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
As title.
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
- Transports will now always move to units, units never move to Transports
- All factories will now deploy currently building units if they are powered down but assisting units finish the building process
- All Naval and hover units now leave wreckage upon destruction which then sinks instead of staying on the water surface.
- All Air units now leave wreckage upon destruction
- The default area build type and spacing for a number of structures has been changed. This applies to Energy and Metal Storage, all anti-ground and anti-air turrets, basic and advanced Energy Plants, and mines.
- Angel Missiles and repair fabricator come from the correct locations on the unit
- Orbital Factory and Solar Array icons correctly mark units as advanced
- T1 Naval Factory can no longer be blocked in a way that prevents production
- Exploit where Orbital units are able to immediately shoot upon arriving has been removed
- Nukes no longer disappear from the Nuke launcher if it is powered off
- Community Mods Merging is now ON by default (option defaults to true and may be overridden by 'community_mods_force_merge_unit_server_mods')
- Ammo of type PBAOE that does "metal" damage will no longer crash the server if multiple trigger at the same time
- Fixed a bug where only units from the most recently loaded unit mod are shown in Community Mods UNITS tab's list
- Added additional CUSTOM# unit_type tags (highest available being CUSTOM58)
- Implemented fully functional area loading for transports with carrying capacity of more than 1
- Add custom armour types AT_Custom0 to AT_Custom9
- Fixed a crash associated with Mass Teleport
- AI support for metal extractors of other factions fixed by adding a new property on the faction commander spec which is:
"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
- Added 7 new WPMarshall maps. [olist]
- Samar's Sands - 1v1
- Unhelpful Habits - 1v1
- Experiencia - 1v1,2v2,3v3 (Multi-Planet))
- Inconceivable Field - 5v5 (includes Gas Giant)
- Phang Shores - 1v1,2v2,3v3,4v4 (Naval Island Spawns)
- Phang Shores XL - (Phang Shores, but with an extra planet!)
- The Major Grump - 3v3,4v4,5v5 (Multi-planet, includes Gas Giant) [/olist]
- Added Queller AI 5.23.1 - this is no longer a mod, but is now a full part of the game.
- Added 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.
+ 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
- Speed reduced from 18 to 17
- Range reduced from 80 to 75
- Fire rate increased from 0.5 to 0.55 shots/second
- Damage reduced from 125 to 120
- Range reduced from 115 to 110
- Range reduced from 140 to 130
- Range increase from 30 to 50
- Fire rate increased from 0.5 to 1 shot/second
- Damage reduced from 2000 to 1000
- Splash damage reduced from 2000 to 1000
- Speed increased from 7 to 10
- Turn speed increased from 45 to 60
- Turn acceleration increased from 15 to 30
- Speed increased from 19 to 20
- Acceleration reduced from 190 to 50
- Range reduced from 70 to 65
- Speed increased from 12 to 16
- Fire rate for torpedo increased from 0.25 to 0.75 shots/second
- Health increased from 150 to 350
- Metal cost reduced from 7000 to 6000
- Health reduced from 8000 to 6000
- Build range increased from 20 to 30
- Health reduced from 150 to 120
- Fabber
- Air Defence
- Mobile & (Land|Naval)
- Health reduced from 300 to 240
- Health reduced from 300 to 250
- Range reduced from 80 to 60
- Damage increased from 15 to 20
- Health increased from 200 to 600
- Metal cost increased from 1500 to 3200
- Fire rate increased from 0.25 to 0.5
- Range increased from 180 to 190
- Missile velocity increased from 80 to 160
- Speed reduced from 40 to 30
- Range reduced from 120 to 105
- Torpedo weapon REMOVED
- Updated buildbar and strategic icons accordingly
- Torpedo weapon ADDED (250 damage every 2.5 seconds, 100 DPS)
- Updated buildbar and strategic icons accordingly
- Removed radar stealth
- Speed increased from 10 to 12
- Tactical missile weapon can now target air targets, prioritising Hornets and Wyrms
- Energy production increased from 2500 to 3200
- Side cannons can now also target Land, Air and Surface targets
- Side cannons damage reduced from 2x65 to 2x30
- Side cannons fire rate increased from 1 to 2 shots/second
- Side cannons pitch range increased from 60 to 180 to allow them to targets units right bellow
- Health increased from 40,000 to 60,000
- Health reduced from 80,000 to 50,000
- Close range aoe stomp attack removed
- Health increased from 10,000 to 12,000
- First rate increased from 0.5 to 0.55 shots/sec
- Energy draw increased from 5000 to 5500 energy/sec
- Health reduced from 5000 to 3000
- Metal production increased from 16 to 18
- Metal cost reduced from 2000 to 1800
- Storage amount increased from 100,000 to 300,000
- All resource storage REMOVED
- Energy production reduced from 7000 to 3750
- Explosion on death changed to only damage structures
- Health increased from 350 to 400
- Yaw rate increased from 60 to 90
- Damage increased from 40 to 60
- Hitbox adjusted
- Range increased from 120 to 130
- Rate of fire increased from 3 to 5
- Fire rate increased from 3 to 4.5
- Metal cost per shot reduced from 60 to 50
- Ammo capacity reduced from 500 to 445
- Ammo demand reduced from 15 to 13
- Added Storm to the buildable units
- Can now be built on water
- Metal cost reduced from 10,000 to 6800
Maps
The maps from the 1v1 pools now have descriptions on the nature of the map, and 50 of them now support multiplayer game set-ups beyond 1v1s A list of the updated maps is here:
- Alloy
- Amadeus' Rift
- Angels Causeway
- ASAT
- Ashworth's Garden
- Backbone
- Bulkhead
- Canals
- Canyon
- Castle
- Clutch II
- Current
- Diahydri
- District
- Echo
- EVAK-TWO
- Forager
- Fossil
- Fulcrum
- Gargantuan LE
- Haze
- Headwind
- Hemlock
- Hopper
- Line
- Moment
- Pax Frontier
- Plenty
- Riddler
- Riptide
- Scarred Sands
- Shackle
- Shard
- Snowball
- Surface
- Threshold
- Trench
- Turnpike
- Ulmost
- Undergrowth
- A-SAT
- Alloy
- Amadeus Rift
- Angels Causeway
- Ashworths Garden
- Backbone
- Bulkhead
- Canals
- Canyon
- Castle
- Centax-3
- Clutch II
- Complaint Department
- Current
- Diahyrdi
- Disparity
- District
- Echo
- Enfer
- EVAK-TWO
- Forager
- Fossil
- Fulcrum
- Gargantuan LE
- Haze
- Headwind
- Hemlock
- Hopper
- Line
- Maginot
- Moment
- Niflhel
- PAX Frontier
- Plenty
- Riddler
- Riptide
- Roc
- Scarred Sands
- Shackle
- Shard
- Snowball
- Spindel Range
- Surface
- The Ardennes
- The Marne
- Threshold
- Trench
- Turnpike
- Ulmost
- Undergrowth
Bug Fixes
- Advanced Laser Tower can no longer be shot over the top of walls by direct fire units
- Gil-E delay in intercepting missiles corrected
- Galata can now damage Astraeus
- Storm can now damage Astraeus
- Colonel turns changed to avoid them getting stuck
- `turn_in_place` set to true
- `turn_speed` increased from 90 to 180
- Commander turns changed to avoid them getting stuck
- `turn_in_place` set to true
- `turn_speed` increased from 90 to 180
- Kestrel guards properly
- Ant, Inferno, Boom, Drifter, Leveler, Locust, Vanguard guard layers fixed to be have properly when patrolling and attack-moving
- Beam weapons no longer stopped by water surfaces
Additional Improvements
- 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.
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.
- Updated translations
- Fixed Galactic War freeze when selecting edge systems
- Fixed psychedelic 2017 commanders changing colour
- Fixed render chain memory stomp with fractional scaling eg subsample 75%
- Added --single-material to papatran to combine multiple materials in units that should have only a single material group and material
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
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.
Mid-Season Participation Prizes
Mid-season ends 2021-09-03 00:00 UTC [table][tr][th]Allocation[/th][th]Leagues[/th][th]Description[/th][th]Prize[/th][/tr][tr][td]First 3[/td][td]1 to 5[/td][td]Anyone[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 4[/td][td]Silver and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 3[/td][td]Gold and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 2[/td][td]Platinum and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1[/td][td]Top players[/td][td]US$100[/td][/tr][tr][th]15 prizes[/th][th][/th][th][/th][th]US$1,500[/th][/tr][/table] Note: Players are only eligible for a single mid-season participation prize from this allocation.
Season Participation Prizes
Season ends 2021-10-22 00:00 UTC [table][tr][th]Allocation[/th][th]Leagues[/th][th]Description[/th][th]Prize[/th][/tr][tr][td]First 3[/td][td]1 to 5[/td][td]Anyone[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 4[/td][td]Silver and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 3[/td][td]Gold and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 2[/td][td]Platinum and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1[/td][td]Top players[/td][td]US$100[/td][/tr][tr][th]15 prizes[/th][th][/th][th][/th][th]US$1,500[/th][/tr][/table] Note: Players are only eligible for a single season participation prize from this allocation.
Maps
We have four maps carried over from season 11:
- EVAK-TWO
- Fossil
- Hemlock
- Turnpike
- Devils Causeway
- Janus
- Plenty
- Spindel Range
- Amadeus Rift
- Ashworths Garden
- Cascade
- City of Walkways
- Cold Reception
- Headwind
- Petard
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
Hello Commanders,
115923 is a small quality of life update in the Fusion series.
- Updated translations
- Added Settings > Camera > Mouse Pan Button
- Fixed loading of saves with orphaned celestial sim projectiles
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
Hello Commanders,
115863 is the first Galactic War update in the Fusion series.
Galactic War
- Added Stinger anti-air bot
- Updated tech cards
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
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:
- Rainbows & Unicorns: https://planetaryannihilation.com/news/rainbows-unicorns-updates/
- Stay Safe: https://planetaryannihilation.com/news/stay-safe-updates/
- Toolchain and performance updates
- Default continuous build with view of build queue
- Improved map selection (map packs no longer required)
- New game lobby system preview (including metal spots)
- UI unicode font updates with emojis
- Defeated player and spectator vision options eg defeated unshared player can only view team
- Faster mod mounting, uploading and downloading
- Server mods support for Galactic War
- AI update
- Shields!
Technical Notes
Added Fusion commander!
Balance Changes
Added Stinger anti-air bot!
Client Improvements
Start
- Added view replays to mini leaderboard
- Added player drag / drop / swap for team games
- Changed to no default system for faster hosting
- Added new status messages while waiting for system to be selected
- Added asteroid option to random system generator
- Added new default maps
- Added view replays
- Improved scrolling of unit selection list
Server / Sim Improvements
- Added server side support for player drag / drop / swap in new game lobby
- Added server side support for player IDs, game type, mods info, system name and system summary to replay summary
AI Improvements
- Tweaked Easy / Normal difficulties
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
Hello Commanders,
115678 / 115693 are the final balance updates in the Rainbows and Unicorns series.
Server / Sim Improvements
- Changed amphibious units on sea floor to require underwater vision if below the water line
Client Fixes
- Fixed ALWAYS order and build previews ignoring SELECTED
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
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.
Mid-Season Participation Prizes
Mid-season ends 2021-06-05 00:00 UTC [table][tr][th]Allocation[/th][th]Leagues[/th][th]Description[/th][th]Prize[/th][/tr][tr][td]First 3[/td][td]1 to 5[/td][td]Anyone[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 4[/td][td]Silver and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 3[/td][td]Gold and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 2[/td][td]Platinum and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1[/td][td]Top players[/td][td]US$100[/td][/tr][tr][th]15 prizes[/th][th][/th][th][/th][th]US$1,500[/th][/tr][/table] Note: Players are only eligible for a single mid-season participation prize from this allocation.
