prizes for Uber #1 and most active players awarded at both the mid-season and end of the season. All ladder ratings have been reset to create a level playing field, so fight well and fight often!
We have got 16 maps in the pool this time around, with 8 returning classics and 8 which are completely new. All of these maps will only be available in ranked for the duration of the season. A list of the maps can be found below.
We would like to draw your attention to Shackle. This is our first multi-planet ranked map. Both players start on a planet together, but both an Annihilaser metal world and a smashable planet await you among the stars. Think of this as us experimenting with the possibilities of 1v1, as well as just injecting a little additional variety into the pool.
There are also two naval maps this time. Yes, two. Some will cheer, some will cry, but were committed making the naval experience the equal of land, so watch this space. Backbone returns from season 3, and were adding Diahyrdi with two spawns for you to choose from.
As per previous seasons, well monitor the maps to see what works and what doesnt, and any necessary changes will be made at the mid-season point. Keep that (constructive) feedback rolling in, but more importantly, go blow up a planet we mean have fun. Though blowing up a planet sounds pretty fun, right?
Hello Commanders,
The mid-season has passed but is not forgotten. Youll find all the prize winners below, with a couple of extra players securing activity awards due to cosmic rays interfering with our computations. All winners will be contacted shortly.
One of the eternal struggles is the balance between basic (T1) and advanced (T2) units. It has become clear recently that this is still weighed too heavily in favour of T2, primarily because of the explosive nature of T2 MEXs. To combat that weve made T2 MEXs more expensive and reduced their income. Let the Ant hordes terrorise the battlefield!
Grenadiers also got a range increase to help against the number of turrets the modern Commander finds on the battlefield.
The AI got smarter. Again. Now when its giant force is reduced to one Dox while en route to a target, it will give thought to whether thats really enough to eliminate your entire base and win the game. Then when it retreats the Dox it will use a safe path rather than the most direct one. Its also looking for more opportunities to combine its forces into ultra mega death platoons. A real thing, let us assure you; check the lore.
The mod Cover the Line had become must have for many players, allowing them to easily split up units to dodge AoE and put troops into optimal formations for maximising firepower. It was also responsible for a lot of crashes. Now, let it not be said that we are not merciful, so rather than executing an immediate SXX strike upon this mod and all those who use it, we have instead added custom line formations to the game. Select some troops and get to right-click dragging that mouse to unleash the power of custom line formations.
Basic Discord support has also been implemented for ranked. Amaze your friends, not only with your skills, but also the amount of time your profile shows you as playing ranked mode. Theyll be left wondering why you havent hit Uber yet.
This, and more, can be found in the patch notes below. Feast your eyes.
Until next time.
Hello Commanders,
We all know machines are superior to organics, yet theyre only as good as the hardware underpinning them. You know this, we know this, which is why upgrading the games server infrastructure has been such an important goal for us. The road has been long, the struggle real, but were finally approaching the date of (drum roll please)... MIGRATION. Oooooo, literal chills. Uh, I mean, bleep bloop, fellow machine.
PAnet (Planetary Annihilation Network) is our replacement for UberNet and provides all the backend infrastructure for managing game servers and player accounts. It has faster servers for better sim speed, more regions for lower latency, and higher capacity servers.
TITANS 1v1 ranked season 2 came to a close at the end of April. It was hard fought for a while with Uber #1 changing hands multiple times. But as the dust settled a clear victor emerged in NikolaMX, a good 100 points clear of the nearest competition. Should the Progenitors return we know who they will want as their leader.
With season 2 over we surprised everyone with a transition to a season that was one digit higher. Four maps from season 2 have returned, along with 12 entirely new maps, courtesy of WPMarshall. The lessons of season 2 have been applied and we think youll find these maps a big upgrade. Ranks were wiped clean and its anyone game to win once more.
AI performance has been improved and its impact on the server decreased. In addition, we have again put a big focus on eliminating known sources of client and server crashes
Let the great migration begin!
Hello Commanders,
With the successful launch of TITANS 1v1 ranked season 2 with new leaderboards its back to toiling away in the update mines.
In the background, work continues on our tech upgrade and the prerequisites necessary to transition to the new PAnet infrastructure. While these 2019 long-term goals remain long-term, we still want to deliver some additional improvements to the game that is currently in your hands and ensure support for the widest playerbase possible.
You should try out our modern build branch, which will eventually replace the legacy branch, if youd like to enjoy some performance and stability enhancements right now including an update to Coherent UI, the framework for our moddable user interface.
See our Happy New Year update for a reminder of the modern build details.
!LOCID:locId:locText
locText
Air & ( Transport | Bomber | Gunship | Titan)
Mobile & Air
Air & ( Transport | Bomber | Gunship | Titan)
Mobile & Air
AirDefense | ( Land & Mobile ) | ( Naval & Mobile )
Air
Fabber | EnergyStorage | MetalProduction
Land & Naval
Air & ( Transport | Bomber | Gunship | Titan )
Mobile & Air
--enable-full-memory-minidump
Windows only to be used when requested by support
Hello Commanders,
We recently launched season 2 of the TITANS 1v1 ranked ladder along with prizes for Uber #1 and the most active player in each league.
Our ladder uses a tried and tested ranking algorithm, with numerous best practices for implementation. To oversimplify, all players have two scores: stable and volatile. The former is a rating which the system has a high confidence in and should be used for ranking, avoiding placing a player too highly based on a few good games. The latter is a lower confidence rating, but looks at the potential of the player.
Volatile and stable are used for matchmaking to find opponents of the right difficulty. Think of stable as reflecting how good we know you are, while volatile is how good you might be. Over time these two ratings will converge.
