





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Our first stretch goal on Kickstarter has been unlocked - Industrial Annihilation will have an original soundtrack, and those who pledge at the Digital Deluxe Edition or above will receive this brand new music inspired by the Annihilation universe.
We are less than $50,000 away from additional Custom Kickstarter Commander Skins - lets keep the excitement going and unlock more stretch goals, with plenty of big surprises yet to be revealed!
Check out an early glimpse of a factory base and combat in Industrial Annihilation, and be sure to head on over to Kickstarter for more info on how you can support the game and grab exclusive swag! https://kickstarter.com/projects/indannihilation/industrial-annihilation [previewyoutube=UUtqRWIEbms;full][/previewyoutube] If you want more information on what you're seeing or have questions, the best place to go is our Discord: https://discord.gg/indann
The entire dev team at Galactic Annihilation Inc. is excited to announce that weve kicked off a special Kickstarter campaign for our upcoming game, Industrial Annihilation! [previewyoutube=XiU8-8tySpI;full][/previewyoutube] Be sure to check out the Kickstarter page and all of the incredible rewards: https://www.kickstarter.com/projects/indannihilation/133016859 The next major game in the Planetary Annihilation universe, Industrial Annihilation combines the iconic real-time strategy of the beloved Annihilation games with deep factory-building to deliver a blend of genres unlike any youve experienced before. As an independent developer and self-publisher, we are pouring everything that we have into this project, so your support means the world to us. Our community's passion for our game inspired this Kickstarter campaign, giving everyone a chance to support us and score unique perks like exclusive physical swag.
Greetings Commanders!
There is a great shift in the Galactic Struggle for supremacy. The playing field has been leveled; competitive ranks have been reset! Not only that, but the battlegrounds you will fight over have been greatly expanded, there is more variety than ever before in the 1v1 ranked galaxy. Jump in now and start battling for the top ranks!
But wait, there's more! The Planetary Annihilation Consultants team have been hard at work on balance tweaks, bug fixes, UI improvements AND a brand new unit; a T2 Advanced Radar Jammer structure! It looks beautiful on the battlefield. Such a pity your opponents won't be able to see it before it's too late as it masks your devastating attacks!
You can find the full list of patch notes below.
Happy Annihilating!
Special Thanks:
Jamming Station unit, and other unit model fixes:
Anonymous, Billthebluebot, Taiga
Bug Fixing:
Ferretmaster, billthebluebot, Nik, Luther, Dreadnought
UI Improvements:
Ferretmaster
CHANGELOG
General
- NEW UNIT: `Radar Jamming Station` T2 structure, constructed by Advanced Fabricators added to the game.
- Expanded Ranked map pool to include 56 maps (currently 15)
- Increased maximum number of spectators from 3 to 5
- The changes included in the AI Bugfixes and Enhancements have been added to the base game; the mod is no longer installed by default.
UI
- Added 18 new player colors.
- Adjusted some existing colors to improve readability.
- Removed "web browser" button from the main menu
- Added "System Name" field to the lobby browser
Balance
Commander
- Build range increased from 30 to 45
- Commander torpedoes have higher initial velocity (75 -> 100) when fired from land.
- Added `WL_WaterSurface` to the target layers of `base_commander_tool_weapon`
- Commanders main cannon no longer works when submerged
- Main cannon ammo `flight_type` changed from `Ballistic` to `Seeking`
- Main cannon ammo `turn_rate` reduced from 180 to 30,
- Main cannon ammo `lifetime` reduced from 2 to 1.25
- Main cannon `spread_fire` added to all all cosmetic variations and will now work correctly
The commander received several quality of life changes that make it more reliable, especially around bodies of water. It will now be much better at retaking shorelines from T1 naval units, and its primary cannon will not miss as often as it used to. Finally, the extra build range will help decrease the time spent walking around and put it in line with other fabricators
Naval
- Kaiju
- Kaiju can now use teleporters
- Fixed minor model bug
- Stingray
- Added energy consumption at 150 per second
- `energy_efficiency_requirement` added and set to 0.9
- anti drop projectile `max_velocity` increased from 200 to 400
- radar and underwater radar now require energy to operate
Similarly to other mobile units that have radar, Stingrays will now consume power to use it.