Season Participation Prizes
Season ends 2021-07-23 00:00 UTC [table][tr][th]Allocation[/th][th]Leagues[/th][th]Description[/th][th]Prize[/th][/tr][tr][td]First 3[/td][td]1 to 5[/td][td]Anyone[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 4[/td][td]Silver and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 3[/td][td]Gold and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 2[/td][td]Platinum and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1[/td][td]Top players[/td][td]US$100[/td][/tr][tr][th]15 prizes[/th][th][/th][th][/th][th]US$1,500[/th][/tr][/table] Note: Players are only eligible for a single season participation prize from this allocation.
Maps
We have three maps carried over from season 9:
- Demi-Mirum
- Angels Causeway
- Riptide
- Diahyrdi
- Fluviaat
- Rotunda
- Surface
- Undergrowth
- Amanita
- Dust Bowl
- EVAK-TWO
- Fossil
- Hemlock
- Nitre
- Turnpike
- Utonaga
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
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
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
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.
NEW: Prizes for everyone who qualifies and plays in the finals.
Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 3 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]2021-01-16 16:00 UTC[/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2021-01-23 16:00 UTC[/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2021-01-30 16:00 UTC[/td][td]Finals[/td][td]US$400[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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.
Mid-Season Participation Prizes
Mid-season ends 2021-03-05 00:00 UTC [table][tr][th]Allocation[/th][th]Leagues[/th][th]Description[/th][th]Prize[/th][/tr][tr][td]First 3[/td][td]1 to 5[/td][td]Anyone[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 4[/td][td]Silver and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 3[/td][td]Gold and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 2[/td][td]Platinum and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1[/td][td]Top players[/td][td]US$100[/td][/tr][tr][th]15 prizes[/th][th][/th][th][/th][th]US$1,500[/th][/tr][/table] Note: Players are only eligible for a single mid-season participation prize from this allocation.
Season Participation Prizes
Season ends 2021-04-23 00:00 UTC [table][tr][th]Allocation[/th][th]Leagues[/th][th]Description[/th][th]Prize[/th][/tr][tr][td]First 3[/td][td]1 to 5[/td][td]Anyone[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 4[/td][td]Silver and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 3[/td][td]Gold and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 2[/td][td]Platinum and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1[/td][td]Top players[/td][td]US$100[/td][/tr][tr][th]15 prizes[/th][th][/th][th][/th][th]US$1,500[/th][/tr][/table] Note: Players are only eligible for a single season participation prize from this allocation.
Maps
We have three maps carried over from season 9:
- Bayrange
- Castle
- Pivot
- A-SAT
- Echo
- Hoppper
- Nogolia
- Pier
- Angels Causeway
- Checker
- Demi-Mirum
- Devils Causeway
- Janus
- Riptide
- Steps
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
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.
NEW: Prizes for everyone who qualifies and plays in the finals.
Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 3 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]2021-01-16 16:00 UTC[/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2021-01-23 16:00 UTC[/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2021-01-30 16:00 UTC[/td][td]Finals[/td][td]US$400[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
Hello Commanders,
115280 is another small update in the Rainbows and Unicorns series in preparation for our next big update.
Full update notes: https://planetaryannihilation.com/news/rainbows-unicorns-updates/
https://steamcommunity.com/games/386070/announcements/detail/2509017101883824013
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
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.
NEW: Prizes for everyone who qualifies and plays in the finals.
Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 3 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]2021-01-16 16:00 UTC[/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2021-01-23 16:00 UTC[/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2021-01-30 16:00 UTC[/td][td]Finals[/td][td]US$400[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
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.
NEW: Prizes for everyone who qualifies and plays in the finals.
Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 3 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]2020-12-05 16:00 UTC[/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-12-12 16:00 UTC[/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-12-19 16:00 UTC[/td][td]Finals[/td][td]US$400[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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.
NEW: Prizes for everyone who qualifies for the finals.
Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 3 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]2020-12-05 16:00 UTC[/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-12-12 16:00 UTC[/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-12-19 16:00 UTC[/td][td]Finals[/td][td]US$400[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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.
Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 3 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Series[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]December[/td][td]3[/td][td][/td][td][/td][/tr][tr][td]2020-12-05 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-12-12 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-12-19 16:00 UTC[/td][td][/td][td]Finals[/td][td]US$400[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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.
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/1699433555461912598 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and updates timeline: https://planetaryannihilation.com/timeline/
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.
Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 5 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Series[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]November[/td][td]3[/td][td][/td][td][/td][/tr][tr][td]2020-11-07 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-11-21 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-11-28 16:00 UTC[/td][td][/td][td]Finals[/td][td]US$300[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
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.
Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 5 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Series[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]November[/td][td]3[/td][td][/td][td][/td][/tr][tr][td]2020-11-07 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-11-21 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-11-28 16:00 UTC[/td][td][/td][td]Finals[/td][td]US$300[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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.
Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 5 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Series[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]November[/td][td]3[/td][td][/td][td][/td][/tr][tr][td]2020-11-07 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-11-21 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-11-28 16:00 UTC[/td][td][/td][td]Finals[/td][td]US$300[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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.
Weekly Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Monthly Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 5 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Series[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]October[/td][td]2[/td][td][/td][td][/td][/tr][tr][td]2020-10-10 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-10-17 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-20-24 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-20-31 16:00 UTC[/td][td][/td][td]Finals[/td][td]US$200[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
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.
Mid-Season Participation Prizes
Mid-season ends 2020-12-04 00:00 UTC [table][tr][th]Allocation[/th][th]Leagues[/th][th]Description[/th][th]Prize[/th][/tr][tr][td]First 3[/td][td]1 to 5[/td][td]Anyone[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 4[/td][td]Silver and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 3[/td][td]Gold and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 2[/td][td]Platinum and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1[/td][td]Top players[/td][td]US$100[/td][/tr][tr][th]15 prizes[/th][th][/th][th][/th][th]US$1,500[/th][/tr][/table] Note: Players are only eligible for a single mid-season participation prize from this allocation.
Season Participation Prizes
Season ends 2020-01-22 00:00 UTC [table][tr][th]Allocation[/th][th]Leagues[/th][th]Description[/th][th]Prize[/th][/tr][tr][td]First 3[/td][td]1 to 5[/td][td]Anyone[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 4[/td][td]Silver and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 3[/td][td]Gold and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1 to 2[/td][td]Platinum and higher[/td][td]US$100[/td][/tr][tr][td]Next 3[/td][td]1[/td][td]Top players[/td][td]US$100[/td][/tr][tr][th]15 prizes[/th][th][/th][th][/th][th]US$1,500[/th][/tr][/table] Note: Players are only eligible for a single season participation prize from this allocation.
Maps
We have four maps carried over from season 8:
- Haze
- Line
- Shard
- Ulmost
- Superbowl (updated)
- Snowball (updated)
- Great Lakes
- Undergrowth
- Mantle
- Bayrange
- Pivot
- Castle
- Twin Peaks
- Scavengers Recluse
- Periculo
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
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.
Weekly Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Monthly Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 5 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Series[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]October[/td][td]2[/td][td][/td][td][/td][/tr][tr][td]2020-10-10 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-10-17 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-20-24 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-20-31 16:00 UTC[/td][td][/td][td]Finals[/td][td]US$200[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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.
Weekly Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Monthly Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 5 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Series[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]October[/td][td]2[/td][td][/td][td][/td][/tr][tr][td]2020-10-10 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-10-17 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-20-24 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-20-31 16:00 UTC[/td][td][/td][td]Finals[/td][td]US$200[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
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.
Weekly Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Monthly Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 5 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Series[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]October[/td][td]2[/td][td][/td][td][/td][/tr][tr][td]2020-10-10 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-10-17 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-20-24 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-20-31 16:00 UTC[/td][td][/td][td]Finals[/td][td]US$200[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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.
Weekly Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Monthly Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 5 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Series[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]September[/td][td]1[/td][td][/td][td][/td][/tr][tr][td]2020-09-12 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-09-19 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-09-26 16:00 UTC[/td][td][/td][td]Finals[/td][td]US$200[/td][/tr][tr][td]October[/td][td]2[/td][td][/td][td][/td][/tr][tr][td]2020-10-10 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-10-17 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-20-24 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-20-31 16:00 UTC[/td][td][/td][td]Finals[/td][td]US$200[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players continuing development of PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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.
Weekly Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Monthly Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 5 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Series[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]September[/td][td]1[/td][td][/td][td][/td][/tr][tr][td]2020-09-12 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-09-19 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-09-26 16:00 UTC[/td][td][/td][td]Finals[/td][td]US$200[/td][/tr][tr][td]October[/td][td]2[/td][td][/td][td][/td][/tr][tr][td]2020-10-10 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-10-17 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-20-24 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-20-31 16:00 UTC[/td][td][/td][td]Finals[/td][td]US$200[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time. We are Kickstarter backers, supporters, modders and players that have personally spent tens of thousands of dollars of our own real money and even more with our time supporting and improving PA.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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.
Weekly Qualifiers
- Best of 1 single elimination
- Best of 3 semi and quarter final rounds
- Best of 5 final round
Monthly Finals
Max 8 players from qualifiers.
- Best of 3
- Best of 5 semi-finals
- Best of 5 finals
Schedule
[table][tr][th]Date[/th][th]Series[/th][th]Type[/th][th]Prize Pool[/th][/tr][tr][td]September[/td][td]1[/td][td][/td][td][/td][/tr][tr][td]2020-09-12 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-09-19 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-09-26 16:00 UTC[/td][td][/td][td]Finals[/td][td]US$200[/td][/tr][tr][td]October[/td][td]2[/td][td][/td][td][/td][/tr][tr][td]2020-10-10 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-10-17 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-20-24 16:00 UTC[/td][td][/td][td]Qualifier[/td][td]US$100[/td][/tr][tr][td]2020-20-31 16:00 UTC[/td][td][/td][td]Finals[/td][td]US$200[/td][/tr][/table] https://planetaryannihilation.com/news/events/championship-series/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/2855799982664689112 Both games are updated at the same time.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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
Prizes
- $400 winner
- $200 second place
Teams
[table][tr][th]Current[/th][th]Ancient[/th][/tr][tr][td]Clopse[/td][td]Neptunio[/td][/tr][tr][td]AndreasG[/td][td]Matiz[/td][/tr][tr][td]Nimzo[/td][td]Pwn4two[/td][/tr][tr][td]AdmiralGeneral[/td][td]Flubb[/td][/tr][tr][td]Mkfed[/td][td]Ljfed[/td][/tr][tr][td]Killerkiwijuice[/td][td]Elodea[/td][/tr][tr][td]Somppe[/td][td]Pt4th[/td][/tr][tr][td]Ptasior[/td][td]Loren8008[/td][/tr][tr][td]Broom[/td][td]River[/td][/tr][tr][td]B3l4l[/td][td]TheEffectTheCause[/td][/tr][tr][td]TheTitan01[/td][td]DirtyApples[/td][/tr][tr][td]Smurf[/td][td]Luther[/td][/tr][tr][td]Corgi[/td][td]BigDanny[/td][/tr][tr][td]N30N[/td][td]Mot9001[/td][/tr][tr][td]Diskraip[/td][td]Kisel[/td][/tr][tr][td]Ferretmaster[/td][td]Dom[/td][/tr][tr][td]Xankar[/td][td]Gandalf[/td][/tr][tr][td]Bot1[/td][td]BurntCustard[/td][/tr][/table] https://planetaryannihilation.com/news/events/battle-of-the-ancients/
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/1699433555461912598 Both games are updated at the same time.
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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.
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/1699433555461912598 Both games are updated at the same time.
TITANS Balance Changes
https://planetaryannihilation.com/guides/titans-balance-changes/
Kickstarter Backers From September 2012
Founding Kickstarter backers from September 2012 were gifted TITANS for free. All other owners of classic PA can upgrade to TITANS at a permanent discount of 90% off for ~$US2.99. News: https://planetaryannihilation.com/news/ Development and Updates Timeline: https://planetaryannihilation.com/timeline/
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.
Our first challengers are andreasg vs diskraip.
Join us over at WPMarshalls Twitch channel on August 1st at 17:00 UTC for the livecast of this final tussle to round off TITANS 1v1 ranked season 7. But a note of caution to the eventual King Beast: complacent Kings seldom hold onto their title for long. A new challenger may present themselves in the seasons to come, and there can only be one https://www.twitch.tv/wpmarshall
King of the Beasts Prizes
The winner will be awarded:
- exclusive use of the Beast King Commander
- US$1,000
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/1699433555461912598 https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
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:
- PAX Frontier!