During work to migrate to PAnet we have been examining the code underpinning the ladder and identified an issue. Rather than using the stable rating for ranks the ladder had been implemented using the volatile rating, leading to wild swings in position and players being placed in high level leagues far too easily. This runs counter to the goal of the ranking system: rewarding consistency of play over time.
A fix for this has been deployed and players have had their position on the ladder updated accordingly. All games played this season remain valid, none of your results have been lost or invalidated as a result of this change. The only change is to leaderboard ranks. This does not impact the result of season 1, we reviewed the data and [TNC] [Nik] NikolaMX was the clear winner.
Players with few games in ranked will likely find they have dropped to a lower rank, or even league. The key to your rank now is consistency over a large number of games. You will no longer be able to obtain Uber status with only a few games.
We debated leaving the ranking system unchanged for season 2, but decided as it was still very early in the season it was best for the health and integrity of the ladder that an immediate fix be deployed. This will lead to a better experience for everyone, avoiding the issue of players with a small number of games camping high ranking positions, allowing players who continue to play to see an improvement over time.
You will see a significant change in the number of players within each league at first. These numbers should change over time as players play more games. Thresholds for each league have not changed and we will be reviewing the season 2 data for possible adjustments in season 3.
Accompanying this change are three much requested features. Everyones stable score is now visible on the leaderboard, along with the number of games played, and you can view the top 500 of every league instead of just the top 10 both in-game and on the web at: https://palobby.com/leaderboards/
Finally, players new to the ladder must complete 10 games before being assigned a rank. This allows the system to ensure a more accurate rating before adding people to a league.
Bulkhead has also been updated with a fix for missing metal spots that were identified.
Hello Commanders,
Season one of 1v1 ranked has ended, so let us give our congratulations to [TNC] [Nik] NikolaMX, a player so humble he put his own name in a clan tag.
Fighting off many worthy opponents he has dominated the Uber league, holding the #1 position for most of the season. An Invictus statue will be on its way to our deserving season 1 winner.
Happy New Year Commanders,
Our faster modern toolchain server build with multi-threading is now live on official servers! This should mean the servers perform better than ever before, especially on multi-planet systems.
The modern client with local server remain opt-in via the modern BETA in Steam and the PA launcher. If you are playing single player with a local server or hosting LAN games we encourage you try the the modern client.
To help new players pick up the game faster, the Planetary Annihilation guides section is now a one-stop shop for everything you wanted to know about Planetary Annihilation but didnt know to ask.
We have expanded the TITANS 1v1 ranked map pool with four community maps from WPMarshall and GrandHomie (for a total of 15 maps):
Seasons Greetings Commanders,
Hello Commanders,
The official TITANS 1v1 ranked ladder was reset on 2018-11-02 at 06:00 UTC starting a new season that ends on 2019-01-24.
The player holding the Uber #1 position at the end of this season will be shipped an Invictus Commander statue, a beautiful item that everyone should want in their trophy cabinet.
There will be new 1v1 ranked maps later this month with at least one new map every month.
The most overtly pay-to-win tournament in Planetary Annihilations history is back for its fifth incarnation!
https://www.youtube.com/watch?v=aZ19dFfdiyQ
We return once more to bring you the biggest, most unpredictable and most expensive event in our community calendar. With the support of the Planetary Annihilation community, we hope once again to be able to treat you to a showcase of this uniquely cataclysmic Real-Time-Strategy game.
Sixteen players will battle in a series of free-for-all games for a chance to be crowned King of Chaos. The players will need to use all the wit, skill and diplomacy they have available to them as they try to claw victory from this frantic scrum. However, there is a twist:
Greetings Commanders, It took us a little longer than we expected to prepare this build in light of some server issues last weekend, which are now resolved. This is our first new build on the legacy toolchain and will be the first of many once we stablise our modern toolchain builds. Our focus is on speed and stability as we work to ensure were in the best place possible ahead of upgrading the technologies which underpin the game. Weve implemented numerous server sim performance improvements, while also resolving a number of the most common causes of server-side crashes. You should still make sure your graphics drivers are up-to-date as out of date drivers are still the most common cause of client issues. Seriously. Go do it now! Over time weve seen the competitive meta settle, revealing some very visible imbalances. No one likes those. Weve introduced some small changes to fix things. Balance is as much an art as it is a science, so well continue to monitor and adjust as necessary. The AI has also seen some love, upgraded to be more ruthless than ever. Its in it to win it, with an upgraded neural net, along with additional behavioural improvements. Finally, rumour has it some kind of ladder reset is fast approaching...