- Barnacle
- `auto_reclaim` set to `true`
- `move_speed` increased from 12 to 14
- updated description to note auto reclaim of wreckages
Despite being the only mine-laying and mine-detection naval unit, Barnacles dont see much use. This change aims to make them more in-line with how Mends work as an easy to access source of reclaim
Air
- Angel
- Metal cost reduced from 5000 to 4000
- Fixed wrong tool muzzle and bone assignments
- Fixed minor graphic errors with the unit model
- `UNITTYPE_Offense` tag added
Angels are currently rarely seen on the battlefield despite their unique abilities and exceptional reclaim rate. This change will allow you to produce them a lot earlier in the round to use as a support unit for other T2 Air units.
- Hornet
- `yaw_range` increased from 30 to 120
- `aggressive_distance` increased from 180 to 250
- `attack_range_frac` added and set to 1.05
Hornets walk a thin line between being unusable or overpowered. This update allows them to use their full range and also to shoot back at targets while gliding away, making it a bit easier to avoid some mobile AA. At the same time their low rate of fire and vulnerability to Gill-Es and Hummingbirds should keep them from dominating the skies.
- Bumblebee
- changed `guard_layer` from "WL_AnySurface" to "WL_AnyLayer"
- Wyrm
- Changed `guard_layer` from "WL_AnySurface" to "WL_AnyLayer"
While Bumblebees and Wyrms can attack submarines, they previously didnt do that automatically. That problem is now fixed.
- Kestrel
- Health increased from 250 to 300
The Kestrel is intended to be a raiding unit, however its outclassed by the Horsefly in almost every way. This HP increase will make it easier to build up a critical mass large enough to take out expansions and small raiding parties with some Anti-Air.
Vehicles
- Vanguard
- Added energy consumption at 150 per second
- Removed radar jamming
- updated description to reflect removed jamming
-`energy_efficiency_requirement` added and set to 0.9
With the introduction of the Jamming Structure, jamming has been removed from Vanguards. Vanguard drops were too good at sneaking up on players as jamming would hide escorting air forces from detection. Now they will still be high-reward if they land, but the risk of getting shot down in time will also increase.
- Skitter
- Added a dummy tool that prevents the unit from rushing up close to enemy units when A-Moved
- Added Attack Order to enable A-Move behavior
Quality of life change prevents Skitters from running into enemy units. The skitter does not have an actual weapon.
- Leveler
- Splash damage removed
- Fixed minor model bug with the gun barrels clipping through the box
Levelers that lack sufficient support are supposed to be vulnerable to swarm attacks by units such as Dox and Boombot, the area of effect damage they do reverses that dynamic in the mid and late game and so was removed. This aims to address the dominance of Leveler armies in the late game.
- Stryker
- Updated texture to a higher resolution one
Bots
- Spark
- Added `maintain_priority_target` and set it to `false`
This change removes the bug where if a spark was given a target, it would never forget that target and hold fire forever, even if it received new move orders. Sparks will now only hold fire if the last command they received was a direct attack order.
- Grenadier
- Damage increased from 40 to 60
The Grenadier has been somewhat weak and difficult to justify adding it to an army. As a result, gameplay based around building turrets all over the map has become very common and difficult to deal with. This change will make Grenadiers take out stationary targets much faster and they should feel more threatening against slower units like T2 vehicles and Commanders.
- Boombot
- Vision range increased from 20 to 25
- `break` increased from -1 to 400
- `no_busy_auto_attack` set to `false`
- Added `maintain_priority_target` and set it to `false`
- Added `ammo_capacity` and set to 1
- Added `ammo_demand` and set to 10
- Added `ammo_per_shot` and set to 1
- Added `ammo_source` and set to `energy`
Boombots are the favorite unit of many players, and while they are great at sniping fabs and commanders, they have been nowhere near as useful against armies. These changes improve the Booms handling and will also enable them to immediately detonate when they come in contact with a unit. Booms will only hold fire if they are given an attack order or if they are set to the Hold Fire stance.