- Complaint Department
- Lost Temple
- District
- Faren
- Gorge
- Tempo
- Haze
- Clutch II
- Line
- Shard
- Plenty
- Ulmost
- Nogolia
- Mirum
Most Active Prizes Are Back!
Participation prizes are back for the most active players: Mid-season ends 2020-09-04 00:00 UTC
- Three most active Bronze players US$100 each
- Three most active Silver players US$100 each
- Three most active Gold players US$100 each
- Three most active Platinum players US$100 each
- Three most active Uber players US$100 each
- Three most active Bronze players US$100 each
- Three most active Silver players US$100 each
- Three most active Gold players US$100 each
- Three most active Platinum players US$100 each
- Three most active Uber players US$100 each
New Developer and Publisher Since 2018
https://steamcommunity.com/games/386070/announcements/detail/1699433555461912598 https://planetaryannihilation.com/news/ https://planetaryannihilation.com/timeline/
Season ends at 2020-07-24 00:00 UTC.
Most Active Prizes Are Back!
Participation prizes are back for the most active players when the season ends at 2020-07-24 00:00 UTC
- Three most active Bronze players US$100 each
- Three most active Silver players US$100 each
- Three most active Gold players US$100 each
- Three most active Platinum players US$100 each
- Three most active Uber players US$100 each
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/
Technical Notes
Client Improvements
Local client improvements:
- Updated translations
- Added connect timeouts to download manager to avoid long launch stalls
- Added initial support for full offline / disconnected mode via --offline (work in progress)
- Improved game password dialog with focus and default button
- Added shuffle landing zones to new game lobby for large FFA and teams games using maps with custom landing zones
AI Improvements
Local server and public server improvements:
- Added easy difficulty for AI skirmish to match galactic war (work in progress)
Galactic War Improvements
Local server and public server improvements:
- Added normal difficulty between easy and hard (work in progress)
Server / Sim Improvements
Local server and public server improvements:
- Improved attack (focus fire) task
- Added shuffle landing zones
Server / Sim Fixes
Local server and public server fixes:
- Fixed AI server crash in evaluateBases
Maps
Map improvements:
- Added shuffleLandingZones
- Clutch
- Lock
- Crag
- Bedlam
- PAX
- Medea
- Roc
- Blitz
- Forge
- Berg
- Duat
- Pacific
- Styx
- Meso
- Amplus
Modding
Modding improvements:
- Exposed locTree for localislation parsing of modified DOM nodes avoiding the need for concatenated loc strings or data-binding locTree(document.getElementById('#nav-link'));
- Added gOffline and gModsOffline for offline mode (work in progress)
AI Modding
AI modding improvements:
- Default personality tag is the placeholder for current base game functionality
- Added fall back to default netural_networks if not included under personality.ai_path which will be the case for most mods
Toolchain
Updated software development toolchain: https://en.wikipedia.org/wiki/Toolchain
- C++17
- Visual Studio 2019 latest with 142 build tools / Windows 10 SDK latest
- Xcode 11.5 / macOS 10.15.x latest for macOS Mavericks 10.9+ with full notarisation using hardened runtime
- Steam Linux runtime with gcc-9 / LTO native (previously limited to gcc 6.2 and no LTO)
- Steamworks SDK 148 (will upgrade to 149 soon)
- Windows libcurl 7.68.0 with nghttp2 1.40.0 for HTTP/2 and multiplexing (will upgrade to 7.70.0 and 1.41.0 soon)
- breakpad latest
- libpng 1.6.37 with SSE
- libsquish 1.15 with SSE
- stb_image 2.25
- stb_truetype 1.24
- lz4 1.9.2
- miniz 2.1
- zlib 1.2.11
- sdl 2.0.12
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/
Technical Notes
Client Improvements
Local client improvements:
- Updated translations
- Added connect timeouts to download manager to avoid long launch stalls
- Added initial support for full offline / disconnected mode via --offline (work in progress)
- Improved game password dialog with focus and default button
- Added shuffle landing zones to new game lobby for large FFA and teams games using maps with custom landing zones
AI Improvements
Local server and public server improvements:
- Added easy difficulty for AI skirmish to match galactic war (work in progress)
Galactic War Improvements
Local server and public server improvements:
- Added normal difficulty between easy and hard (work in progress)
Server / Sim Improvements
Local server and public server improvements:
- Improved attack (focus fire) task
- Added shuffle landing zones
Server / Sim Fixes
Local server and public server fixes:
- Fixed AI server crash in evaluateBases
Maps
Map improvements:
- Added shuffleLandingZones
- Clutch
- Lock
- Crag
- Bedlam
- PAX
- Medea
- Roc
- Blitz
- Forge
- Berg
- Duat
- Pacific
- Styx
- Meso
- Amplus
Modding
Modding improvements:
- Exposed locTree for localislation parsing of modified DOM nodes avoiding the need for concatenated loc strings or data-binding locTree(document.getElementById('#nav-link'));
- Added gOffline and gModsOffline for offline mode (work in progress)
AI Modding
AI modding improvements:
- Default personality tag is the placeholder for current base game functionality
- Added fall back to default netural_networks if not included under personality.ai_path which will be the case for most mods
Toolchain
Updated software development toolchain: https://en.wikipedia.org/wiki/Toolchain
- C++17
- Visual Studio 2019 latest with 142 build tools / Windows 10 SDK latest
- Xcode 11.5 / macOS 10.15.x latest for macOS Mavericks 10.9+ with full notarisation using hardened runtime
- Steam Linux runtime with gcc-9 / LTO native (previously limited to gcc 6.2 and no LTO)
- Steamworks SDK 148 (will upgrade to 149 soon)
- Windows libcurl 7.68.0 with nghttp2 1.40.0 for HTTP/2 and multiplexing (will upgrade to 7.70.0 and 1.41.0 soon)
- breakpad latest
- libpng 1.6.37 with SSE
- libsquish 1.15 with SSE
- stb_image 2.25
- stb_truetype 1.24
- lz4 1.9.2
- miniz 2.1
- zlib 1.2.11
- sdl 2.0.12
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/
Technical Notes
Partially fixed attack (focus fire) charging to their death for units with a firing delay, ballistic solutions, etc. eg Grenadier, Hornets, etc. Queued area load and unload can now be used to create a temporary ferry.
TITANS Balance Changes
Commander
- Build range increased to 30 from 20
- Speed increased to 50 from 30
- Speed increased to 20 from 15 (faster than Dox)
- Rate of fire increased to 0.5 from 0.4
- Range increased to 145 from 130
- Yaw ranged increased to 135 from 90
- Idle aim delay decreased to 0.5 from 1.0
- Firing standard deviation decreased to 0.75 from 1.0
- Range increased to 115 from 100
- Damage increased to 125 from 120
- Firing standard deviation increased to 0.5 from 0.35
- Range decreased to 240 from 260
- Cost decreased to 1,500 from 2,000
- Can now build Anti-Nuke Launchers and Umbrella anti-orbital defenses
- Ground weapon range reduced to 80 from 100
- Metal production decreased to 30 from 36
- Energy production decreased to 7,500 from 9,000
Client Improvements
Local client improvements:
- Added support for interplanetary area and line formations with load / unload
- Added build range preview (control)
- Added official support link to start menu (and removed community support link)
Client Fixes
Local client fixes:
- Fixed black screen issue where load event for splash image failed to fire (patched by community mods)
- Fixed strategic icons and fog of war lighting showing when units teleporting
System Editor Improvements
Local client improvements:
- Added export to system editor for fast backups while creating maps
- Added description, creator and version to system editor
System Editor Fixes
Local client fixes:
- Fixed system editor metal sport validation
- Fixed unselectable sunken CSG in system editor
Server / Sim Improvements
Local server and public server improvements:
- Added continuous area load / chase and interplanetary area load / unload (queued area load / unload orders can be used for temporary ferry)
- Added terrain height adjustments to planet builder
Server / Sim Fixes
Local server and public server fixes:
- Fixed transport / distance with teleport load / unload exploits
- Fixed death explosion damaging their own wreckage
- Fixed move sub tasks targeting a unit only targeting initial position resulting in missed air / orbital loads for moving units
- Fixed nav agent targeting of lower layers by air / orbital not excluding radius of each agent resulting in missed loads as vertical move outside of goal range
- Partially fixed attack (focus fire) charging to their death for units with a firing delay, ballistic solutions, etc
Modding
Unit server mod changes:
- Added load_range and chase_range to transporter spec
Content Creation
Video creation improvements:
- Added --no-sun and --no-planets with hidden black biome for video capture using api.ar_system.changeSkyboxOverlayColor(0,0,0,1)
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!
On Saturday, June 6th, starting at 17:00 UTC, AndreasG and NikolaMX will compete in a best-of-9 series. The winner will take home US$1,000 while the loser departs in disgrace and audience catcalls.
They will NOT know the map list in advance. The maps may be from the 1v1 ranked pool, or they may be confronted with brand new maps. Weve allowed them to submit one map each to try to exploit their opponents weaknesses. This titanic grudge match permits no excuses for defeat other than distinct and tangible inferiority. The defeated will be, officially, a loser. Join us over at WPMarshalls Twitch where this event will be cast live for your pleasure. Its going to be quite a spectacular tussle between these 2 players where we will determine who is truly deserving of the Beast Commander. When: 2020-06-06 Saturday 17:00 UTC Where: https://www.twitch.tv/wpmarshall https://planetaryannihilation.com/news/beast-vs-beast/
Season ends at 2020-07-24 00:00 UTC.
Three maps carried over from season 6:
- Alloy
- Shoulder
- Tropics
- Gargantuan LE
- Aquilaris
- Backbone
- Hyde
- Kelvin
- Niflhel
- Tartarus (updated)
- The Ardennes
- The Marne
- Amplus
- PAX Frontier
- Complaint Department
- Herculaneum
Season ends at 2020-04-24 00:00 UTC.
Three maps carried over from season 5:
- Canals
- Fractured Islands
- Fulcrum
- Surface
- Ribbon
- Maginot
- Disparity
- Roc
- Alloy
- Basin
- Friction
- Molten Fortress
- Pier
- Shoulder
- Superbowl
- Tropics
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:
YOU CONTROL THE CARNAGE
You, the spectators, have the ability to donate units to the player of your choice, LIVE, as you watch the battle unfold. Give an underdog a second chance, drop a Titan in the middle of a rampaging horde, or just throw down a load of nuclear missiles to watch the world burn literally. Our unique donation system gives you unprecedented control over the battlefield. We price up a selection of in-game units, allowing you to specify what you want to buy, how many of them, who youre buying them for, and where you want them. Every single cent donated goes directly to the wonderful AbleGamers Charity. If youre not able to be there on the night you will be able to make donations in advance!
SMASHING PLANETS FOR CHARITY
Join us for an evening of fun, philanthropy and frivolity over at https://www.twitch.tv/wpmarshall at 6pm UK time (18:00 UTC) on Saturday March 14th, hosted by PA casting veterans WPMarshall and TheWrongCat. Save the date in your phones, calendars, diaries, or whatever you use to organise your lives do not miss your chance to participate in this awesome event. Want to play? We are hosting a qualifying event one week prior on Saturday March 7th. Sign up here! Be sure to join the official Planetary Annihilation Discord for all the latest!
WILL YOU JOIN THE CHAOS?
https://youtu.be/KuXCU7IeN9c
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.
