New Community Release 94684 means Legion Expansion games on Uber servers

Over the past few months Uber and mikeyh have been hard at work on the largest piece of work done to Planetary Annihilation since TITANS dropped. It’s a beast, but its been worth the wait. And yes, it means the Legion Expansion works in multiplayer again on Uber’s servers.

If you’re on the PTE branch make sure to switch back to the normal branch in Steam.

Firstly it introduces an native mod manager called Community mods to replace PA Mod Manager. It’s all handled in-game now, ensuring everyone has access to the same great mods only a small section of the community was accessing before. They even auto-update now! Personally, I’d urge everyone to install PA Chat.

Custom server support has gone native, no mods required. If there’s a custom server up and running then everyone will be able to see it, making it much easier to fill up those 32 player FFAs the community loves to run.

On top of that are changes that are perhaps less sexy, but just as vital. Modding support has been expanded even further, introducing a number of changes that made the Legion Expansion possible. There are more colours, more server options, better replay support…

Finally it squashes a hell of a lot of long-standing bugs. Last slot bugged out in your lobby? Squashed. PA selected your integrated graphics card rather than discrete? Squashed. Chronocom non-responsive at the end of a game? Squashed.

There’s a lot to this patch.

You can leave feedback for Uber in the Planetary Annihilation: TITANS patch thread and the classic Planetary Annihilation patch thread.

Summary of Changes

  1. Community Mods in-game mod manager
  2. Custom Server support
  3. Server improvements
  4. New modding capabilities
  5. Numerous UI enhancements
  6. Tons of bug fixes

1. Community Mods in game mod manager

Planetary Annihilation TITANS PTE 94132 Community Mods

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

Planetary Annihilation Legion Expansion


  • 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

New Game

  • 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)

Live Game

  • exposed listen_to_spectators in GameOptionModel
  • fixed lobbyId not set

Build Bar

  • improved modability of build bar (wondible)

Icon Atlas / Strategic Icons

  • added engine support for server mods and reloading (Uber)


  • updated to latest strophe (xmpp used by uberbar and PA Chat)


  • added for community mods manager (Uber)
  • added api.file.list for community mods manager (Uber)
  • added 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

Connect To Game

  • 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)

Galactic War

  • changed default save name to include time

New Game

  • 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

Live Game

  • changed default save name to include time
  • changed global spectator chat default to team chat
  • added spectator label for spectator chat

Live Game Planets

  • 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

Live Game Players

  • 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

Replay Loading

  • added support for server mods in replays and saved games
  • added downloading server mods status

6. Fixes

Land Battleship credit to Stormsword


  • 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

New Game

  • 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

Live Game

  • fixed alt-tab back to PA then backspace with chat window open triggering window back then reload or connecting to server

Live Game Players

  • fixed missing look at players for spectators

Game Over

  • fixed server freeze 30 seconds after game over while replay is being written which prevents chat, stats, review, etc

Release build 89755 is live

If you checked out our item on PTE 89626 then know that this build appears unchanged. Major point of interest here is the removal of the ability to assist enemy units, thus removing the bomber hover exploit. Oh, and the Bolo has been renamed Ant following WPMarshall’s righteous victory in The Fight For The Ant.


  • AI will do a better job of keeping the Commander safe.
  • Improved the AI’s use of Tesla Bots.


  • Fix for case where a second Ragnarok firing would overwrite a previous Ragnarok firing.


  • You can no longer assist non-friendly units.
  • 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.
      Added keybindings for the ‘ammo’ build group.
  • Prevent player kill notifications from popping up at the start of a replay.
  • Fix starting planets not being indicated in the details pane of the server browser.


  • Bolos are now named Ants.
  • 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 built on water.
  • We now wait to check if the current build version is out of date until after the user has signed in.
  • Fix for an error that occurs when reconnecting to a game more than once.
  • Add Able commander to the catalog. This allows those that have Able to play it online.
  • Inform Windows that we are “DPI-aware” to fix Windows 10 changing the resolution of the game while in full screen mode.
  • Fix for audio dropping out in long/big games.

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The asteroids update is here and it brought friends

After an extensive PTE period the asteroids update has arrived and has brought a raft of bugfixes with it too. There are AI improvements, UI scaling, mult-planet Galactic War makes a return, the AMD brightness bug has been beaten, and much more.