Hello Commanders, Today marks the six year anniversary of the Planetary Annihilation Kickstarter, where 44,162 backers helped breathe life into the concept of a next-generation RTS, where thousands of units would clash across multiple worlds, unleashing interplanetary destruction. It's been a long road and we’d like to say a big thank you to everyone who backed, supported or just played Planetary Annihilation over the past six years; we couldn’t have done it without you! The incredibly sexy technical work continues behind the scenes. After the next major update we will be focusing on 64-bit operating systems as we continue to modernise Planetary Annihilation. If you're part of the 2% still on 32-bit Windows now would be a good time to upgrade so you can fully reap the benefits of the changes we’re making. Similar to Valve, Blizzard, Nvidia and many other game developers, this modernisation necessitates saying goodbye to some unsupported, end-of-life operating systems like Windows Vista, and older macOS / Linux releases. We'll confirm the details prior to our modern build going live and plan to make unsupported older builds which will continue to work in offline mode available to anyone who cannot upgrade. We have also performed a much needed refresh of our community rules and guidelines, after all we don’t want our little pocket of humanity to fall into discord and be overthrown by the Machine Liberation Army. There’s even a tl;dr version, because we know you want to be playing PA not reading rules. These apply to all aspects of PA: lobby names, in-game chat, official forums and the official Planetary Annihilation Discord server which is now live. Please feel free to use the official Planetary Annihilation Discord server to coordinate games, discuss strategies, seek out help with modding, and anything else PA related. We also hear there’s more to life than PA, and while we’re not sure we believe that, we have created an off-topic channel just in case. See you in Discord - https://discord.gg/qPbcxzR The PA Team https://planetaryannihilation.com/
Hello Commanders, We hope you enjoyed the multithreading technical update from Sorian. The work on modernising Planetary Annihilation continues and we will bring you more of that sweet technical goodness in future posts. The transition to Planetary Annihilation Inc is almost complete and we have moved the website, forums and support. New URLs are as follows:
Hello Commanders, @sorian is back working on server simulation performance with multithreading this month and we have a technical update to share on his work for the next update. Two years ago I was given the opportunity to continue work on my baby, Planetary Annihilation, for the 99337 Performance Update. My primary focus was attempting to improve performance by multithreading parts of the simulation. My initial focus was on areas of the simulation where I thought it would be easiest to do things in parallel. The most natural separation was based around planets. Since navigation and physics are typically the worst performance offenders, separating updates by planet seemed like a good plan. Their updates tend to only act on a single entity. Initial testing blew up spectacularly, as I expected it would. Fortunately, there were not many areas of contention between threads and a performance win was born. So, now that I am back, you may be wondering what I am working on now. I’ll be continuing right where I left off! This time I am digging further into the sim to see where I can split large groups of tasks over threads to speed things up. Early this week I was focused on the physics update. I figured, since we should only be looking at two unique physics objects at the same time, it should be possible to thread this. Well, I was right and wrong. There were the usual small issues to fix, but threading the physics update revealed a larger issue. The physics system utilizes an HGrid (described as a loose octree) to find potential entity overlaps using a function called buildPairs. It turns out that there is no guarantee that the vector of pairs that we get back does not contain duplicates. Under normal operation this isn’t a huge issue, as this is a single call that immediately returns and it was just being done thousands of times more than it needed to be. However, when you throw threading into the mix it gets ugly. Fixable, but ugly. I have also started work on restructuring the sim tick a bit to allow the navigation and physics updates to happen alongside other updates. Right now I have it running alongside the economy update, but the economy update is only a small part of the overall update, so not much of a win there yet. I am hoping to split some of the plan steps (our sim has plan, execute, and record steps for entities) out into a group that can also run at the same time as the navigation/physics update. For the navigation system, I have been mainly focusing on the epic number of allocations the navigation system does during voxel integration. I have a new system in place that saves off vectors of cost cells (the objects the integrator makes tens of thousands during voxel integration) for reuse. The integrator is also doing a better job of allocating in blocks instead of individually. On the multithreading front, the navigation system has proven to be quite difficult. There are so many little acceleration features and so much lazy loading that is simply prevents multithreading without a significant amount of work. So, what’s next? There is still more work to be done with navigation, there is still the sim tick stuff to be investigated, and some AI updates as well (of course), starting with a much needed performance pass. And that doesn’t even get into other fun stuff like modern toolchain and Coherent GT updates. Mike “Sorian” Robbins https://forums.uberent.com/threads/multithreading-the-future-of-pa-and-titans.73101/
Hello Commanders, We have some very exciting news to share. We are proud to announce the creation of Planetary Annihilation Inc, a new company with a team comprised of original PA developers and long-time community contributors. Our sole focus will be Planetary Annihilation and making PA into the best game that it can be, one ready to take full advantage of the many changes in technology since development started back in 2012. None of this would have been possible without our dedicated community and so we will be opening up our communication to let you know what we are working on and experimenting with. No more radio silence! We'll be launching an official Discord server next month. This will be a place for you to connect with other players, ask for help, share your awesome strategies and where we can engage with you to keep you informed on all the cool stuff going on. As a thank you to everyone who purchased the original Planetary Annihilation we are permanently increasing the TITANS upgrade discount to 90% off! TITANS is a standalone expansion that adds new features and units, including experimental Titans, that will completely change your classic Planetary Annihilation experience. This is just the beginning of the journey we’re embarking on. As we ramp up Planetary Annihilation Inc there will be more announcements about the shakeup of the 1v1 ladder and some big changes we are implementing to improve performance on newer hardware. There are a lot of changes coming, so make sure you don’t miss anything by following us on Twitter @PA_the_game. We hope you’ll join us on this journey, and remember: mine the gas giant, claim the asteroids, and never, under any circumstances, let them own the metal planet. The PA Team
We wanted to share some of the things we’ve been working on and that are currently in the pipeline:
Summertime is almost here and what better way to celebrate summer than with huge Planetary Annihilation battles? Uber Entertainment is happy to announce the return of the Community Dedicated Server. This will allow PA and Titans players to participate in games with up to 32 players. We wanted to let everyone know it's now online!
We're happy to announce that we now included official translations in Traditional and Simplified Chinese. Enjoy!
Balance changes: Leveler
A host of new custom commanders, free for everyone!
With the continued support of some of our most dedicated community members, we've just released a large patch that improves performance across many areas of the game. Summary of Changes
After much work with some of our most prominent community members and modders, we're proud to announce our Community Update!