TITANS 1v1 Ranked Season 4 Winners
Uber #1 (US$1,000): andreasg Most active players (US$100 each) Uber
- clopse
- nikolamx
- admiralgeneral
- bakkiz
- quaatal
- mkfed
- smirnoffIcedragon
- neovalence
- soulmath
- celestialdeed
- gforce
- cooperman
- frigoporco
- petermeffert
- bantuerfei
TITANS 1V1 Ranked Season 5 Prizes
Mid-season 5 ends at 2019-12-05 00:00 UTC Uber #1 US$500
- Three most active Bronze players US$100 each
- Three most active Silver players US$100 each
- Three most active Gold players US$100 each
- Three most active Platinum players US$100 each
- Three most active Uber players US$100 each
- Three most active Bronze players US$100 each
- Three most active Silver players US$100 each
- Three most active Gold players US$100 each
- Three most active Platinum players US$100 each
- Three most active Uber players US$100 each
TITANS 1v1 Ranked Season 5 Maps
Three maps carried over from season 4:
- Threshold
- Diahyrdi
- Moment
- Basilica (updated)
- Hopper (updated)
- ASAT
- Canyon
- Canals
- Fractured Islands
- EVAK
- Bastion
- Shallows
- Gargantuan
- Divide
- Fulcrum
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.
TITANS 1v1 Ranked Mid-Season 4 Winners
Uber #1 (US$500): killerkiwi Most active players (US$100 each) Uber
- clopse
- smurf
- admiralgeneral
- quaatal
- mkfed
- reynald009
- aleks.clark
- bakkiz
- neovalence
- celestial deed
- solumath
- svalfish1
- 906797135
- petermeffert
- kuna
TECHNICAL NOTES
TITANS Balance Changes
Added Horsefly advanced heavy strafing aircraft! Flak Cannon
- Changed to fire 4 beams
- Damage decreased to 40 from 150
- Splash damage decreased to 40 from 150
- First target priority changed to Air & (Bomber | Gunship)
- Health increased to 400 from 300
- Changed to fire 4 projectiles
- Damage decreased to 15 from 60
- Splash damage decreased to 10 from 30
- Velocity increased to 100 from 60
- Added pitch of 60 with pitch rate of 360
- Second stage duration decreased to 300 from 700
- First target priority changed to Air & (Bomber | Gunship)
- Damage decreased to 15 from 20
- Added heavy unit type UNITTYPE_HEAVY
- Angel advanced air support platform can now manually reclaim wreckage / features and will auto reclaim nearby wreckage if nothing to repair
- Mend advanced combat fabricator will auto reclaim nearby wreckage if nothing to repair
- Stryker, Ares, Atlas and Zeus mesh bounds adjusted
- Amphibious units moving on the seafloor which are near the water or above the water surface can now be targeted as surface units (see below)
- Lob unit / Dox launcher range decreased to effective range of 240 (no change to existing behaviour and range circle will now be correct)
Client Improvements
Local client changes:
- Added simple DPS calculation using damage x rate of fire x projectiles per fire to build bar and unit hover
- Added POV camera weapons aim tracking with smoother transitions
- Coherent UI 2.8.x with faster rendering and macOS Catalina 10.15 64 bit support
- New download manager with HTTP/2 and multiplexing for faster mod downloads and XHR
- Improved UI caching and loading times
- Improved readability of top economy bar in header
- Improved readability of build bar hovers
- Added radius to top right planet selector details
Client Fixes
Fixed memory leak in multi-threading async parallel for.
Server / Sim Improvements
Local server and public server changes:
- Improved saving and loading of saved game / replay times up to 2.5x faster
- Added amphibious units moving on the seafloor which are near the water or above the water surface can now be targeted as surface units eg Atlas titan is now targetable by any unit that target surface layers. Kestrel advanced gunships and Horsefly advanced strafer aircraft can target any unit as they appear out of water.
- Added auto reclaim of nearby wreckage
- Added reclaim of nearby wreckage to patrol for auto reclaim units
Server / Sim Fixes
Fixed memory leak in multi-threading async parallel for
AI Improvements
Local server and public server changes:
- Added splash damage to DPS calculations
- Added Phoenix advanced fighter
- Added Piranha gunboat
AI Fixes
Local server and public server changes:
- Fixed average mobile health including structures in its calculations
- Galactic War Fixes
- Fixed Phoenix advanced fighter buffs not being applied
Toolchain
Updated software development toolchain: https://en.wikipedia.org/wiki/Toolchain
- Visual Studio 2019 latest with 142 build tools / Windows 10 SDK latest
- Xcode 11 / macOS 10.15.x latest for macOS Mavericks 10.9+
- Latest steam linux runtime / GCC 6.2.0 (currently limited by Steam Linux runtime)
- Steamworks SDK 146 with macOS Catalina 10.15 support for 64 bit only
- Coherent UI 2.8.x with macOS Catalina 10.15 support for 64 bit only
- Windows libcurl 7.66.0 with nghttp2 for HTTP/2 and multiplexing
- Steam Proton compatibility
- Fonts converted to WOFF and all UI html and css updated
AI Modding
Local server and public server changes:
- Added --al-debug for instrumentation
- Dumps unit threat analysis on start for first AI (assumes all AIs are using the same unit list)
- Dumps per planet influence map on pause
- Added --ai-log and --ai-debug to client which will pass through to local server
- Added personality.ai_path to specify a different set of AI files for side by side testing of changes eg
Test: { ai_path: '/pa/ai2/', display_name: '!LOC:Test,
- Added AdvancedFighter, Strafer and Gunboat / SeaScout to AI unit maps
- Added personality.percent_open_vehicle, percent_open_bot, percent_open_naval, percent_open_air and percent_open_orbital to specify first factory percentages
Modding
Unit server mod changes:
- Added auto_reclaim to build arm specs (same task as auto_repair)
- Added projectiles_per_fire and dps to unit specs, build bar info and unit hover info
- Added ignore_overshoot to nav specs to disable distanceToStartBraking warning
Known Issues
Before reporting any issues please ensure you test the game without mods enabled. Defects with mods should be reported to mod authors in the PA forums thread for each mod.
- PA Launcher is not currently supported on macOS Catalina 10.15 and will be updated later this year
- Some mods may break with the update from Chromium 28 to Chromium 40 in Coherent UI 2.8.x as a result of html, css, layout, rendering, js and font changes
- Modern native Linux may segfault in CoherentUI_Host (try Steam Proton)
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:
- modernised client
- modernised server with more multi-threading and AI improvements
- PAnet migrated from UberNet with modern servers and more regions
- 1v1 ranked seasons with new maps, balance changes and a US$4,500 prize pool every 3 months
- Stryker!
Technical Notes
TITANS Balance Changes
Naval speeds increased
- Narwhal frigate speed increased to 12 from 9
- Orca destroyer speed increased to 12 from 9
- Stingray missile ship speed increased to 11 from 8
- Leviathan battleship speed increased to 11 from 8
- Typhoon drone carrier speed increased to 11 from 8
- Cost decreased to 5,200 from 6,500
- Ammo rate increased to 30 metal per second (20 stored drones then one per second once depleted)
- Initial launch stage decreased to 200 from 500 (shorter launch before turn)
- Now targets sea floor
- Weapons priority changed to torpedoes
- Torpedo rate of fire increased to 0.8 from max 1 (up to 10 low damage torpedoes depending on range to target)
Client Improvements
- --local-server-port to use a different local server port
AI Improvements
- AI now processes path requests over time rather than all at once which should help smooth AI performance
- Multiple small AI performance improvements
AI Fixes
- AI platoons that fail to find a path back to base when disbanding will now try a direct move request as a last resort
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?
TITANS 1v1 Ranked Season 3 Winners
Uber #1 (US$1,000): AndreasG Most active players (US$100 each) Uber
- nikolamx
- clopse
- metapod
- smurf
- n30n
- broom
- cuyto
- iban
- bakkiz
- muhr
- g-force
- neovalance
- cooperman
- isolum
- petermeffert
TITANS 1V1 Ranked Season 4 Prizes
Mid-season ends at 2019-09-06:00:00 UTC Uber #1 US$500
- Three most active Bronze players US$100 each
- Three most active Silver players US$100 each
- Three most active Gold players US$100 each
- Three most active Platinum players US$100 each
- Three most active Uber players US$100 each
- Three most active Bronze players US$100 each
- Three most active Silver players US$100 each
- Three most active Gold players US$100 each
- Three most active Platinum players US$100 each
- Three most active Uber players US$100 each
TITANS 1v1 Ranked Season 4 Maps
Four maps carried over from season 3:
- Backbone
- District (updated)
- Echo
- Exeunt
- Bulkhead (updated)
- Niflhel (updated)
- Riddler (updated)
- Singe
- Diahyrdi
- Fluviaat
- Moment
- Ribbon
- Shackle
- Surface
- Tia
- Threshold
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.
TITANS 1v1 Ranked Mid-Season 3 Winners
Uber #1 (US$500): NikolaMX Most active players (US$100 each) Uber
- NikolaMX
- nimzo
- kiwi
- n30n
- ptasior
- broom
- metapod (bonus)
- cuyto
- alive in
- iban
- muhr
- g-force
- scotter
- petermeffert
- frigoporco
- bigbabybear
- chancer (bonus)
TECHNICAL NOTES
TITANS Balance Changes
Grenadier
- range increased from 125 to 135 (will out range turrets)
- cost increased from 1,500 to 2,000
- production rate decreased from 20 to 15
AI Improvements
- Land, Fighter, and Bomber platoons will now path safely back to base to disband instead of taking a direct path
- Land, Fighter, and Bomber platoons that lose enough of their units while enroute to their destination will re-evaluate whether they should change targets or disband
- Platoons will now merge faster
AI Fixes
- Fix for AI platoons getting stuck if they attempt to path and fail after a previous successful path
- Fix for amphibious units that cannot attack while underwater getting stuck
Client Improvements
- Added client side custom line formations for move, attack and unload (replaces Cover the Line mod)
- Added basic Discord activity support with 1v1 ranked info (macOS / Windows only with current Discord SDK)
- Added check for multiple copies of PA running to avoid local storage corruption (Windows only)
- Added startpa: custom protocol handler (currently macOS / windows only with no parameter support)
- Changed landing zones default rules max to 32 players
Client Fixes
- Fixed macOS import / export (load / save) dialog crashes
- Fixed recover account URL
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!
PAnet Features and Migration
The Planetary Annihilation servers will be offline for up to 5 hours starting 2019-05-20 03:00 UTC while we migrate data to PAnet from UberNet. New features in PAnet:
- modern servers with faster CPUs, more memory and increased bandwidth
- new regions (see below)
- USWest (Oregon)
- USCentral (Ohio) - this was USEast (Virginia) on UberNet since March 2018
- USEast (Virginia)
- APSouthEast (Singapore)
- APNorthEast (Japan)
- USWest (Oregon)
- USCentral (Ohio)
- USEast (Virginia)
- EUWest (Ireland)
PAnet Public Test Environment (PTE)
Prior to migration on 2019-05-20 we will have a PTE build for testing PAnet. Unlike previous PTE builds that have historically targeted the current live environment, this is a completely separate test environment with no existing data. On first login to the PTE via Steam or PA account. a minimal set of data from UberNet will be automatically migrated to allow logins and play testing with your current inventory. All data will be discarded from the PTE once PAnet is live. This automatic on demand migration does NOT include:
- game history
- display name history
- replays
- friends list
TITANS 1v1 Ranked Season 2 Winners
Uber #1 (US$1,000): NikolaMX Most active players (US$100 each) Uber
- NikolaMX
- Diskraip
- nimzo
- Pa!nCorgi
- Viroo
- Sinoccence
- Qivy
- Alive In
- theiban
- muhr
- G-Force
- go
- FrigoPorco
- TotalAnnihilator
- MrStorm
TITANS 1v1 Ranked Season 3 Maps
Four maps carried over from season 2:
- Aquilaris
- Disparity
- Centax-3
- The Ardennes
- Backbone
- Exeunt
- Basilica
- Hopper
- Rotunda
- ASAT
- Hyde
- Kelvin
- Echo
- District
- Maginot
- Bailiff
Technical Notes
Legacy builds are no longer supported and will not be updated.