- Stinger
- Health reduced from 130 to 55
- Damage reduced from 15 to 10
- Fire rate increased from 1.0 to 1.5
- Updated model
Since their release, Stingers have had excessively high HP. Combined with their speed, they have become very difficult to kill with Bumblebees, which are supposed to be the main counter to T1 bots. These changes do two things: Stingers kill Icarus slightly faster, and when left without micro, they will die to bombers more reliably
- Colonel
- Build range increased from 30 to 45
The colonel build range increase makes it a bit more flexible and sets it in line with other fabricators
- Slammer
- Modified `assault_bot_adv_tool_torepdo_weapon` to fire different types of torpedoes depending on where the slammer is standing (land/seafloor)
- Added `assault_bot_adv_torpedo_ammo_water.json` and `assault_bot_adv_ammo_land.json` where the land one has 100 initial velocity instead of 75
- increased slammer torpedo turn rate from 120 to 150
Slammers will now be able to use their torpedo weapon effectively from the surface, making them much more capable of retaking shorelines.
Structures
- Unit Cannon
- Metal Cost reduced from 6800 to 5600
- Increased maximum capacity from 12 to 16
- `factory_cooldown_time` reduced from 3 to 2
- `wait_to_rolloff_time` reduced from 3 to 2
- `initial_velocity` increased from 150 to 250
- `initial_velocity` increased from 150 to 250
- `release_payload_on_impact:` added and set to true for all stages of the pod's lifetime
The Unit Canon (UC) is one of the coolest structures in the game, but its current stats and cost make it a very niche ultra-late game option that is overshadowed by other invasion tools such as making teleporters with orbital fabs or sending a Helios.
These buffs have 3 major goals: First, to make the UC viable much earlier in the match. Second, the speed increase of the unit pods only applies to firing a UC at the same planet. This means it will be harder to respond to an un-scouted UC volley with ground forces. Lastly, the increased number of units and the decreased cooldown will make the UCs efficiency at creating an army a little bit closer to that of regular T2 factories.
- Energy Storage
- Health reduced from 7500 to 3500
- Metal Storage
- Health reduced from 7500 to 3500
Storages have always had a combination of extremely high HP and very low cost so would often be the lowest priority target when attacking a base. It would just take too long to destroy and could easily be rebuilt in seconds somewhere else. This change aims to make them a more attractive target for snipes while still keeping them reasonably durable.
- Umbrella
- Anti-drop projectile `max_velocity` increased from 200 to 400
- Catapult
- Anti-drop projectile `max_velocity` increased from 200 to 400
- Bluehawk
- Anti-drop projectile `max_velocity` increased from 200 to 400
In order to match the increased velocity of the Unit Cannons drop pods, all anti-drop weapons have received a speed increase.
- Ragnarok
- Updated model
- Orbital Launcher
- Updated model
Orbital
- Hermes
- `energy_efficiency_requirement` removed
- Vision no longer requires energy to operate
Hermes were generally outclassed by AKRYD radar satellites and were the only mobile unit that required energy to have vision. Now they will be a lot more useful as a cheap and reliable scout
- Artemis
- Updated model and texture
Bugfix
- Galactic War tech not being applied to spawned units e.g. Dox from the Lob
- Uber Orbital assigned the wrong personality
- Added a dummy tool that prevents Skitters from rushing into enemy units when A-Moved
- Changed Spark behavior so that can now properly re-acquire targets
- Correct Air Fabricator `unit_types`
- Hornet `aggressive_distance` and `attack_range_frac` increased to enable them to use all their range
- Fixed a bug where the commanders main cannon would often miss shots
- Fixed a bug where the commanders would not fire at surface ships unless it was also submerged. Now commanders will fire both their torpedo and main canon from shores
- Commander main canon will no longer fire when the commander is submerged
- Slammers will now attempt to fire their torpedoes from shores
- Fixed a bug where Unit Cannon pods would not deploy if shot too close to the Unit Cannon itself
- Remove Use command from the Orbital Fabrication Bot as it can't use it
- Fixed a bug with 16 commanders where their primary/secondary colors would glitch
- Fixed a number of model and texture bugs
- Temporary changes to several units to mitigate an existing bug related to area of effect weapons and trees
- Spark ammo `lifetime` decreased 1 -> 0.5
- Vanguard ammo `lifetime` decreased 1 -> 0.55
- Commander Uber Cannon ammo `lifetime` decreased 5 -> 1.2
AI
- Ensure the AI always has access to the Stinger
- Add minimum threat requirement to titan builds
- Build land titans
- Transfer Kaiju between planets
- AI will build Radar Jamming Stations.