But let’s talk about the asteroids. Some systems (and you can add them to your systems) will have an outer ring of asteroids. You set minimum and maximum numbers and control their spawn times, because more will appear over time. And this all hooks into a  change in planet smashing. Gone are craters and guesstimating your impact zone, and we return to the original method of world enders where a smash destroys everything, even the planet now. Keep your eyes on the stars because if one of these rocks appears and you’re not contesting it then you’re as good as dead.

Let Uber know what you think of the changes in the official thread.


  • Players are now able to place Asteroid belts in their systems
  • The asteroid belt spawns in small asteroids at a predetermined timing that can be set by the system designer
  • An alert plays when an asteroid appears in the system
  • Asteroids have been added to the Roc, Styx, and Medea systems. The Roc system has also been added to the list of Ranked systems

Planetary Annihilation PTE 84088 Asteroids Planetary Annihilation PTE 84088 Asteroids


  • AA Missile splash damage
    • Commander decreased from 25 to 10
    • AA Vehicle (Spinner) decreased from 20 to 10
    • Air Defense (Galata) decreased from 20 to 10
    • Missile Ship (Stingray) decreased from 25 to 10
  • Planets now explode when they collide with one another
    • This means that the player no longer targets a spot on the target planet
    • This also means that all commanders on the planet are the first to die and die at the same time
    • Planets in motion go directly to the target after first going around the sun once


  • Fix for the AI using the wrong value when making a planet wide patrol order on a gas giant
  • Fix for crash due to bad data in AI unit map
  • Fix for AI trying to create an artillery platoon when a Unit Cannon is built
  • Fix for AI failing to build if the factory it wants to start with cannot be built due to the spec not being available
  • AI should waste resources less often
  • Added support for AIs to have multiple personality tags
  • Fixed a bug where the AI would not build an advanced vehicle fabber on planets with an enemy on it
  • Fixed bug where a fabber would not be built right away on a planet where the AI had an orbital fabber
  • Fix for AI not setting up initial army presences correctly
  • Improved AI econ handling
  • Fix for AI fabbers constantly starting and stopping assisting
  • Fix for bug in planetmanager that could cause the AI to not create a new base for a spawned in unit when it should
  • Minor AI build condition update
  • Fix for AI crash during sim shutdown
  • Minor AI build item change
  • AI will try to stick to the same enemy as a target unless a significant reason exists to change
  • Minor AI platoon behavior modifications
  • Fix for AI orbital radar platoons
  • Added stuck detection to the disband behavior of AI platoons in an attempt to keep them from getting lost by the AI
  • AI should do a better job of scouting other planets
  • Fix for AI crash that can occur when an AI is defeated
  • Fix for AI micro and keep at range distances
  • Further improved AI attack from range behavior
  • AI can now use asteroids
  • AI can now handle combat on smaller planets better
  • AI will launch asteroids at other asteroids, under certain conditions
  • AI unit cap no longer affects Nukes and Anti-Nukes
  • Fix for an issue where the AI would not fire nukes in mutli-planet games
  • Fix for an issue where the AI would send an orbital radar to another planet and it sits there doing nothing
  • More fixes to the AI platoon distance calculation
  • Fix for the bug where the AI sometimes would build Nukes/Anti-Nukes and then not have them ever build anything
  • Minor AI econ balance change
  • Fix for AI personality_tags having no effect
  • AI should expand to other planets a bit faster
  • AI will build more ion cannons
  • Fix for crash in AI if a transport died immediately after unloading a unit
  • AI can build Ion Cannons with advanced fabbers
  • Improved the AI’s orbital game a bit
  • AI perf improvements
  • AI will let its metal storage fill up a bit more before using the wasting metal build items


  • Restore the display of Kickstarter backer names in the Armory
  • Fix preferred commander tile state in Armory


  • +Sing audio! Give it a try and see what it does
  • Adding commander footstep sounds


  • Disabled the “play from here” button when it would end up before commanders have landed

Galactic War

  • Fix for GW battles with multiple commanders after save/load/resume
  • Fix for GW systems not spawning the correct type of systems on harder difficulties
  • Fix the Revenants minions so they work like everyone else


  • New planet crash effect!
  • Fix for AMD/ATI brightness bug
    • Trades brightness for banding
    • Use –gl-force-mrt-srgb-capable on the command line to turn this behavior back off
    • It is still uncertain whether this is a driver bug or a pipeline configuration bug. It appears that there is some state that leads to improper blending occurring while filling the diffuse colors in the g-buffer.
  • Fix for beam particles sometimes not rendering
  • Fix for particle emitters with the same shader and texture but different facings sometimes not respecting the facing setting