Translations
- Dutch updated as an official language
AI Improvements
- Improved performance of AI deployment data
AI Fixes
- Fix for platoon disbanding weirdness
- Fix for evaluateReconNeed AI crash
Client Improvements
- New 1v1 and shared army team vs team maps from TITANS 1v1 ranked season two
- Updated Coherent UI with improved 4K+ support for Windows
- Improved start menu videos feed (moved into base game from community mods patch)
- Improved start menu streams feed (moved into base game from community mods patch)
- mproved start menu news feed (moved into base game from community mods patch)
Client Fixes
- Fix for 4K+ crashes on Windows
- Fix for Coherent UI crashes
- Fix for material library crashes
- Fix for social bar not shown after 1v1 ranked requeue
Server Improvements
- AI no longer directly influences sim and all commands are queued
- AI now updates concurrently with history
Server Fixes
- Fixes for shutdown crashes
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.
Translations
Weve seen an increase in the number of non-English speaking players playing our game and we want to make sure were giving you our full support. We have engaged with a new translation team to update and improve the existing translations, replace community translations, and add support for Japanese. Were also updating Community Mods to allow for mod translations. As you can imagine this is a big job so well be doing it in a number of passes, focusing first on adding missing strings. In this patch weve included updates for:
- French
- German
- Russian
- Simplified Chinese
- Traditional Chinese
- Korean
- Japanese
- Italian
- Spanish
- Official translation support for mods
TITANS 1v1 Ranked Mid-Season 2 Winners
Were roughly halfway through season 2, which means its time for mid-season prizes. Congratulations to all those who fought the good fight, blew up a whole lot of robots, and are walking away with their well deserved spoils. Uber #1 (US$500): [TNC] [Nik] NikolaMX (whew, this guy is just too good) Most active players (US$100 each) Uber
- [TNC] [Nik] NikolaMX
- [BSE] Diskraip
- [ICARUS] nimzo
- [WAF] Viroo
- PAG_Clopse
- Sinoccence
- [BSE] Qivy
- [GPP] Isaac Arthur
- Alive In
- muhr
- go
- e1vis
- FrigoPorco
- TotalAnnihilator
AI
It wouldnt be PA if we didnt keep improving the AI. Some of you noticed it was seeming a little under the weather recently, but we found the cause and administered treatment. Now the AI should be face rolling you once more. This includes improved air and naval attacks. You may also notice its more prone to bombarding you from the coast too. Ooooo, nasty. As many of you will know, the AIs Commander often liked to plant both feet in the soil, hold the line, and then explode in combat against forces it should never have fought. These Commanders are expensive to replace, so weve taught it that discretion is the better form of valour, leading to less unnecessary deaths, and it surviving to deliver the late game awesomeness we know you want. Lastly, we did some work on enhancing the speed with which the AI processes all this information, making it more efficient than before.
TITANS Balance
Air has been a continuous thorn in the side of balance, often overwhelming the defences intended to stop it due to the ability for a player to commit their full strength to every engagement. In an effort to combat this we have boosted the strength of all land anti-air, including the Commander, with the intent to allow a greater diversity of play and hopefully reduce the massive fighter blobs. No longer will your Dox fight in the shade. The Locust has also seen a further nerf, with a reduction to health. This allows for units like the Laser Defense Tower to kill them with a single shot. Theyre still devastating if undetected, but easier to stop once spotted. The Icarus has had a minor change made to its attack behaviour so that it attacks like a gunship. Will this make it a powerful weapon of destruction? Nope. Will it make it look so much cooler before it explodes? You bet. It will also be slightly harder for Dox to hit.
Stability
We, and our community testers, have spent many hours hammering away, looking for any defects so that we could reap a bountiful harvest of logs and crash dumps. These have been used to squash a number of crash root causes, including the single largest cause of server crashes. In our modern build we have also updated Coherent UI to resolve a defect we identified which could cause client crashes. Stability remains a big focus going forward, and an area we will continues to work on. Thanks to everyone who helped us by running the PTE build.
tl;dr
This is an update about language and you skipped it? Are you aware of irony?
- First pass of new and improved translations
- South East Asia (SEA) servers planned
- 1v1 ranked mid season 2 prizes awarded
- Ranked maps updated
- Improved AI
- Balance changes
- Improved stability and modern Coherent UI update
Technical Notes
Aww yiss, this is the good stuff.
Translations
New translation handling:
- New prefix in literal strings that support knockout bindable HTML:
!LOCID:locId:locText
- New data-loc-id and data-loc-no-style attributes that support knockout bindable HTML without styling:
locText
TITANS 1v1 Ranked Map Pool Updates
Aquilaris
- Platforms opened to amphibious and hover units
- Removed spawn platforms Added 2 metal near the base
- Reduced the amount of water metal
- Increased the starting platform size
- Moved metal closer to the base and into tighter clusters for defense
- Increased base space by shrinking lava crevasse
- Moved some metal points at the equator
- Lowered the CSG around the air only metal Reduced crater metal from 6 to 4
TITANS Balance Changes
Commander
- AA rate of fire increased from 1 to 2 shots per second (reducing early game air snipes)
- Target priorities changed to equal priority for main threats:
Air & ( Transport | Bomber | Gunship | Titan) Mobile & Air
- Rate of fire increased from 2 to 3 shots per second (open up ground pushes against heavy air)
- Target priorities changed to equal priority for main threats:
Air & ( Transport | Bomber | Gunship | Titan) Mobile & Air
- Health decreased from 80 to 60 (easier to kill and will require more micro if rushed)
- Attack behaviour changed to aggressive circle-strafe (similar to Kestrel gunship)
- Target priorities changed to:
AirDefense | ( Land & Mobile ) | ( Naval & Mobile ) Air Fabber | EnergyStorage | MetalProduction Land & Naval
- Target priorities changed to equal priority for main threats:
Air & ( Transport | Bomber | Gunship | Titan ) Mobile & Air
- Cost increased from 4,500 to 4,800 (slowing the T2 rush)
Client Improvements
- Improved sandbox mode no longer requires a mod to show user interface for units, vision and control (will also be obvious if you join a sandbox game)
- Improved stability when marshalling data between Coherent UI and engine
- Improved performance and stability of pushing unit specs when starting live game
- Modern: updated to Coherent UI 2.5.9.3 which may improve rendering on Linux
- Fixed missing languages in Steam client
- Fixed initial language not being set based on Steam client language setting
- Fixed commander selection in 1v1 ranked new game lobby
- Fixed a material library threading crash
- Fixed windows crash handler failing triggering a Window Error Report (WER) which was also masking the material library crash
- Modern: updated to Coherent UI 2.5.9.3 with fix for memory allocation crash
- Modern: updated libcurl for possible fix for login failures on Windows 7
Server Fixes
- Fixed our #1 server crash. We now know this was caused by creative use of multiple anti-entity target weapons in the Legion Expansion Rampart shield generator when encoding deltas for the ammo capacity history curve
- Fixed a crash if a seeking projectile was fired at a unit that as it leaves the planet
- Fixed a navigation cost cell integrator crash in pathing
AI Improvements
- AI performance improvement pass focusing on AI data updates, build location updates and attack location selection
- Improved the AIs ability to use naval against land targets
- Improved the AI's use of space near it's starting base on some planets
- Improved the AI's economy management
- Improved the AI's handling of slow air platoons e.g. zeus + angel
- Small improvements to the AIs nuke and Unit Cannon targeting
- AI Commander should no longer charge the front lines to its death
- AI platoons should spend less time stuck against terrain trying to attack something
AI Fixes
- Fixed a math error causing the AI to only evaluate half the planet for military targets
- Fixed an error causing the AI to underutilize its air force
- Fixed AI not attacking on gas giants
- Fixed AI incorrectly marking bases as unable to deploy vehicle/naval units
- Fix for crash if a mod enables an AI controlled Unit Cannon to build fabbers
- Hardened the Fabber and Factory manager system to prevent a crash
Crash Reporting
- Added
--enable-full-memory-minidump
Windows only to be used when requested by support
Modding
- Work in progress: new unit specs API to replace Blueprint Info Framework
Other Modern Updates
- libcurl 7.64
- libsdl 2.0.9 for Windows (macOS was already 2.0.9 and Linux is system version)
- lz4 1.8.3
- miniz 2.0.8
- zlib 1.2.11
- libpng 1.6.36
- libsquish 1.15
- stb_truetype 1.21
- stb_image 2.21
- breakpad
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.
tl;dr
- The ladder has been updated to use the correct value for ranking players
- The ladder UI has been updated to display your rank, games played, and 500 players per league
- Players need to complete 10 games before being assigned a rank
- Bulkhead updated for missing metal
- https://palobby.com/leaderboards/
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.
Season 2 2019-01-25 to 2019-04-25
Its season 2! All ranks have been reset; everything is up for grabs again. A new season needs new maps. As you know we introduced four new maps mid-way through the previous season, and theyll be carrying over to season two. But the rest of the maps have been taken out back and retired. Sleep well old maps, youve served your time. Replacing them are eleven brand new maps.
Season 2 Map Pool (15)
- Aquilaris (WPMarshall)
- Bulkhead (WPMarshall)
- Canyon (WPMarshall)
- Centax-3 (Grand Homie)
- Disparity (WPMarshall)
- Enfer (Grand Homie)
- Geonosis (Grand Homie)
- Lost Temple (WPMarshall)
- Lugaan (WPMarshall)
- Niflhel (Grand Homie)
- Riddler (WPMarshall)
- Singe (WPMarshall)
- Tartarus (Grand Homie)
- The Ardennes (Grand Homie)
- The Marne (Grand Homie)
Prizes!
Of course, what season is complete without prizes? And what could possibly top an Invictus Commander statue? Like that relative that doesnt know what to get you as a present, we opted for cold, hard cash. Nice. The player who holds Uber #1 at the mid-season point (2019-03-08 00:00 UTC) will be awarded US$500. The player who is Uber #1 at the end of the season (2019-04-26 00:00 UTC) will receive US$1,000. But what about those of you playing in Bronze reading this and thinking, Im never going to hit Uber so what do I care? Well weve got you covered too. Well be awarding US$100 to the most active player in each of the five leagues, both mid-season and at the end of the season. Doesnt matter where you rank in the league, only how much you play.
Summary of Prizes
Mid-season at 2019-03-08:00:00 UTC
- Uber #1 - US$500
- Most active Bronze player - US$100
- Most active Silver player - US$100
- Most active Gold player - US$100
- Most active Platinum player - US$100
- Most active Uber player - US$100
- Uber #1 - US$1,000
- Most active Bronze player - US$100
- Most active Silver player - US$100
- Most active Gold player - US$100
- Most active Platinum player - US$100
- Most active Uber player - US$100
tl;dr
Seriously? We spent a lot of time writing all that. Millennials are ruining the patch note industry.
- Ranked season 2 has begun
- New ranked map pool
- US$2,500 to be won this season
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):
- Enfer (GrandHomie)
- The Marne (GrandHomie)
- Lugaan (WPMarshall)
- Singe (WPMarshall)
tl;dr
- Official servers using modern toolchain builds with multi-threading
- Two clients available (stable legacy and cutting-edge modern for testing)
- 1v1 ranked maps expanded with four community maps from WPMarshall and GrandHomie for a total of 15 maps
- 1v1 ranked lobby is now anonymous showing Player 1 and Player 2
- 1v1 ranked lobby leave option has been removed
- AI improvements with reworked and retrained neural networks
- AI commander selection (as promised)
- Server crash fixes
- NEW official guides: https://planetaryannihilation.com/guides
- NEW audio modding
- NEW official dedicated servers with up to 32 players for big games
Balance Changes
- Pelican cost increased to 160 and health decreased to 150
- Locust cost increased to 260
- Spinner range increased to 120
Technical Notes
Next year we will be moving to PAnet, which will replace the legacy UberNet infrastructure with modern server environments. Eventually all the legacy Windows servers will be replaced with faster modern Linux servers.