- AI's placement of Radars updated to accommodate Radar Jamming Stations
- Update Queller AI to v5.25.0
- Uber 1v1 starts with a bot factory
- Reduce the amount of orbital defense Uber will produce at one time
- Uber avoids over-investing in anti-orbital defense
- Uber's Commander more willing to contribute towards energy production
- Added Uber Platoon which uses less armies but more units in each army
- Changed how Uber counts fabbers for teching
- All difficulties build land titans
- Fixed Uber producing Imperators in low threat systems
- Fixed Uber's orbital factories sometimes sitting idle
- Uber FFA uses Uber Platoon's approach to armies
- Uber will produce Storms to protect bases under air attack
- Uber will produce Panzers to protect bases under orbital attack
- Fixed issue where Uber might never go advanced on planets it owned
- Loosen restriction on owned planet factory builds when troops are desired elsewhere
- Slow down rate of Uber's light artillery builds
The team behind Planetary Annihilation, which has sold over 3 million units and is still beloved and played by fans almost a decade later, is back with a new twist on the popular franchise. Industrial Annihilation blends the iconic real-time strategy of the beloved Annihilation series with deep factory-building to deliver a blend of genres unlike any youve experienced before. [previewyoutube=BB49yJp-rJI;full][/previewyoutube] Industrial Annihilation is available for pre-order or for investment on the StartEngine investment platform! You can invest in the company behind the game today to become a shareholder and partake in Industrial Annihilations potential galactic success. Learn more here: industrialannihilation.com
Greetings Commanders! The last couple of balance changes have resulted in some most interesting tactics emerging on the galactic battlefields! However, its time for another update! We have some quality-of-life improvements and fixes served up alongside your portion of balance tweaks! Read on to learn more! Improvements
"ai_metal_extractor_names": {
"basic": "BasicMetalExtractor",
"advanced": "AdvancedMetalExtractor"
},
Those should be replaced by the new extractor names of the faction (for example in the Bug faction, "BugBasicMetalExtractor" and "BugAdvancedMetalExtractor")
- If UPnP fails to setup, the lobby creator will see a dialog with the error description and a link to instructions on how to open ports manually - Clients now will detect if the server disconnected on the lobby - GW balancing changes - "Host game locally" checkbox state is now saved - getUnitState api missing info from output
Greetings Commanders,
Celebrating 10 years since we originally announced the game on Kickstarter, new battle lines have been drawn across the galaxies - 7 new maps, balancing updates, local multiplayer support, and a host of improvements have come online.
Dive back in to annihilate the enemy. Good luck out there.
General
+ General: Add 7 new WPMarshall maps. Add Queller AI 5.23.1 - this is no longer a mod, but is now a full part of the game. Add UPnP support on Windows builds, required so the local servers can see out into the world and get incoming connections from other clients. Unit balancing tweaks. Retrained AI values, so the AI will play more competitively with the new balancing tweaks. Games are hosted by default locally (instead of remote servers) and limited to 6 slots. Use --local-server-max-players flag on the client to override this limit. Remote servers are still available for larger games, just the game defaults to local servers for smaller games. + Fixes: == Hardcoded unit names: Units usually get their behaviors from their classes (e.g. Orbital & Transport & Interplanetary) but the Astraeus unit had its behavior locked to its name instead. That blocked derivative units of the same type (e.g. Chariot from Legion) from having the same behavior. == First factory blocks metal spots: Fix a bug where the code ignored the metal spots location when building new factories, the locations are now properly detected. == AI doesnt play until the 20 second mark in certain conditions Sometimes the AI fails to start playing the game (just idling instead) before the 20 second mark. We determined that initially the game handles strategic map locations (like metal spots and base locations) in batches. Those batches were too small, which caused the AI to wait until the next update cycle to start processing locations. We increased the batch size a little so the AI handles more spots in one go but still keeps CPU usage low. == AI crashes server with Legion Expansion Starcannon Sometimes the game would crash when a game engine entity had a parent that was unreachable (like a temporary). This was the case sometimes with transporters that were used by the Starcannon to send units to a planet. We patched the engine to ignore those parents instead of doing a hard check. == Fighters and Galata built to fight an air presence that doesn't exist The AI builds fighters when the enemy has no air, leading it to use fighters in Galactic War against players who dont even have air tech, let alone an air presence. We created a "GalacticWar" personality tag for the AI in the GW mode and gave units a way to check for the air presence as well as the tag, which fixed the issue. == Doesn't recognise Unit Cannon as an orbital threat Sometimes the game handles some units individually, because of their odd behavior. That's the case with the Unit Cannon, however it wasn't being consistently checked everywhere. We patched the AI brain to recognize the Unit Cannon individually and it fixed the issue. == FocusTargetThreatRatio always returns true The condition FocusTargetThreatRatio used to return true even when the target wasn't available. We fixed it to return false when there is no target. == Presence booleans not set by radar or factories The presence booleans were set according to the threat model used by the game, which failed in certain conditions (like evaluating buildings). We added a new system internally that keeps track of enemy and friendly presences without using the threat model, which fixed the issues.