AI Changes: AI will do a better job of keeping the Commander safe. **Improved the AI's use of Tesla Bots. Bugfix/polish: Bolos are now named Ants. Fix for an error that occurs when reconnecting to a game more than once. Adding new custom commanders: Raptor Enderstryke71, Raptor Nefelpitou Fix for audio dropping out in long/big games You can no longer assist non-friendly units. Added keybindings for the 'ammo' build group. Added the structure tag to land mines. Removed the 'basic' type from land mine, so that normal fabbers cannot build it. Also added the naval type, since mines can be build on water. Fix starting planets not being indicated in the details pane of the server browser. Improvements to the local server warnings: 1) If you have set the local server setting to OFF, you will no longer see a message warning that your computer does not meet the requirements. It will still warn you that you have to either sign in or change your settings. 2) The local server option in the server browser will be disabled if you have set the local server setting to OFF. Certain UI elements in the system editor would appear briefly while the JS was loading. They no longer appear before the scene is ready. Prevent player kill notifications from popping up at the start of a replay. We now wait to check if the current build version is out of date until after the user has signed in. Inform Windows that we are "DPI-aware" to fix Windows 10 changing the resolution of the game while in full screen mode
Our ranked match making servers are back! Thank you for your patience as we worked on this issue. <3
We've updated the game to fix the infinite loading bug. Thank you for your patience. <3
We've recently updated the game. Here are the build notes for the changes. AI changes: AI perf improvement to build location updates. Reduce how often the AI updates planet army data while not training neural networks. Added some new inputs to the AI neural networks. -These new inputs represent a more strategic view of the game. This helps the AI take planet wide information into account when deciding where to attack and when to run away. More work on rally point placement. Altered the way the AI chooses rally points. Improved AI threat responses. AI will utilize boom bot platoons a bit better. Bugfix/polish: Added starting planet indicators to the system indicator in the new game, server browser, and load system scenes. Fix for case were the connect to game screen would hang indefinately due to getting a PollWaitTimeMS response. The screen will now only try a fixed number of times, then give up. Bug fix for case where client crashed while in a lobby. The server lobby now correctly handles the case where clients disconnect without sending a leave message. The AI landing zone policy widget will now appear when using a multiplanet system that was not created using the advanced system editor. Steam users can now choose to use a display name that is different than the default Steam display name. Reformat keybinds in action bar, display them within tooltips for idle fab/factories, ping, pip. Also added ability to access game stats from game menu. Fix for issue where players could not join a lobby where the creator was spectating and all other slots were empty. AI perf fix for when the AI has a number of fabbers that cannot find anything to build or assist with. Visual tweaks to the ai landing preferences control. Units will no longer move extremely slowly when in from of a group that has reached its goal. Fix for segHitPathablePos improperly returning a voxel when the check failed. -This is to fix a specific case in factory build task where the rolloff position would be unitialized, causing units to roll off at odd angles and move on invalid terrain and get stuck. Quick pass on armory tab that upsells titans. Now shows the following: - price - video trailer - description (pulled from steam) - min reqs (isn't set to display relevant platform yet. added work needed.)
We've recently updated the game to Build 87296. Here are the patch notes for this build. AI Changes Update to the neural network for Classic mode. Toned down the AI's nuke happy nature. The AI should always be expanding its economy. The AI now has a shutdown path to clean stuff up better. AI will now create and destroy planet managers as needed. Adjusted AI commander behavior a bit to keep it from doing nothing. Improved the way the AI updates planet manager statuses. Improved the way the AI calculates its main economy planet. Improved the perf overhead of updating AI base deploy data. Added some new cheap build conditions to test for platoon build items before we do the more costly canFindPlaceToAttack. AI perf improvements to finding a place to attack. AI should be less flippy floppy about what fabbers are assisting. Improved AI Land and Orbital interplanetary assistance calculations. Improved the way the AI chooses where to expand. AI will build a bit more defenses. AI should no longer attempt to build Halleys or Catalysts if an ally already has one or more of them on the planet. AI will now use the average max range for keeping targets at range. -This will help the AI keep as much DPS as possible in range of the target. Fix for the AI getting stuck not sending out attacks due to the AI's factory rally point being inside wreckage. The AI will now disband units into the general squad. Improved AI stuck detection for air based platoons. More work on fixing issues preventing the AI from sending attacks. Minor fixes to AI threat response. Fix for issue in the AI where the recon gone state was not being handled. Bugfix/polish Add an #id to the Uberbar options button. Revamp panel ordering to ensure consistent ordering even with child panels -New order, starting from the top-most panel: --Main --Video Player --Uberbar --Game Don't accept input for the game panel until splash is dismissed. AI influence map perf improvements. Removed some variables that were no longer needed. Fix for AI not clearing build items when a factory dies. Fix for AI crash in land teleport to planet task. Orbital work: - Units that are sent as a single order arrive spread out - If a user made a mod that issued unique move orders across an entire planet it'd work fine and there'd be nothing we could do to stop it - Distribution isn't even because createCelestialMoveTask is called before all units are added to the order. But it's good enough for now. - orbital_arrival_radius and orbital_arrival_unit_radius are defined in nav.json. They can be tweaked to fudge things around. Fix for loading classic saved games. -The saved games browser will now show saved games for both classic and titans, regardless of current mode. -If you attempt to load a game that doesn't match your current mode, you will be prompted to switch to that mode. -The main menu 'load latest save button' will not show a save if you would have to switch modes to load it. Fix for resource leak related to trees and rocks. Fix for AI commander getting stuck if it was in danger as it teleported. Fixes