Toolchains
Software development toolchain: https://en.wikipedia.org/wiki/Toolchain Legacy toolchain
- Visual Studio 2012 / Windows 8 SDK
- Xcode 5.0.1 / macOS Mountain Lion for macOS Lion 10.7+
- Legacy Steam Linux runtime / GCC 4.8.4
- Visual Studio 2017 latest / Windows 10 SDK latest
- Xcode 10.1 / macOS 10.14.1 latest for macOS Mavericks 10.9+
- Modern Steam Linux runtime / GCC 5.4.1 (currently limited by Steam Linux runtime)
- Native Linux / Clang / LLVM 7.x for dedicated Linux servers
Community Maps
- https://github.com/planetary-annihilation/pa-community-maps
Server Improvements
- Faster modern toolchain build
AI Improvements
- Completely reworked the AIs neural network fitness function to improve how the AI evaluates the outcome of a battle
- Instead of being based on the difference between each and every input before and after the encounter, the fitness function now primarily looks at which side lost more metal value. Not every encounter results in a metal loss, so the fitness function also compares unit count losses as well as health losses, but they dont count nearly as much as metal losses
- AI commander selection in new game lobby
Server Fixes
- Fix for crash if the AI was trying to teleport a fabber or commander to a planet as the planet was destroyed
- Fix for multiple cases where a unit could be removed from a platoon (dropping the reference) before being added to a new platoon, causing a crash later on in the game
- Fix for crash if the commander did not have an Uber cannon spec
- Fix for build arms not ticking in multi-threading enabled servers causing fabbers/commanders to not face their build targets
- Fix for crash if a fabber/commander was assisting in the construction of a projectile that died
- Fix for a crash if a projectile target died and was cleaned up by the sim
- Improved fix for players disconnecting from new game lobby not being removed from game
Client Improvements
- Reorganised start menu is now scrollable with more space for menu items
- Improved commander and colour selection in new game lobby
Client Fixes
- Fix for ESC key locking up the start menu if no video was playing
- Fix for community videos not showing if community mods not enabled
Modding
- NEW audio modding:
- api.sound.playSoundFromFile(path)
- api.sound.playSoundFromFileAtLocation(path, x, y, z)
- api.sound.registerCueMod(cue, path)
- api.sound.unregisterCueMod(cue)
- NEW build.txt with original build number (will differ from version.txt for legacy clients)
- NEW gBuild global with original build number from build.txt accessible in all scenes
- NEW --version command line option to override version.txt for targeting a different server build
Seasons Greetings Commanders,
This is a call to action to help us test the start of our tech upgrade. Planetary Annihilation is moving to tier 2.
As we enter the holiday season we bring you a little present in the form of not one, but two(!) Public Test Environment (PTE) builds. Thats right, the choice is yours. But before we get ahead of ourselves, a little reminder that PTE builds are opt-in and an opportunity for you to try out new features before we move them to stable. They may be a little unstable, a little rough around the edges, but theyre the cutting edge of Planetary Annihilation. Check this guide on how to opt-in to PTE. Work on Planetary Annihilation started back in 2012, and it was built using the latest and greatest tooling at the time. But like the Progenitors, things have moved on and tooling has improved. This PTE comes in both legacy and modern build flavours, using either the build tools PA has been using since release, or the modern 2018 goodness. Newer tools allow us to lower RAM usage and boost performance, among other benefits. Of course this also means its less well tested and therefore possibly less stable at this time. The PTE will be running its own servers, separate from the stable servers, and all of them running the modern build. This is the place to come for cutting edge performance. Bring your friends! Its not just about tech though, theres a host of goodness packed into this update. In particular, the AI has once again undergone brain surgery to improve the way it evaluates battles, making it smarter about when to fight and when to ru execute a tactical withdrawal. Modders should make sure to hop onto this PTE to take advantage of the new audio modding capabilities and get their sweet audio goodness ready to launch alongside this update when it hits stable. We also nipped in the bud most of the major crash sources weve identified. You can help us find more by running the modern build. We salute your sacrifice, Commander.
tl;dr
- two clients available (stable legacy-pte and cutting-edge modern-pte for testing)
- official PTE servers using modern toolchain builds
- 1v1 ranked maps expanded with four community maps from WPMarshall and GrandHomie for a total of 15 maps
- 1v1 ranked lobby is now anonymous showing Player 1 and Player 2
- 1v1 ranked lobby leave option has been removed
- AI improvements with reworked and retrained neural networks
- AI commander selection (as promised)
- Server crash fixes
- NEW audio modding
Technical Notes
Next year we will be moving to PAnet, which will replace the legacy UberNet infrastructure with modern server environments. Eventually all the legacy Windows servers will be replaced with faster modern Linux servers.
Toolchains
Software development toolchain: https://en.wikipedia.org/wiki/Toolchain Legacy toolchain
- Visual Studio 2012 / Windows 8 SDK
- Xcode 5.0.1 / macOS Mountain Lion for macOS Lion 10.7+
- Legacy steam linux runtime / GCC 4.8.4
- Visual Studio 2017 latest / Windows 10 SDK latest
- Xcode 10.1 / macOS 10.14.1 latest for macOS Mavericks 10.9+
- Modern steam linux runtime / GCC 5.4.1 (currently limited by steam linux runtime)
Community Maps
- https://github.com/planetary-annihilation/pa-community-maps
Server Improvements
- Faster modern toolchain build
AI Improvements
- Completely reworked the AIs neural network fitness function to improve how the AI evaluates the outcome of a battle
- Instead of being based on the difference between each and every input before and after the encounter, the fitness function now primarily looks at which side lost more metal value. Not every encounter results in a metal loss, so the fitness function also compares unit count losses as well as health losses, but they dont count nearly as much as metal losses
- AI commander selection in new game lobby
Server Fixes
- Fix for crash if the AI was trying to teleport a fabber or commander to a planet as the planet was destroyed
- Fix for multiple cases where a unit could be removed from a platoon (dropping the reference) before being added to a new platoon, causing a crash later on in the game
- Fix for crash if the commander did not have an Uber cannon spec
- Fix for build arms not ticking in multi-threading enabled servers causing fabbers/commanders to not face their build targets
- Fix for crash if a fabber/commander was assisting in the construction of a projectile that died
- Fix for a crash if a projectile target died and was cleaned up by the sim
- Improved fix for players disconnecting from new game lobby not being removed from game
Client Improvements
- Reorganised start menu is now scrollable with more space for menu items
- Improved commander and colour selection in new game lobby
Client Fixes
- Fix for ESC key locking up the start menu if no video was playing
- Fix for community videos not showing if community mods not enabled
Modding
- NEW audio modding:
- api.sound.playSoundFromFile(path)
- api.sound.playSoundFromFileAtLocation(path, x, y, z)
- api.sound.registerCueMod(cue, path)
- api.sound.unregisterCueMod(cue)
- NEW build.txt with original build number (will differ from version.txt for legacy clients)
- NEW gBuild global with original build number from build.txt accessible in all scenes
- NEW --version command line option to override version.txt for targeting a different server build
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.
Current Map Pool (11)
- Amplus
- Berg
- Blitz
- Clutch
- Crag
- Duat
- Forge
- Lock
- Meso
- Pacific
- Roc
1v1 Ranked Seasons in 2019
Starting in 2019 each 1v1 ranked season lasts 3 months with a ladder reset at the start of every season.
2019 Seasons
[olist]
1v1 Ranked Fixes
- Fix for never-ending 1v1 ranked queue after a network error
1v1 Ranked Display Improvements
- 1v1 rank and inactivity displayed in start menu (moved into base game from community mods)
- 1v1 rank display in game over (moved into base game from community mods)
1v1 Ranked Work in Progress
The following are still in development / testing:
- Tweaks to limit highest initial placement to Gold
- Inactive 1v1 ranked ladder decay (slowly lose points if you're not active)
- Visible points display
- Penalties for disconnecting instead of surrendering
Technical Notes
Server Improvements
- Experimental multi-threading on official servers (still legacy toolchain and infrastructure)
- More performance and memory usage improvements to navigation cost cells
- Logging of server rate
- Logging of system free memory (currently windows only)
AI Improvements
- Further refinement of AI aggression
- Adjusted how the AI chooses where to expand
- Performance improvements
- Retrained neural networks
Server Fixes
- Fix for AI Platoon::numUnitsOfType server crash
- Fix for AI chooseStartLocation server crash when passed bad data
- Fix for AI attempting to transfer a unit to a planet that did not have an initial planet manager assigned
- Fix for AI getting stuck building no factories if it is modified to remove the ability for the AI to build one or more factory types
- Fix for a multi-threading crash
Client Improvements
- More visible orbital attack lines in the orbital path visualiser
Client Fixes
- Fix for particle emitter crash when emitter has an invalid fx_trail_spec
Modding
- MatchmakingUtility.getSeasonEndDate()
- New gVersion global with current build number accessible in all scenes api.game.isPTE()
- UTC start_timestamp (landing time) and end_timestamp (game over) in server control state to calculate accurate game elapsed (note that valid_time_range.min is the in-game landing time)
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:
YOU control the carnage!
You, the spectators, have the ability to donate units to the player of your choice, LIVE, as you watch the battle unfold. Give an underdog a second chance, drop a TITAN in the middle of a rampaging horde, or just throw down a load of nuclear missiles to watch the explosions.
Why?
This tournament is in support of the AbleGamers Charity, a fantastic organization which makes gaming and computing more accessible to those with disabilities. Every cent donated goes directly to the charity via the donation page. This annual tournament has raised over $6,400 so far, with last year raising over $2,200. As ever, were hoping to beat last years total!
How?
Before the tournament goes live, a menu will be published, showing how many dollars you must donate in exchange for each available unit in the game. Along with your donation, you must include instructions detailing which player you wish to donate to, which units you wish to donate and where you want them to be placed. Once the donation and instructions have been received, our resident Puppetmaster will ensure they are added to the game. For those unable to make it live to the event, units can be donated in advance and will be added at the first available opportunity.
Main Event
Saturday 2018-11-24 18:00 UTC
Qualifier Event
Saturday 2018-11-17 18:00 UTC
Live stream
https://www.twitch.tv/wpmarshall
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...