  • Fix for an issue where ranked matchmaking was not matching people properly
  • Fix for an issue where players could not pick their commanders in ranked matches


  • Puppet support
    • Allows rendering purely client-side models, effects, and decals in-game
    • See worldview.js for API information
    • Note: Does not integrate with chronocam due to being client-side
  • Add JS API for accessing unit state
    • Army unit list is available via api.getWorldView(0).getArmyUnits(army, planet)
    • Unit State is available via api.getWorldView(0).getUnitState( [ unit, unit, unit ] )
  • new AI attribute cross_planet_shared_count
  • new AI attribute NetalStorageFrac
  • new AI attribute EnemyPresenceOnPlanet
  • new AI attribute ThisPlanetNeedsReconAssistance
  • personality_tag -> personality_tags, an array; default AI may use tag PreventsWaste
  • planet type has possible new attribute metal_spot_spec
  • new unit attribute: sing_selection_response; seems to be the same for all units
  • new file: pa/units/commanders/commander_list.json
  • commander catalog info moved into unit specs
  • all the code that deals with player’s chosen commander rewritten
  • new file ui/main/shared/js/badges.js
  • new file ui/main/shared/js/commander_utility.js
  • new file ui/main/shared/js/playfab.js
  • Adding a modding API for controlling server-side camera culling
  • Added support for specifying the world view to the time API
  • Added generic, world-space unit order JS API
  • Holodeck raycast JS API
    • Allows casting rays (optionally multiple per call) in holodeck screen space against terrain, units, and features
  • Added the order & build queues to api.WorldView.getUnitState output.

Other elements discovered by the community.

  • Asteroids no longer have craters; I’m guessing this an optimization to reduce csg build time (unless it was the ‘low spots’ they were talking about)
  • New attribute planet_effect_spec (sun)
  • Player guide html internally reformatted – updates brewing?
  • Anybody mucking with mouse handlers on holodecks will need to account for scaled ui.
  • Interesting stuff in order API – build vs. factory_build, attack vs. attack_ground, and link_teleporters. Some minor tele management might be possible now, although critical information on linking is limited to an energy status saying if it’s linked to anything at all.
  • Fix the documentation of the world-space order schema
  • Added WorldView.fixupBuildLocations
    • Performs a build placement test, including snapping & etc as appropriate
    • Fixes the units list in various WorldView.sendOrder commands
  • Changed the schema of holodeck raycast call results to include the currently focused planet
  • Added Holodeck.focusedPlanet() function call, which returns the currently focused planet
  • Fix for the misspelling of “maneuver” that was prevalent in the codebase
    • In WorldView.sendOrder, removed the requirement on location for non-location commands
    • Added valid stance value documentation for the WorldView.sendOrder


  • Fix for loading a save where an entity was created and retired on the same tick
  • Saving the game is no longer enabled during landing & game over states
  • Fix an issue where the last GW save would not appear in the continue last game spot when you complete a battle and return to main menu
  • Fix a server crash when rewinding the game and then saving

System Editor

  • Fix the sliders in the system editor
  • Fix a bug where the metal planet’s radius could be set lower than the minimum
  • Fix an issue where a twin CSG could get left behind in the system editor and the user could not delete it


  • Improved the exiting of teleporters


  • Fix for area patrol lag
  • Speed up of distributing points on a planet for planet wide patrols for Air/Orbital units
  • Minor physics perf improvement