Build 115444-dev Update
Greetings Commanders,
Its been a while.
The wars fought across the galaxy have been plentiful and continue inexorably from the present into the future. But in war, one must adapt!
Our best Commanders and their internal processing units have run their neural network subroutines, testing time and again the performance of their unit blueprints in different scenarios; continually evolving and improving the combat-readiness of their armies.
Their computations have concluded and the technical alterations are being rolled out, with a wave of updated units flooding onto planets across the stars!
Now get back out there and learn how best to annihilate your foes with these evolved mechanisms of war.
[previewyoutube=1XUqGU-Zv8Q;full][/previewyoutube]
Balance Changes
Vehicles
Stryker
Fix for missing mouse button code Removal of all PALobby.com references New Unit Balancing values Fix for Linux nVidia driver start up issue Grabbing Mods from new place in the world New Icons
Greetings Commanders, Its been a while. Please observe new instructions for optimal battle planning. Almost all units have been touched and re-balanced for maximum attack and defense strategies, via input from some of the best commanders in the fleet. Expect battle strategies to change significantly. [previewyoutube=aqRTVw43dro;full][/previewyoutube] Additionally: - Some under the hood changes have been made for more optimal server startups. - A rendering/startup issue with Linux based systems using Nvidia cards has been addressed. - Updates to some single player maps, to make the also viable as multiplayer maps, have been included. - A new chat mod, to replace the now defunct existing chat system has been included in the default mod list. The new systems should be rippling out, available to all commanders within days. Please check your comms systems and be ready for updates! Good luck out there, Commanders. Command HQ out.
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 and balance update in the Rainbows and Unicorns series.
Full update notes: https://planetaryannihilation.com/news/rainbows-unicorns-updates/
https://steamcommunity.com/games/386070/announcements/detail/2509017101883824013
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 Signups and Checkins: https://pa.challonge.com/ and say hi in the official Discord #championship-series channel. Link your Challonge and Discord accounts for notifications. Brackets are not finalised until checkins close. 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 Signups and Checkins: https://pa.challonge.com/ and say hi in the official Discord #championship-series channel. Link your Challonge and Discord accounts for notifications. Brackets are not finalised until checkins close. Maps will be selected from the historical 1v1 ranked map pool.
Hello Commanders,
115447 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/386070/announcements/detail/2509017101883824013
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/386070/announcements/detail/2509017101883824013
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 Signups and Checkins: https://pa.challonge.com/ and say hi in the official Discord #championship-series channel. Link your Challonge and Discord accounts for notifications. Brackets are not finalised until checkins close. 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/386070/announcements/detail/2509017101883824013
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 Signups and Checkins: https://pa.challonge.com/ and say hi in the official Discord #championship-series channel. Link your Challonge and Discord accounts for notifications. Brackets are not finalised until checkins close. 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 Signups and Checkins: https://pa.challonge.com/ and say hi in the official Discord #championship-series channel. Link your Challonge and Discord accounts for notifications. Brackets are not finalised until checkins close. 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 Signups and Checkins: https://pa.challonge.com/ and say hi in the official Discord #championship-series channel. Link your Challonge and Discord accounts for notifications. Brackets are not finalised until checkins close. Maps will be selected from the historical 1v1 ranked map pool.
Hello Commanders,
PA is our labour of love so we hope you'll nominate Planetary Annihilation: TITANS for the Steam Labour of Love Award.
It's been over 8 years since the Kickstarter, over 5 years for TITANS and over 2 years for Planetary Annihilation Inc.