Balance
- Advanced Air, Bot, Vehicle and Naval Factory cost increased by 25% to 4,500 (minor delay to T2 rush)
- Slammer cost increased to 500 (minor adjustment against Leveler)
- Solar Array cost decreased to 1,600 (minor adjustment against land-based advanced power)
- Gil-E vision increased to 220 (vision now matches weapon range)
- Bluehawk range increase to 220 (buff as a counter e.g. Kaiju)
- Pelican health increased to 200 with group (formation) preference set to back (increased survivability)
- Stingray vision increased to 250 with new radar and sonar of 350 (new cruiser role as naval radar)
- Typhoon vision increased to 250 with drone guard radius of 250 and passive health regen reduced to -2 (20 seconds)
- Kaiju rate of fire decreased to 0.5 shots per second (minor nerf)
Technical Notes
AI
- Adjusted the neural network fitness function
- Neural networks have all been re-trained for Titans and Classic
- Threat response platoons now see amphibious units as anti-sub threat
- Added a couple of new target filtering options, a new neural net input, and a few new outputs
- AI does a better job of gathering and using intel as well as caching it for later use to improve performance
- When looking for a place to attack, the AI will now take into account neighbouring areas when determining what size of a force to use
- The AI will now look for more fights that it can win rather than fights it can at least tie
- Fix for AI platoons that would get stuck trying to disband
- Adjusted how much the AI raids
- Improved AI neural data merging
- Adjusted AI aggressiveness
- Adjusted how search spaces are updated in an effort to get through as many of them as possible per tick
- During the nav update, more of an effort is made to allow as many search spaces as possible generate their high level path so units can start moving faster
- Added a fail safe to allow nav to steal more voxel budget if it is having a tough time getting through search spaces
- This will give nav an opportunity to fulfill a larger number of move requests over a shorter time
- We now query a search space to ensure we have enough voxel budget remaining for the space to prevent doing a bunch of useless work
- Added the count of updating search spaces in nav to the perf output window
- More aggressive filtering of collision pairs to reduce the number of pairs we have to check
- Nav now attempts to pre-allocate the cost cells it will need for the updating search spaces it has
- Search spaces now return their cost cells to nav when they are finished so they can be reused later
- Moved the spatial DB update for dynamic objects so that it only happens once, at most, per update
- The task scheduler now supports running the plan step of parallel tasks (such as weapon auto targeting and auto manoeuvring) at the same time, per unit
- Entity record step now runs in parallel
- The nav and physics updates now run alongside the economy update
- Added multi-thread support for the heavy parts of the recon update
- Units can now update their weapon aims in parallel
- The physics update now supports multi-threading
- The small island build is now multi-threaded per sector
- This helps in-game perf as well as system loading
- Added --max-threads command line to set the max number of background threads
- Improved crash reporting for all platforms
- Crash dumps are now stored in the log folder (varies by OS) instead of a temp folder
- On Windows, a DxDiag report (stripped of all personally identifiable info) is now automatically attached to crash reports
- Fix for crash if, during the same tick, a search space was marked for removal and then another search space was created for the same destination
- Fix for rebuilding the collision geometry BVH when it wasn't needed
- Fix for crash in swizzle tree from trying to evaluate log(0), in a rare case
- Fix for big game crashes caused when the flood runner gets a request from a search space with an invalid goal location
- Fix for virtual texture binding crash on the client
- icon atlases now use grids which increases the maximum strategic icons (52x52px) on an 8K texture (older GPUs) to 157 x 157 (24,649) and on a 16K texture (modern GPUs) to 315 x 315 (99,225) resulting in a breaking change to the following shaders:
- particle_direct_ring_selection.vs
- particle_direct.vs
- particle_icon.vs
- particle_status_icon.fs
- particle_status_icon.vs
- strategic icon mods should use the new utility function calculateAtlasUV (added to particle_common.vs) replacing: v_TexCoord = vec2(a_TexCoord.x, vUVAndExtra.x + vUVAndExtra.y * (1.0 - a_TexCoord.y)); with v_TexCoord = calculateAtlasUV(vUVAndExtra.xy);
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:
- Website: https://planetaryannihilation.com/
- Forums: https://forums.planetaryannihilation.com/
- Support: https://support.planetaryannihilation.com/
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:
- Ladder reset for 1v1 giving everyone a fresh shot at hitting the top of the ladder
- Working on server performance and optimizations to improve player experience (some of these optimizations have already been made)
- New 1v1 ranked maps
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
- Reduced Zeus effective rate of fire to 0.5 from 0.67
- Increased Zeus ammo per shot and capacity to 10,000 from 9,000
- Decreased Zeus ammo demand to 5,000 from 6,000
- Increased Leveler build cost to 800 from 600
- Decreased Leveler turn rate to 50 from 60
- Increased Titans Gil-E range from 180 to 220 for Titans (same range as Classic PA)
- Titans Leveller ammo velocity is slower (140 vs 150)
- Titans Gil-E health is lower (150 vs 200)
- Titans Gil-E build cost is lower (800 vs 1200)
- Titans Gil-E weapon can also target WL_Air
- Fixed sudden death mode not displayed for other players in new game lobby (patched via community mods)
- Fixed zoom to celestial for POV camera
- Added tooltip for POV camera button
- Fixed attack, move attack and area attack for point / follow units to attack from max weapons range instead of rushing into and hugging target eg bots, hornets, etc.
- Fixed multiple saves during same game corrupting config
- Community Servers Support:
- Posting community servers beacon
- support for 32 players with 16 alliances
- command line option --gameover-timeout
- command line option --community-servers-url
- command line option --community-server-public-host
- command line option --community-server-region
- added missing help for recently added command line options.
- added state to server beacon
- added offworld support for AI only (no human players) testing
A host of new custom commanders, free for everyone!
- Added Locust, XOV, Reaver, spz58624, raizell, visionik, tykus24, mostlikely, nagasher, zancrowe, kevin4001, damubbster, commandonut, sadiga, jt00010177, vidicarus
- Previews here!
- Removed friendly commander reclaim
- Changed grenadier group preference to back
- Changed default bounty to 0.25
- A POV camera mode that follows a unit and watches the action from their perspective! The default keybind for this is Ctrl+Shift+M.
- More details can be found on the following thread in our forums: https://forums.uberent.com/threads/new-pov-camera-mode-testing.72119/
- Sudden death for teams (protect your weakest player)
- Added sim speed control for local servers with key bindings -/=
- Added AI shared armies
- Added resume anywhere for AI games with no human players
- Fixed black screen joining game over state
- Added social notifications when uberbar hidden
- Fixed broken classic galactic war saves with missing combined unit_list.json for.ai and .player spec tags
- Changed handling of look at player for spectators to use units
- Changed label for dynamic alliances eco sharing from RESC to SHARE ECO
- Added Friendly_Commander reclaim type and excluded friendly commanders from default unit reclaim type. Commander reclaim can be enabled again by adding Friendly_Commander to reclaim_types.
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
- Added Multi-threading support to both client and local servers
- Tweaked AI
- LZ4 compression for server mods
- Major rework of the System Editor
- Lots of bug fixes and polish
- Added option to server settings tab to enable multi-threading for local servers.
- Added server command line option "--mt-enabled" which enables server multi-threading if present.
- The Nav, Physics, and AI updates are now run in parallel when enabled.
- These changes do not affect Uber hosted games, only local and private servers (if configured)
- Retrained all AI neural networks.
- Made changes to reduce AI baiting
- Support for unit restrictions in new game lobby (work in progress)
- Added multi-thread safety to the AI neural networks
- Enable LZ4 server mod compression on servers with replay version >= 2, to help reduce client load times on servers with large mods
- Added check to enable LZ4 server mod compression only on new servers that can support compression based on replay version sent in login acceptance message.
- Currently this also changes replays. Older builds cannot load replays created by newer builds with LZ4 compression of server mods, but newer builds can load older replays
- Server version and buildid also sent in login acceptance message will be used for custom server checks in future.
- Fixed issues where CSG would be lost
- Fixed lost advanced edits due to events not firing
- Fixed resolution scaling not set causing incorrect air zoom calculation
- Fixed unnecessary rebuilding when changing planet
- Fixed metal spots disappearing when finished editing (invalid placement)
- Added mouseLocationAsJson
- Added toLatLng (was planet private)
- Fixed encodeCSGBrushListJson to encode preview brushes or builder brushes in planet
- Fixed addMetalSpot to validate metal spot and any mirror when placed
- Renamed senedSelectedPlanetToUI to selectedPlanetChanged and cleaned up usage in view
- Renamed sendSystemSpecToUI to systemChanged and cleaned up usage in view
- Renamed updateUIPlanetMetalSpots to selectedPlanetMetalSpotsChanged and cleaned up usage in view
- Renamed updateUIPlanetLandingZones to selectedPlanetLandingZonesChanged and cleaned up usage in view
- Added selectedPlanetCsgChanged to view
- Moved terrain editing status from view into planet (it's per planet which fixes lost CSG and unncecessary rebuilds)
- Moved UI interaction out of planet world into view
- Moved UI planets ready from planet world to view and renamed to updatePlanetsReady
- Added arePlanetsReady to planet world
- Added basic camera lookAt support for planet mode to view (TODO: space camera)
- Added systemEditor.convertSelectedPlanetToAdvanced for advanced editing in UI to view and planet
- Added selectedPlanetEditingChanged and selected_planet_editing message for advanced editing in UI to view
- Added selectedPlanetEditingAsJsonMessage to view
- Added setLandingZoneSize to planet for advanced editing in UI to view and planet
- Added camera_movement message for UI to view
- Added planent_csg updates for UI with selected planet index and current CSG selection for every change when editing terrain to view
- Added selected_csg message for UI when selectected CSG changes to view
- Added editing mode and planet status to selected_planet_index message for UI to view
- Added mouse location to time message for UI (to avoid spamming another UI message) to view
- Refactored state handling to use new engine messages
- Added handling to restore editing state when changing planets
- Changed advanced edit of no preview placeholder to convert with no csg, metal spots or landing zones
- Changed advanced edit of terrain preview to convert csg only with no metal spots or landing zones
- Disabled advanced edit mode changes while planets are building
- Added landing zone rules editor with camera support to look at landing zone when selected
- Added landing zone size
- Added display of delete key bindings when editing metal spots and landing zones
- Added camera location
- Added mouse location
- Added resetSystem for loading entire system
- Added previewSelectedPlanet and updateSelectedPlanet
- Added releaseCsg and changed grabSelectedCsg to save original position
- Added cameraLookAt with space camera to focus on sun
- Added cancel check to release grabbed CSG
- Added saveUndoPosition and restoreUndoPosition to CSG brush preview
- Renamed buildAllPlanets to previwAllPlanets
- Tweaked setLandingZoneSize
- Tweaked systemChanged and selectedPlanetChanged from first pass
- Tweaked updatePlanetSpec
- Added basic camera support to planet view in system editor via camera_movement handler and api.camera.lookAt
- Added planet selector with sun zoom to celestial (no more accidentally changing orbits trying to select a planet)
- Added thrusters required for attack to advanced edit
- Added clickable CSG command bar showing key bindings when CSG selected (was key bindings help)
- Added api.terrain_editor.releaseCsg with ESC handling to cancel grabbed CSG and restore original position
- Added sandbox back into biomes
- Cleaned up handling of planetCSG, metal_spots and landing_zones conversion to source > brushes, metal_spots, landing_zones
- Cleaned up initial loading of system
- Added buildAllPlanets to replace convertAllToTerrainPlanets with checks for existing status to system_editor_view
- Added resize handling to system editor when editing controls section overflows screen height eg long landing zone lists
- Added key bindings help when editing csg to system editor
- Tweaked advanced landing zone size and selected csg updates in system editor
- Added api.settings.title
- Added systemEditor.set_flooded_csg and systemEditor.set_no_features_csg
- Tweaked handling of release CSG
- Added hasUndoPosition and checks for newly placed CSG with no undo position
- Fixed message spam when planet or CSG grabbed
- Fixed csg selection not cleared when ending CSG editing
- Fixed selected csg not updated when placing new CSG
- Fixed flooded and weight params not preserved in preview CSG
- Added CONNECT_TIMEOUT of 5 seconds and STATE_INITIALIZED
- Added RECONENCT_DELAY of 0.5 seconds and STATE_RECONNECTING
- Changed MAX_RETRIES to 2 ( best handled in UI where we can provide feedback)
- Fix for change from list to vector in ThreadPool and TaskBatch where mTasks size is 1 (macos crash fix).
- Added cancel button visible for non Ladder1v1 games after first failure which cancels immediately if no penidng engine connection
- Changed DEFAULT_CONNECTION_ATTEMPTS to 5 (now less in engine)
- Added DEFAULT_CONNECT_DELAY of 2 seconds when connecting to a new local server (reduces chance of first time fail while server is still starting)
- Added DEFAULT_RETRY_DELAY of 5 seconds
- Added connection attempts of 15 with retry delay of 10 seconds when loading local saved games (server is non responsive when loading big saved games)
- Updated to FMOD 4.44.64
- Attempted fix for AMD green planet bug
- Fixed missing build bar images for Enderstryke71 and Nefelpitou commanders.
- Fixed incorrect economy rate when new player joins an empty slot cleared by another player leaving / kicked / spectating (or an AI removed) that was an economy rate not 1.0
- Fixed long timeouts with many retries when connecting to non existent or stealh blocked servers.
- Fixed loading of big saved games
- Added cancel button while connecting to server
- Fix for planet wide patrol task not getting enough initial patrol points, causing the task to constantly reset itself and cause lag.
- Patrol task, auto repair task, and anti entity task now filter possible targets faster. This represents a decent perf boost for later game.
- Fixed bounty claimed by ally voice over playing in group for nuclear missle ready.
- Removed the ?_? AI name, since it was not displaying properly on at least one platform.
- Fixed lobbyId typo in start rejoinGame, lobbyId not set in matchmaking, ko db extender breaking systems and player guide not scrollable
- Fixed rejoinGame not settings mods, etc due to consistent use of lobbId vs lobby_id
- Fixed lobbyId not saved in matchmaking
- Fixed broken systems when not initialised correctly with default value of empty array by ko db extender
- Fixed player guide not scrollable due to incomplete white flash fix
- Fixed server mods not uploaded during host connect for manually started local server
- Changed community mods CDN URL
- Removed the Mutex from swizzletree. Instead mEnumerationCount is a std::atomic.