  • Improved feedback while placing buildings
    • Build previews now show the placement bounds as a square light
    • The preview will change yellow if placing the building will block a metal spot
    • The preview will turn red if building is placed in a spot it cannot be built on
  • Hovering over wreckage will no longer allow the use command to be the default right-click command
  • Issuing a terminating order to a unit (which is most orders) will remove all non-terminating orders (Patrol and Assist) from the unit’s order queue
  • From the GW, you can now quit to the main menu or the GW map. You can no longer quit to desktop from the live game menu
  • Various GW galaxy visual tweaks
    • Adjust the postion of outlining stars to keep them inside the galaxy graphic
    • Changed the starting zoom level to center on the galaxy and fit it too the view, instead of zooming in on the local cluster around the player. This ensures that you can see the galaxy when you first start, and ensures that the commander is in view.
  • We now have a button that will show the typed password in the lobby. (i.e. it’ll show “hunter2” rather than “*******”.)
  • Show an informational dialog for machines that do not meet the required specs to play on a local server
  • Paused game ui shows a small display for user invoked pause, full width pause when invoked by game (resume after save, etc.)
  • Option exists in settings as “GUI Size”
  • Players have a slider that allows them to adjust the size of the UI to their liking
  • Potential celestial targets are marked with red circles instead of blue/green circles
  • Fix for overlapping controls (add slot, tag, and privacy controls) in minimum resolution
  • Fix for game stats and pause screens constantly updating in the background. Significantly improves UI responsiveness
  • Show that a game is sandbox in server browser
  • Interplanetary transport notifications including visible enemy commanders
  • If the UI is hidden when the game ends, it will be shown. The UI can be hidden again once the panel is closed (by entering review mode)
  • Coherent crashes that would leave the UI in a non-responsive state now refresh the crashing panel
    • Includes a 30-second cooldown to avoid infinite refreshes.
    • The exception dialog will still show up, if one would be triggered.
  • Ensure that correct commander image is loaded on the Start page


  • Units without auto weapon tasks will no longer keep a list of nearby targets
  • Fix for crash if a projectile dies with a unit attached, and the unit triggers a death weapon
  • Adjusted the tick rate of the auto repair task
  • Fix for the Xenosentry Prime commander
  • Fix for badge resizing and not wrapping in armory
  • Fix for GW Enemy Commander limit
  • Auto maneuver task will now check the return value of moveTo
  • Fix for broken chronocam layout at min resolution caused by new ‘play from here’ button
  • Ensure that advanced editor is always displayed when applicable
  • Remove slider calls that were throwing exceptions
  • Show information about gameplay being unavailable even if you open & dismiss settings page
  • Made game name & password changes in the lobby take effect almost instantly
  • Fix all GW replays to be viewable again and allow you to view them again
  • Prevent units from being able to get stuck in celestial when a planet gets moved to a normally invalid location
  • Fixes for a server lock when a player would issue a patrol order on a different planet than a unit was on
  • Preventing system save while latest state cannot yet be synchronized with UI
  • Fix to units getting shot by an Umbrella and not being able to see the projectile
  • Pop up a dialog if you crashed due to driver issues
  • Fix for credits galaxy
  • Fix for issue where enemy commanders were not being added to the GW map
  • Fixed issue that was causing YouTube/twitch links to not work on Mac
  • Fixed the shader error on mac which was leading to crashes on asteroid systems
  • Update buttons for offline unavailable, offline disabled, and graphics crash, as well as fix close window button on dialog
  • Fix for failing to land on asteroids in the low spots
  • Fix for possibly losing a command if the command is given during freeze time
  • Fix for typo in AI: NetalStorageFrac vs MetalStorageFrac
  • Added new music cue which is triggered when targeting an asteroid or the annihilaser
  • Removed some error log spamming related to Asteroid brushes not existing and particle lifetime being too long
  • Fix for missing asteroid shadow shader warning
  • Fix for asteroids showing as grey sometimes. (Default biome color was set to moon grey, now asteroid colored.)
  • Fix metal planet sound happening on planet smash
  • Fix for larger asteroid belt chunks not rendering normal maps
  • Fixed planet smashes playing the sound effect twice in certain situations
  • Fixed gas giants and far away planets from getting odd clipped edges on their lighting
  • Fix for “him or me” achievement. Also fixes a bug where the wrong planet selection index was being used
  • Fix for a possible divide by zero in physics
  • Fix the autoscroll handler
  • Fix the start screen music not playing
  • Teleporter (A) now sends a new “Linked” UnitEvent which is processed through the watch list and handled by audio.js
  • Fix for a crash that occurred on some machines when you open chronocam
  • Remove console log spam
  • Removed a redundant biomes list
  • Fix a bug where nukes couldn’t fire after targeting a gas giant
  • Fix for an issue where Mac users would not get build orders on their factory when choosing specific factions

Community Discoveries

Thanks as ever to wondible.