for orbital unit damage upgrades in galactic war. Fix certain characters in your user name causing games to not start. Fix for PA owners getting error about "commander_step.pfx" failing to load. Fix for AI crash if the AI receives a killed unit message for a unit assigned to a planet manager that has been destroyed. Fix the "Architect" achievement requiring the orbital radar unit. Fixed a bug where time spent as a spectator was not counting towards the relevant Steam achievements. Fix for the bug on Linux that caused certain menus to become unclickable. Mesh rendering behavioral change to help track down mesh culling crash. Fix for units not leaving wreckage upon loading a saved game. Fix for the default LOD group not getting set for mesh instances that are added during the frame. Orbital teleports are inactive for a few seconds after entering orbit. Fix for client mesh instance crash caused by units transitioning between planets. Added kickstarter backer name to credits list and their planets names to the planet list. Fix issue where planes that begin a new move order after moving over CSG would do a slow vertical take off rather than move forward. Fix a crash that could occur on save/load due to uninitialized memory Fix some bad perf situations on client. Fix for unnecessary nav overhead on the client. Added a draw call limit to the virtual texture processing. - Helps limit the amount of time spent rendering virtual texture pages. - Also helps reduce the amount of memory allocated to virtual texturing in texture buffers. More nav perf improvements, mainly in sweep waves. Fix for uv scrolling behavior on units. Now materials are only updated when the unit is moving. Fix for AI crash in transport to planet task if a planet gets destroyed during the loading step. Editing landing zones will also lock in the position of metal spots (that way they will not be repositioned after you finish editing the landing zones). Added "anti_entity_targets_units" to weapon specs to speed up anti-entity weapons that do not target units. Refactored auto repair task to speed it up a bit. Shared armies will no longer self destruct after 10 minutes if one of the players disconnects. The army will only self destruct if all the players in the shared army disconnect. Added landing zone options to the AI in the lobby. -If a system allows multi-planet spawns, you can force the AI to spawn on the same planet as a player, or on a planet with no players. -If the conditions are impossible, the AI will ignore the restrictions. -The option should only appear if the planet supports multiplanet spawns. Added restrictions to the bounty mode modifier. Values must be within [0.1, 1.0]
We've recently updated the game with a Hotfix and wanted to share the Build Notes with you. Below you'll find build notes for Hotfix 86765 and Build 86422. Hotfix Build 86765 - 08/26/15 Bugfix/polish: Fix for crash when loading a save or resuming a game where an entity spawned and died on the same tick. Galactic War Titan cards will now properly interact with the orbital and air titan, and will not show up in Classic PA Fix for a crash in closestPointPlane Fix for a crash caused by units trying to initialize a celestial move task after their planet has been blown up but before the unit has been destroyed. When launching PA Classic on Steam when you own TITANS, the Quit & Install / Quit & Launch buttons on the popup now initiate the install or launch for you. Fix for AI crash on shutdown in the interplanetary request system Fix for a crash in BuildTask Fix for a crash when loading a save with a unit with a celestial body and no order. Fix for a crash when SimWeapon is verifying index in one place and not in another Make main.css rules a little more specific Fix some cursors on certain Linux drivers Updated Classic land neural net data. Sim units no longer kill the server if spawned with an invalid spec id. Shut down empty load_save servers. Set +x bit on published Linux files that need it. Fixes the Linux download not working out of the box Fix default parameters to panel.move. Fix for boolean inversion in the build task when creating the unit. Added a 'no-gpu' option to the panel api. This allows us to reduce the number of processes and interacting with the gpu. Enabling software-ui has been know to solve certain ui crashes, and this offers a more balanced solution. Build update 86422 - Launched 08/18/15 GW New difficulty ramping system -Ramps all AIs, including bosses -Difficulty is added based on distance from starting planet -Has a modifier for galaxy size Rebalanced econ modifiers for difficulty levels Reduce AI on easiest difficulty Made absurd slightly stronger AI Changes Improved AIs start a bit AI Should respond better to naval threats AI platoons will not completely lose their task when they encounter enemy forces. Orbital laser attack task now supports escort squads. AI now designates a larger area for rally points. AI will handle its commander better. If the AI commander is the only fabber on the planet, it will build things, even while heavily damaged. Allied AIs will be notified when a nuke is intercepted. AI will no longer build satellites on gas giants. AI will see unit cannons as more of a threat. AI will see anti-nukes on another planet as a higher priority target if it has nukes anywhere in the system. Updated land based neural networks for both Vanilla and Titans. Fix for AI seeming to ignore pelters as a threat. AI will try to protect the commander with umbrellas. Fix for code error in strategic manager. Get the AI commander to focus on building factories more. AI can now send orbital units between planets. Adjusted AI platoon composition. Fix for AI platoons with small vision and weapon ranges not working quite right. Updated fighter and bomber neural network data for classic. Fix for AI units not microing at all. Fix an issue where the AI would rush unit headlong into a fight for no reason, instead of firing from an appropritate range. Fix for AI platoons getting stuck against walls due to repeatedly (and unnecessarily) issuing move and attack orders. Some more adjustments to AI platoon keep at range and micro distance calculations. Fix for AI land platoons trying to attack things they are not supposed to. System Editor Explicit Planets always need a generator because we can't rely on a default Added option to toggle off water meshes. Default keybinding is ctrl+w. Changed default water depth to 100 (from 50) Balance changes Make subs a bit faster Fix torpedos firing at hover units Grenadier -Weapon Yaw Range decreased to 90 from 120 Modding Added "memory" storage API, which is like session storage, but asynchronous and without size limits. - Added a KO extender to store to memory. - Galactic war now uses memory storage for passing the battle config. Fixed inconsistencies in the WorldView.fixupBuildLocation API. Bugfix/polish: Set full opacity to pause background Tweaked the background for sub menus Added in UI sound effects Fix for login button Fix unit idle effects staying on after