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 Signups and Checkins: https://pa.challonge.com/ and say hi in the official Discord #championship-series channel. Link your Challonge and Discord accounts for notifications. Brackets are not finalised until checkins close. 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/386070/announcements/detail/2509017101883824013
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 Signups and Checkins: https://pa.challonge.com/ and say hi in the official Discord #championship-series channel. Link your Challonge and Discord accounts for notifications. Brackets are not finalised until checkins close. 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 Signups and Checkins: https://pa.challonge.com/ and say hi in the official Discord #championship-series channel. Link your Challonge and Discord accounts for notifications. Brackets are not finalised until checkins close. 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 Signups and Checkins: https://pa.challonge.com/ and say hi in the official Discord #championship-series channel. Link your Challonge and Discord accounts for notifications. Brackets are not finalised until checkins close. 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/386070/announcements/detail/2509017101883824013
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 Signups and Checkins: https://pa.challonge.com/ and say hi in the official Discord #championship-series channel. Link your Challonge and Discord accounts for notifications. Brackets are not finalised until checkins close. 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 Signups and Checkins: https://pa.challonge.com/ and say hi in the official Discord #championship-series channel. Link your Challonge and Discord accounts for notifications. Brackets are not finalised until checkins close. 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/386070/announcements/detail/2509017101883824013
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 Signups and Checkins: https://pa.challonge.com/ and say hi in the official Discord #championship-series channel. Link your Challonge and Discord accounts for notifications. Brackets are not finalised until checkins close. 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 Brackets: https://pa.challonge.com/2020_09_26_championship_series Brackets are not finalised until checkins close. 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 price drop and Planetary Annihilation Inc news. It's been 8 years since the Kickstarter, 5 years for TITANS and 2 years for Planetary Annihilation Inc. To celebrate we have returned to launch pricing.
Hello Commanders,
Players have fought head-to-head in our 1v1 ranked for 7 seasons. Many have climbed over the scraps of fallen foes in an anxious scramble to reach the coveted Uber #1 rank. Previously, this has been a final moment of instant, assured glory. That is about to change.
At the end of the seventh ranked 1v1 season on 2020-07-24 00:00 UTC, andreasg as Uber #1 claimed bragging rights, glory, and the Beast commander (again).
What about the other Ubers that were hot on his heels, hoarding their points, diligently annihilating their way to the highest echelons of destructive mastery?
Now we are giving the top players the glorious opportunity to challenge for the crown in a best-of-7 1v1 series with the winner claiming US$1,000 along with exclusive use of a Beast King Commander.
Mid-season ends at 2020-09-04 00:00 UTC
Season ends at 2020-10-23 00:00 UTC
Two maps carried over from season 7:
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,
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 TITANS 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:
Season ends at 2020-04-24 00:00 UTC.
Three maps carried over from season 5:
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:
Today's Deal: Save 75% on Planetary Annihilation: TITANS!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday at 10AM Pacific Time
Hello Commanders,
Its Halloween, and the appearance of the Pumpkin Commander marks the end of season 4. It was a season filled with drama, but were happy to announce that the Uber #1 spot was finally clinched by andreasg. We also have three winners of the activity prize in each league, so check below to see if your name is listed.
For season 5 were getting a little experimental, trying out some new ideas for maps. Some will work, some undoubtedly will not, but we hope itll be a fun ride either way. A breakdown of all the maps, both returning and new, has been prepared by WPMarshall.
The prize distribution for this season remains the same as before, with the three most activity players in each league, and the player that holds Uber #1, gaining a cash prize at both the mid-season and end-of-season points. See below for exact dates and times.
Good luck on the battlefield and may the best Commander triumph.
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?
Today's Deal: Save 75% on Planetary Annihilation: TITANS!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday at 10AM Pacific Time
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 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 can 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 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.
Today's Deal: Save 75% on Planetary Annihilation: TITANS!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday at 10AM Pacific Time
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 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 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, It’s Planetary Annihilation: TITANS’ third birthday, and 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! 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 https://forums.uberent.com/threads/planetary-annihilation-inc-the-future-of-pa-and-titans.73087/
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!
Today's Deal: Save 80% on Planetary Annihilation: TITANS!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Sunday at 10AM Pacific Time
Balance changes: Zeus
A host of new custom commanders, free for everyone!
Today's Deal: Save 85% on Planetary Annihilation: TITANS!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Saturday at 10AM Pacific Time
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!
Save 70% on Planetary Annihilation: TITANS as part of this week's Weekend Deal*!
Wage war across entire solar systems with massive armies at your command. Annihilate enemy forces with world-shattering TITAN-class units, and demolish planets with massive super weapons!