- Fix for an uninitialized variable that was preventing users from being able to change the playback rate of replays
- Removed a couple of very spammy log messages
- Fix for burnables attempting to write out to the burning curve during the shutdown call when the curve was already updated by the call to incinerate on the same tick.
- We no longer query the order's unit's position for every pass of (is my fellow unit close enough to me). For area patrols with lots of units, this is a huge perf win.
- Fixed the army patrol target cache to work more like it was initially intended.
- Added sim performance percentage next to game time in live_game_options_bar.
- Fix for agent looking at wrong move type value when determining if it should just steer towards its slot position.
- Fix for formation looking at wrong move type value when determining grid and cushion size.
- Fix for group moving an agents goal to its slot position when the slot position is not valid.
- Fixed nav agent logic regarding when to steer towards their group slot position and when to use their own ground path.
- Fix for a nav agent variable getting modified on when it wasn't supposed to be.
- Adjusted the logic controlling what nav search spaces get updated per tick.
- Minor adjustment to nav to prevent units from remaining stuck due to not having a flow field for an extended amount of time.
- Adjusted nav group logic so that slots are not treated as ahead of the group when the group is not moving.
- Added gNoMods to startupJS for better handling of --nomods by community mods.
- Added cores, memory and nomods to getSetupInfo and UI start scene.
- More multi-threading protection for the unit type db.
- Fix for Collision Geometry potentially rebuilding its BVH in one thread while another thread is walking the tree. Would only occur if there were multiple AIs and multi threading was enabled.
- Fix for uninitialized variable in nav agent.
- Adjusted AsyncParallelForDriver to split work more evenly over threads.
- Added getVersion to AudioWrapper, NullAudioWrapper, FmodAudioWrapper with decoding and logging of FMOD version.
- Added getVersion / getRenderer / getShaderVersion to GLRasterizer, NullRasterizer and Rasterizer
- Added fmod_version, opengl_version, opengl_renderer and opengl_shader_version in getSetupInfo for UI
- Moved where feature observables are removed to prevent features from mutating the sim history during the retire entities step.
- Fix for octree::walk deleting the FindState we are working before we were really done with it.
- Fix for failing to parse a unit type string if one of the unit types returned an empty spec set.
- This can happen if a spec string includes one of the Custom unit types, but there are no mods installed that makes use of that unit type.
- Added defeated status and AI personality to army replay info
- We are no longer allocating a string eveytime we validate a build order. We do this often enough that this is a decent perf improvement.
- Added checkboxes for selected CSG pathable, mergable, no features and flooded flags
- Added display of selected CSG JSON (temporary until full parameter editing is finished)
- Added clearMergableCsg, setFloodedCsg, clearFloodedCsg, setNoFeaturesCsg and clearNoFeaturesCsg to api.terrain_editor
- Improved and renamed respondToResize to checkResize with cleaner handling of landing zone and CSG json overflow
- Fixed uninitialised weight, weightHard and weightScale
- Fixed revert to standard mode while advanced editing with zero CSG, metal spots and landing zones
- Fixed remote saved games not showing last saved time and incorrectly sorting to bottom of saved games list
- Fixed minor scroll overflow in frame for player guide article
- Fixed --nomods handling using new gNoMods in connect to game, new game and replay loading
- Fixed api.net.joinGame never returning for invalid lobbyId
- Added cancel to join game after waiting 10 seconds
After much work with some of our most prominent community members and modders, we're proud to announce our Community Update!
Summary of Changes
- Community Mods in-game mod manager
- Custom Server support
- Server improvements
- New modding capabilities
- Numerous UI enhancements
- Tons of bug fixes
1. Community Mods in game mod manager
No external application required. Uninstall your mods in PAMM first and then reinstall them through Community Mods.
- added community mods in game mod manager to start menu
- added auto updating of mods
- added dependency tracking to automatically enable and disable dependency mods
- replaces PAMM (PA Mod Manager) external application
2. Custom Server support
No mods required.
- added game server browser support for hosting, joining and spectating custom server games
- added game invite support for custom servers
- added game configuration in new game support for custom servers
- added reconnect support for custom servers to start menu
- custom servers now advertise max players and max spectators
3. Servers
Applies to Uber and custom servers:
- added metalClusters, metalDensity, landing_zones_count, metal_spots_count and planetCSG_count to game beacons and system info
- added support for 32 colours
- added support for custom commanders
- added support for selecting of AI commander
- added server mod identifiers to game beacons
- added support for custom servers to advertise max players and max spectators in game config beacons
- added --max-players and --max-spectators command line options
- added --server-password command line option
- added --default-lobby-name command line option
- added --default-game-type command line option
- added --replay-timeout command line option to set timeout when replay will be written even if clients still connected
- added --replay-filename command line option
- added UTCTIMESTAMP token for --replay-filename to automatically name replays based UTC timestamp
- added support for lobby chat history
- added support for lobby custom json messages (will also add to playing)
- improved support for server mods status
- added support for server mods in replays and saved games
- fixed null secondary colour causing server crash when starting game and showing new game commanders cinematic
- added validation of secondary colour
4. Modding
General
- added support for Legion Expansion mod
- added support for companion mods to reduce the size of large server mods
- added game info to session, connect_to_game and various scenes:
- serverType / game_server_type (local|uber|custom)
- serverSetup / game_server_setup (game|replay|loadsave)
- gameType / game_type (Galactic War|Ladder1v1|FFA|TeamArmies)
- gameModIdentifiers / game_mod_identifiers (work in progress)
- deprecated joinLocalServer / join_local_server in preference to isLocalGame / is_local_game
- changed isLocalGame to use the same is_local_game session key everywhere
- changed join_lobby helper to use isLocalGame
- updated to latest knockoutjs 3.4
- added save method to storage extenders
- added support for model.send_message('set_ai_commander', {id: model.playerId(), commander: commanderSpecString});
- fixed empty spectators (playersWithoutArmies)
- added spectatorCount observable
- added emptySpectatorSlots observable
- added serverModsState (uploading/downloading/mounting/mounted) string observable
- added buildVersion string observable
- added isLocalGame boolean observable
- added gameModIdentifiers
- added serverMods observable array
- added gameCheats observable arary
- added localChatMessage(name, message)
- added mods lobby chat message type
- added registerHoldReady(identifier, info)
- added unregisterHoldReady(identifier)
- added registerJsonMessageHandler(identifier, handler, priority)
- added unregisterJsonMessageHandler(identifier, handler)
- added sendJsonMessage(object)
- exposed listen_to_spectators in GameOptionModel
- fixed lobbyId not set
- improved modability of build bar (wondible)
- added engine support for server mods and reloading (Uber)
- updated to latest strophe (xmpp used by uberbar and PA Chat)
- added api.download for community mods manager (Uber)
- added api.file.list for community mods manager (Uber)
- added api.file.zip for community mods manager (Uber)
- added api.memory.remount for community mods manager (Uber)
- added api.mods.getMounted (Uber)
- deprecated api.mods.getMountedMods (Uber)
- implemented watcher support for OS X / linux
- implemented memory mounted shader reloading
5. Polish
Game Server Browser
- added saving of game server browser filters with reset filters button
- added status messages when mounting server mods
- added busy animation
- added mounting of server mods when starting game (moved from new game lobby to fix many UI issues)
- changed default save name to include time
- added lobby chat history
- added planet radius, metal / custom metal, custom landing and custom csg in a tooltip to planets
- added halleys required and increased size of planet icons
- added highlights to econ rate when not 1.0
- moved mounting of server mods when starting game to connect to game
- changed default save name to include time
- changed global spectator chat default to team chat
- added spectator label for spectator chat
- added display of metal spots count to tooltip in planets summary
- reduced size of planets summary tooltip to minimise overlap with preview
- added metal spots count to planet list with localised metal tooltip
- reduced height of planets list for large systems with many planets
- added right click look at player in PIP
- added right click track commander in PIP
- added searching by display name
- added lobby status to game invites
- added cancelling of game invites if full or inviter leaves lobby
- improved reconnect handling
- added support for server mods in replays and saved games
- added downloading server mods status
6. Fixes
GPU
- fixed windows laptops with AMD GPUs to always use discrete (Uber)
- fixed negative output of dither in HDR compose pass... should fix crash on Intel 5xx GPUs (Uber)
- fixed windows 10 audio issues with updated FMOD (Uber)
- fixed display names not updating
- fixed buy missing content dialog description when a classic player is invited to a titans game
- fixed a long standing issue where a network / data issue or reloading the uberbar reset the user tag map and killed friends list
- fixed the ubernet extender to not lose data or use bad data from playfab or local storage
- fixed the ubernet extender to correctly check previous and not update on refresh
- fixed long standing issue with large user tag and id to interaction time maps (based on optimise user tag map)
- fixed a long standing issue where idToJabberPresenceTypeMap and idToJabberPresenceStatusMap were not written to session storage
- fixed long standing issue where searches of existing friends add duplicates to friends list
- fixed invites to private games
- fixed long standing issue where previously accepted game invite fails then later invite from same person teleports you into new game without confirmation
- fixed game password lost after refresh, selecting system, settings, etc
- fixed cannot join empty slot issue where player disconnects without leaving
- fixed the many issues caused by new game lobby loading without server mods ready and the freezes while server mods are uploading and remounting
- fixed alt-tab back to PA then backspace with chat window open triggering window back then reload or connecting to server
- fixed missing look at players for spectators
- fixed server freeze 30 seconds after game over while replay is being written which prevents chat, stats, review, etc
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/
Planetary Annihilation: TITANS
Uber Entertainment
Uber Entertainment
2015-08-18
Singleplayer Multiplayer Coop
Game News Posts 100
🎹🖱️Keyboard + Mouse
Very Positive
(10664 reviews)
https://planetaryannihilation.com/
https://store.steampowered.com/app/386070 
The Game includes VR Support
Planetary Annihilation: Titans - Linux [906.01 M]
TITANS is the huge stand-alone expansion to the already massive-scale RTS Planetary Annihilation, which includes the base game and adds tons of new features:
Devastate your enemies with 5 massive Titan-class super units like the earth-shaking Atlas bot and lightning-wielding Zeus airship!
Expand your strategic arsenal with 16 new units such as versatile Hover Tanks, indomitable Orbital Battleships, and voracious Nanobot Swarms!
Elevate your game with new planets that feature multi-level terrain available in both single and multiplayer. Get up to speed faster with a new, streamlined tutorial experience, then take your game to the next level with the new Bounty Mode option for AI skirmish and multiplayer,
Including everything you loved about Planetary Annihilation:
- Epic Scale - Command armies with numbers in the thousands across multiple planets on land, sea, air, and even in orbit.
- Epic Single-Player - Galactic War is a twist on traditional real-time strategy campaigns that has players battling across a dynamic galaxy filled with procedurally-generated content. Every playthrough is different.
- Epic Multiplayer - Play with up to ten friends (or enemies) in massive free-for-all and team-based matches. Or, compete in the 1v1 ranked play ladder.
- Smash Planets - End games by destroying entire planets with giant lasers, asteroid collisions, and the new planet-splitting Ragnarok Titan!
- Advanced Command And Control - Automate your armies with intuitive controls and features, allowing you to create and manage massive armies and production lines with ease across multiple fronts on multiple planets at once!
- Instant Replays - View in-match recordings in real-time while matches are in progress. See when a battle turned by rewinding the game to any point, and use Play From Here to turn it back in your favor.
*Must meet Minimum System Requirements for offline play
- OS: Any Linux distribution supported by Steam
- Processor: MODERN Quad Core ProcessorMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: OpenGL 3.2+. 1 GB GPU RAMNetwork: Broadband Internet connection
- Storage: 5 GB available spaceAdditional Notes: https://planetaryannihilation.com/support/linux/
- Processor: MODERN Quad Core ProcessorMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: Dedicated Graphics Chip (Not Integrated) / OpenGL 3.2+. 1 GB GPU RAMNetwork: Broadband Internet connection
- Storage: 7 GB available space
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