unit dies Set vanilla brush spec biome colors Make community tabs scalable, work at min rez Fix for a performance issue when hovering over the planet panel. - The holodeck show/hide was creating and destroying the render target. - That's very, very bad for performance. - Now it only lets go of the render target when it has to. You can now place a build preview over an existing build preview, if the specs are the same. This is most relevant for metal extractors. Fix for community tab list widths showing null message when the leaderboard is empty Nav work: - Expand cmesh walls at buildVoxel time based on move type radius - This is roughly the same thing we do when placing cost stamps for units/structures. But mildly specialized for cmesh walls (which don't place cost stamps). - Place cost near edges of unpathability - This includes not just obvious walls but stuff like shorelines for land units. Hover/Amphibious units correctly receive no cost at shorelines. - For example a "puddle" on land will be and has always been fully pathable by land units. It's just a puddle. You can't built naval on it either because it's not "deepwater". However because of spheres there will be voxels that have water surface and only water surface. This voxel should be ignored by the cost layer. - TLDR: apply cost if ((floodable && !pathable(movetype)) || (!floodable & has_flag(avoid_flags(movetype))" - Fix for some group behavior issues - Large units always get their own groups - Hover and Amph constrain down to Amph. - Minor cleanup - mMergeSubGroups persists across frames. It only resets to nullptr sometimes. If it starts as null in Group::mergeSubeGroups then it's initialized to the first subgroup in the list. If it persists then it's plausibly later in the list. If that group gets merged into another group that's determined to be closer then there will be an empty subgroup while iterating. Because empty groups aren't cleared until after the full iteration **- Add correct cost stamp data to titan units so they lay down blocking cost for small units. Adding turn acceleration to all the boats. Fixes our twitchy boats. Update CSS and icons on uberbar Fix the Twitch TV wrapper covering up the close button Fix for Twoboots commander Fix for crash related to blips Don't expect a secondary color for blips in the world hover Keep single laser tower name on one line Fix for launching a GW game using a save from the time when commanders were in the old schema. - There is still some data out there using objects, which results in [Object object].ai on the server. Overriding build previews with other build previews is now only allowed when combined with a feature requirement. Added logic which excludes certain defaults systems when selecting a random start system. Make blips appear properly in the world hover Unit launcher effects Layout update for mini-leaderboard tab Adjusted the formations that units go into while navigating to a position Unify command bar, special icon atlas, and cursors. -They now all live in ui/main/shared/img/icons. Several game_over bug fixes. Remove Armory refresh button Adjusting the placement size of a whole bunch of structures in further efforts to reduce the amount of units getting stuck in bases. Matchmaking: swap original PA background to use titan default To view the full list of bug fixes and polish, please visit our site here: http://www.uberent.com/pa-classic/news/
TITANS is a stand alone expansion for Planetary Annihilation. It includes new units, including 5 new TITAN class units, new maps with new CSG to play with in the editor, a new gameplay mode called "Bounty Mode", a playable tutorial for new players, as well as new balance for Multiplayer, Skirmish, and Galactic War! Planetary Annihilation has changed, and grown a lot from our original pitch over the last 11 months, and honestly, we have you to thank for helping guide us into making the game what it is today! To say our thanks, players who owned PA before August 18, 2015, will be able to purchase TITANS at 66% off in the Steam Store! But don't worry! We will continue to update Planetary Annihilation with bug fixes and performance improvements with each new update. We are proud to bring you the next chapter in the PA universe, Planetary Annihilation: TITANS and we hope you enjoy it!
We've been working on these for quite a while and are happy to announce that Asteroids are now available to add to your systems in PA! They have been added in a few of the existing systems (including ranked), so keep your eyes open for the telltale Asteroid belts and enjoy a new way to annihilate planets! This update also includes a ton of bugfixes, polish items, and AI tweaks for you to play against, as well as new feedback added to make placing buildings much easier! Take a look at the full notes below, and we hope you all enjoy the new additions to the game! http://www.uberent.com/pa/2015/07/31/the-asteroid-update-release-build-85138/
We've been taking notes on the feedback we've been receiving on the forums both here and on the official Uber forums and have done a massive redesign to the Galactic War! A few of the included in the changes: - 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. - 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 We've also done a huge pass on pathfinding to fix the majority of reported cases of units getting stuck on buildings, as well as AI improvements and a bunch of bug fixes and polish items. We are glad to finally be able to offer the improvements so many have been asking for, and hope you enjoy the rework on the single player portion of PA! Head on over to the forums to see the full list of changes and bugfixes! http://steamcommunity.com/app/233250/discussions/0/598198173696001583/
Currently working on fix for lost connection to server issue. Will update ASAP In the latest update, we've added the ability to resume anywhere in PA. This means you can rewind any game you are playing or from a save game and play from that point! Lost against the AI? No problem, just rewind back and try a different strategy! How to use it: -Load or start a game -Open Chronocam -Rewind back to where you want to go. You have to rewind at least 2 seconds -Select the Play From Here (Beta) button and Yes when asked “Rewind history and restart battle?” -Wait for simulation to load *note* Older replays (before this update) will not support resume anywhere and the button will not appear Full update notes on the AI improvements, UI changes, Balance changes, and bug fixes can be found in game either on the main menu or in the patcher, or by going by the Steam PA forums! http://steamcommunity.com/app/233250/discussions/0/618463106377632125/
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Blow up everything, anywhere; dominate with punishing spacecraft, robots, and other futuristic machines of war. Arm asteroids and send them on planet-destroying collision courses. And take over an entire galaxy in a dynamic single-player mode with procedurally generated content. Dont just win, annihilate!