*Offer ends Monday at 10AM Pacific Time
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 Fix for case where a second ragnarok firing would overwrite a previous ragnarok firing.
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. 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.) Adjusted the bounty mode economy modifier limits. The new limit is from 0.01 to 10.00 Removed the Artillery unit type from the Tesla bot.
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, Catalysts, or Ragnaroks 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. Added an AI placement buffer value to the Ragnarok. AI will no longer build the Ragnarok or the land/air titans on asteroids. Added threat checks for the Orbital and Structure titan build items. 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. -Titans saved games will be marked with an indicator. -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] Fix for AI checking Support Commander affordability against the advanced bot fabber. Orbital Teleporter work: - Update orbital teleporter to use new inCircle function that evenly distributes points across area
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 - 8/26/25 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. Titans should no longer teleport Titans land neural net update Titans air neural net update Never automatically set particle data format as PositionWithAlpha. The format is almost never used, and when it is it's usually by mistake and causes something to break. Events for enemy units will no longer be treated as your events. This bug was most noticeable with the idle fabber/factory widget Solar Drone (Icarus) -Underwater Vision decreased to 50 from 500 Nuke Tank (Manhattan) -Armor Damage Orbital increased to 0.33 from 0.0 -Armor Damage Commander set to 0.33 Drone Carrier (Typhoon) -Ammo Demand decreased to 15 from 30 Missile Drone (Squall) -Metal Cost increased to 90 from 30 (Only will affect repair speed) -Health Regen decreased to -3 from -1 -Acceleration decreased to 80 from 90 -Move Speed decreased to 80 from 90 -Turn Speed decreased to 240 from 270 TITANS update 86422 - Launched 8/18/15 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 Adding titan enabling and titan cost reduction cards to galactic war. Custom planets for galactic war. Change system names to random names Fix artillery tech showing up for artillery commander Make custom commanders appear in galactic war as minions Fix for GW AI doing nothing if you have a minion Fix for GW AI not using Titans units New Galactic War card audio hooks for ammo, cost and Titans. Removing abandon war option from gw_play. Instead, the war can be deliberately removed from the saved games screen. 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. Updated Classic land neural net data. AI has separate platoons for Titans. AI will not weparate the advanced bombers from basic bombers and gunships Disabled the land Titans for the AI. AI will only build one Ragnarok per planet. Added AI neural net fighter and bomber data for Titans. Made game enders appear as juicier targets to the AI. AI will build nano swarms in the unit cannon. AI should no longer clump its naval forever after building a hover ship. Bounty Mode -New game mode! You gain an economy boost (set in the lobby) for every commander you defeat -If the commander self-destructs, then the last person to damage their army gains the bonus -Added filter to server browser 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) New set of CSG Balance changes Make subs a bit faster Fix torpedos firing at hover units Updated solar drone to have a weapon Give death weapons to air, vehicle, and bot titans Beef up nuke tank's health and making it slower Bumping up hover tank cost a bit Grenadier -Weapon Yaw Range decreased to 90 from 120 Unit Launcher (Lob) -Range increased to 340 from 260 Slammer (Adv. Assault Bot) -Move Speed increased to 14 from 12 -Acceleration increased to 140 from 12 Spark (Tesla Bot) -Splash Damage increased to 50 from 30 Tesla Bot (Spark) -Metal Cost reduced to 105 from 130 -Rate of Fire increased to 0.5 from 0.4 -Ammo Capacity decreased to 400 from 600 -Ammo Per Shot decreased to 400 from 600 Solar Drone (Icarus) -Metal Cost reduced to 125 from 150 -Damage increased to 25 from 10 -Rate of Fire increased to 1.0 from 0.5 -Ammo Source Energy added -Ammo Capacity set to 1500 -Ammo Demand set to 100 -Ammo Per Shot set to 300 Fabrication ships are now much more tanky and also more expensive. Drone Carrier (Typhoon) -Range increased to 250 from 180 Missile Drone (Squall) -Brake decreased to 90 from 110 -Added target priorities: Air, Mobile, Structure - Wall, Wall -Adjust drone size to make them easier to hit by AA Support Barge (Barnacle) -Build Arm Metal Draw decreased to 45 from 60 -Build Arm Energy Draw decreased to 400 from 800 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 For the complete list of bug fixes/polish, please visit our site here: http://www.uberent.com/pa/news/
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