*Offer ends Friday at 10am Pacific Time
We've got Galactic War Save/Load for offline and online servers now! Also included in this update is a Sandbox option in the Game Lobby to enable server cheats without using a mod. (Please note, this does not work in ranked games.) Bugfix/Polish: - Fix for crash loading a saved game Known Issue: Saved games that experienced this crash prior to the fix will continue to crash. This will fix future saved games from crashing. - Added a text warning to indicate filenames restrictions - Fix for vision after reconnect - Fix for the gas giant size bug in System Designer - Added a sandbox option to enable server cheats without using a mod. (This does not worked in ranked games.) - Enable Galactic War Save/Load for PlayFab servers -- These save files will disappear after ~30 days. -- If you revert the Local Server setting, your save will still work, however you will not see the save file available until you change your Local Server setting again.
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 elementsl, 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! Release Build 79317 Save/Load (first pass) -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. Balance: Orbital Deepspace Radar -Metal Cost increased to 600 from 300 -Orbital Sight Radius increased to 1000 from 500 Air Scout (Firefly) -Sight Range increased to 250 from 200 Radar -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 Wall -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 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 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. 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 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 Battleship (Leviathan) -Ammo Lifetime decreased to 4 from 10 Anti-Nuke -Ammo Lifetime decreased to 5 from Infinite -Velocity increased to 500 from 400 Defense Satellite (Anchor) -Metal Cost increased to 2200 from 1800 -All radar units that require energy to see the surface layer now require energy to see the underwater layer Defense Satellite (Anchor) -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 Vehicle Factory -Area Build Separation increased to 6 from 3 Air 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 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 Grenadier -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 Gunship (Kestrel) -Metal Cost decreased to 600 from 720 Commander -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 -Commander and missile turret weapons now prioritize pelicans over other non-prioritized air units Metal Extractor - Metal Cost increased to 170 from 150 -Phoenix, Barracuda, Kraken and Unit Cannon enabled in Galactic War Polish/Bugfixes: -Added new ranked system Amplus to the matchmaking pool -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 -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 -Adjustments to how AI prioritizes based on planet resources -Fix for rare cases where units would not fire -Fix for a few coherent crashes -Fix for missing vision on reconnect -Beta tag added to Save/Load buttons on the main menu -Fix for build orders not loading (not factory queues, but actual build orders like from Commander or Fabber) -Fix for weird floating units after load -Annihilazer should now load correctly (unless it's mid-fire, you will need to fire it again in that case -Craters now load correctly -Alliances restored during save/load --Loaded games don't end properly when allied victory is true (upcoming) -Credits system added for our writer -Coherent fix for crashes -Fix for crash in AntiWeapon code (should fix that anti-nuke not firing issue) -AI unit cap is now adjustable via the ai_config file -Online (PlayFab) save games are found under Replays (Local saves still found in same spot, this will be better in future pass) -Save games filter added to Replay browser -Units falling behind the group will now pathfind much better -Performance improvements for large army battles and large numbers of units Steam has a character limit on posts, so more patch notes found in game or at the uber site: http://www.uberent.com/pa/2015/03/12/single-player-saveload-first-pass/
Meet Ajax
For those that purchased Planetary Annihilation during the Steam Winter Sale of 2013, you have a new Commander in your Armory! And to all who had purchased the game prior to this sale, you have this commander as well!
If you purchased the game prior to Jan 2, 2014 and do not see Ajax in your Armory, please contact Support at http://support.uberent.com/
Ajax Showroom:
https://www.youtube.com/watch?v=D7dExqfZi3M
Hey all! We’ve been working hard to get a full balance pass in place over January. You’ll notice there have been a huge amount of changes based on feedback we’ve received from our players and replays. We’ve also added in 3 entirely new units to the game, including 2 new submarines and a T2 fighter that can travel between planets!
Take a look below for the full list of changes including the balance, bug fixes, polish, and performance improvements!
*new unit*
Advanced Interplanetary Fighter (Phoenix)
-Can move between planets
-Health set to 300
-Metal Cost set to 720
-System Velocity Multiplier set to 15.0
-Gravwell Velocity Multiplier set to 6.0
-Move Speed set to 80
-Turn Speed set to 270
-Surface/Air/Underwater Vision set to 150
-Damage set to 80
-Range set to 120
-Rate of Fire set to 3
*new unit*
Submarine (Barracuda)
-Health set to 550
-Metal Cost set to 500
-Spawns and moves on the Underwater layer
-Rate of Fire set to 0.6
-Damage set to 250
-Range set to 150
-Vision set to 150
-Acceleration set to 40
-Brake set to 120
-Move Speed set to 12
-Turn Rate set to 60
*new unit*
Stealth Submarine (Kraken)
-Health set to 2100
-Metal Cost set to 1800
-Spawns and moves on the Underwater layer
-Torpedo Rate of Fire set to 0.6
-Torpedo Damage set to 250
-Torpedo Range set to 150
-Missile Rate of Fire set to 5
-Missile Damage set to 200
-Missile Range set to 150
-Vision set to 200
-Acceleration set to 40
-Brake set to 120
-Move Speed set to 12
-Turn Rate set to 60
-Cannot be detected by radar
Destroyer (Orca)
-Removed torpedo weapon
-Rate of Fire increased from 0.5 to 0.6
-Range increased from 180 to 200
Gunboat (Piranha)
-Move Speed increased from 15 to 20
-Acceleration increased from 150 to 200
-Brake increased from 50 to 75
Frigate (Narwhal)
-Added torpedo weapon
-Torpedo Damage set to 250
-Torpedo Rate of Fire set to 0.4
-Torpedo Range set to 150
-Shell Rate of Fire reduced from 1.5 to 1.0
Advanced Torpedo Launcher
-Rate of Fire reduced from 3.0 to 2.5
Torpedo Launcher
-Health increased from 1500 to 2000
-Metal Cost decreased from 400 to 350
-Rate of Fire increased from 0.5 to 0.8
Missile Ship (Stingray)
-Missile model changed from missile_tactical to missile
-Health increased from 1000 to 3000
-Missile Rate of fire increased from .2 to .25
-Missile Range increased from 180 to 225
-Missile Damage increased from 500 to 1000
-May now target orbital units
-Deals 50% damage to AT_Orbital armor types
-Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile
All torpedoes no longer deal AOE damage
All units with surface_or_air vision can now see underwater as well
t1 Energy Plant
-Health decreased from 3000 to 1000
-Metal cost decreased from 450 to 400
t2 Advanced Energy Plant
-Health decreased from 13500 to 5000
T1 Bot Fabber
-Energy Draw decreased from 1000 to 800
T1 Vehicle Fabber
-Energy Draw decreased from 1000 to 800
T1 Naval Fabber
-Energy Draw decreased from 1000 to 800
T1 Air Fabber
-Energy Draw decreased from 1100 to 900
T1 Artillery (Pelter)
-Health increased from 500 to 1000
T2 Artillery (Holkins)
-Health increased from 1500 to 5000
-Rate of Fire increased from 0.05 to 0.07
T2 Tactical Missile Launcher (Catapult)
-May now target orbital units
-Deals 50% damage to AT_Orbital armor types
-Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile
Gunship (Kestrel)
-Health increased from 300 to 350
-Metal Cost decreased from 960 to 720
Tactical Bomber (Hornet)
-Spread Fire set to True
Anchor
-Now has two anti-orbital guns and one anti-terrestrial
-Metal Cost reduced from 3600 to 1800
-Health increased from 2000 to 3000
-Surface/Air/Underwater Vision increased from 0 to 120
-Damage set to 65
-Orbital Rate of Fire set to 3.0
-Orbital Range set to 150
-Terrestrial Rate of Fire set to 2.0
-Terrestrial Range set to 120
Jig
-Explosion radius increased from 150 to 200
-Explosion damage deals 5% damage to AT_Oribtal armor type (AKA blows up structures, but not your fighters)
Orbital Fabricator
-Can no longer reclaim
Orbital Laser (SXX)
-UNITTYPE_Important removed
-Health increased from 1500 to 1600
-Metal cost decreased from 24,000 to 6,000
-Damage decreased from 2500 to 1250
-Full Damage Splash Radius increased from 2 to 3
-Range increased from 15 to 40
-Acceleration increased from 10 to 25
-Brake increased from 10 to 25
-Ammo Capacity reduced from 40,000 to 6,000
-Ammo Demand reduced from 20,000 to 3,000
-Ammo Per Shot reduced from 40,000 to 6,000
Astraeus
-Metal cost decreased from 600 to 400
-System Velocity Multiplier increased from 7.5 to 10.0
-Gravwell Velocity Multiplier increased from 3.0 to 5.0
-Vertical Speed increased from 100 to 200
All Orbital units
-Guard Radius increased from 50 to 100
Assault Bot (Dox)
-Vision Range increased from 100 to 105
-Projectile lifetime decreased from 2.0 to 1.0
Tactical Missile Bot (Bluehawk)
-Range decreased from 180 to 160
-May now target orbital units
-Deals 50% damage to AT_Orbital armor types
-Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile
Combat Fabricator
-Cost decreased from 720 to 250
Advanced Combat Fabricator
-Cost decreased from 6000 to 2500
Pelican
-Now buildable by T1 Air Factory
-Health decreased from 90 to 40
-Metal cost increased from 45 to 100
-Acceleration decreased from 45 to 30
-Break decreased from 45 to 20
-Move speed decreased from 90 to 70
Teleporter
-Metal Cost increased from 400 to 800
Unit Cannon
-Metal Draw decreased from 120 to 60
-Energy Draw decreased from 4050 to 3050
-Will now fire in a 30 meter spread around target
Polish/Bugfix:
- Fix for random landing spot generation not creating valid landing spots
- Holkins art fixed
- Can now do multi-node jumps in Galactic War instead of having to move nodes 1 at a time
- Kickstarter credit updates
- SpiderofMean Commander name change to Xenosentry based on backer request
- Random fixes for non-English languages
- Additional logging added for crash tracking improvements
- Improvements to logging
- Fix for Galactic War cards overlapping and obstructing buttons in some localizations
- Adjusted AI nuke targeting logic
- Adjusted Order Bar sizing
- Added support for Command key on Macs
- Metal spots now added to ocean floor
- Fix for custom metal spots orientation
- Layout fix for multiple chat windows styling
- Fixed 1px shift on chat messages
- Fix for the "Team Games" achievement
- Remedy a very uncommon crash affecting some Mac OS X users running firewall software
- Fix for AI getting stuck sometimes on mixed terrain planets
- AI will now handle water maps better by not building in small lakes
- Sound and audio work
- AI performance improvements
- Moved air transports to bottom of build bar
- Fix for AI land and naval rally point selection
- Update for naval platoons to use the new AI rallypoint work
- AI should be less likely to transfer its commander to a planet under heavy enemy control
- Dox ammo is set to half the lifetime to stop overshooting
- Fix for nav related crash
- Fixed some effects bugs that were causing lag
- Fix for AI overbuilding fabbers
- Fix for torpedoes exploding on hitting water surface
- AI will look at anti-orbital thread when deciding on where to land on a planet
- Art pass on icon sizes for sea units and orbital
- Fixed bug where changing alliances would start multiple countdown timers
- AI will now build factories closer together
- Fix for crash from texture pool accessing non-existent textures in .papa files
- Fix for disconnection errors leading to no game over screen
New Commanders in Armory:
- AceAI
- Enzomatrix
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[ 2113 ]
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