  • Halley is no longer an ‘orbital’ unit
  • and hideUI
  • cursor_atlas.html removed. There goes a mod idea, but hey, one less coherent process.
  • Legacy galactic war files removed
  • ‘blank’ template scene removed
  • a several fonts and (older version?) js libraries removed
  • some derelict files removed (single ai files, common.js, catalogs)

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A new release and a whole new Galactic War

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

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

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

Galactic War

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

Planetary Annihilation PTE 82714 Galactic War update

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


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


  • Resume from here dialog will now pause the game


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


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


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


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


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


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

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Release 82293 and Hotfix 82369 change log

So while I was on holiday it seems the elves at Uber have been busy little boys and girls. First let’s catch-up on the latest stable release, with the introduction of ChronoResume (resume anywhere), along with a huge host of AI updates.

Praise, complaints, thoughts and bug reports should be left in the official thread.

Hotfix Build 82369

Fix for largest cause of “Lost connection to server” issues. We will continue monitoring the issue and make more fixes where needed. Sorry for the issue, and thanks for your patience!

Release Build 82293


  • Added Resume Anywhere

Planetary Annihilation PTE 81029 ChronoResume resume anywhere

To use:

  1. Load or start a game or replay
  2. Open Chronocam
  3. Rewind back to where you want to go. (You have to rewind at least 2 seconds)
  4. Select the Play From Here (Beta) button and Yes when asked “Rewind history and restart battle?”
  5. Wait for simulation to load​

Please note, replays prior to the introduction of ChronoResume do no support this feature.


  • AA missile tiny AOE radius
  • Naval firing arc adjustments
  • Units are now able to reclaim wreckage and trees while patrolling
    • Reclaim will not occur if metal storage is full

Fighter (Hummingbird)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0
  • Removed death weapon

Bomber (Bumblebee)

  • Removed death weapon

Interplanetary Fighter (Phoenix)

  • Splash Damage set to 25
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0
  • Removed death weapon

Missile Bomber (Hornet)

  • Removed death weapon


  • Anti-Air Splash Damage set to 25
  • Anti-Air Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0

Missile Vehicle (Spinner)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0

Missile Turret (Galata)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0

Frigate (Narwhal)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0
  • Ammo Velocity decreased to 85.0 from 150.0

Destroyer (Orca)

  • Ammo Velocity decreased to 85.0 from 150.0

Battleship (Leviathan)

  • Ammo Velocity decreased to 110.0 from 150.0

Missile Ship (Stingray)

  • Splash Damage set to 25
  • Splash Radius increased to 0.75 from 0


  • Now prioritizes turrets and commanders over its normal targeting priorities
  • Firing arc and effects adjustments
    • Added a small explosion when ammo hits to better communicate its small amount of splash damage
  • Ammo Gravity Scalar increased to 6 from 3
  • Max Firing Velocity increased to 88 from 68
  • Min Firing Velocity increased to 85 from 65
  • Added a small explosion when ammo hits to better communicate its small amount of splash damage


  • Accuracy improvement
    • Ammo Velocity increased to 1500.0 from 500.0

Unit Cannon

  • Fix Unit Cannon not decaying if you stop building it
    • Atrophy Rate set to 140
    • Atrophy Cool Down set to 15

Bot Factory

  • Placement Size changed to [40,55] from [30,55]
  • Area Build Separation decreased to 2 from 10

Vehicle Factory

  • Placement Size changed to [40,55] from [30,55]
  • Area Build Separation decreased to 2 from 10

Naval Factory

  • Placement Size changed to [40,50] from [20,50]
  • Area Build Separation decreased to 2 from 10

Air Factory

  • Placement Size changed to [40,40] from [30,30]
  • Area Build Separation decreased to 2 from 10

Advanced Bot Factory

  • Placement Size changed to [60,80] from [50,80]
  • Area Build Separation decreased to 2 from 7

Advanced Vehicle Factory

  • Placement Size changed to [60,80] from [50,80]
  • Area Build Separation decreased to 2 from 6

Advanced Naval Factory

  • Area Build Separation decreased to 5 from 10

Advanced Air Factory

  • Placement Size changed to [60,60] from [50,50]
  • Area Build Separation decreased to 2 from 7


  • Added a new AI difficulty named ‘idle’. This AI will never take any action
  • Normal AI adjusted to make it more passive while making its expansion and base building behavior less erratic
  • AI will take into account allied forces when calculating planet wide threat
  • Added stuck detection for AI area build task
  • Adjusted stuck AI stuck detection sensitivity
  • Reduced AI factory buffer size
  • AI will send more units at once through a teleporter from planets it has full control of
  • AI will expand faster on planets it has full control of
  • Adjusted how the AI sees armies occupying a planet
  • AI will do a better job of balancing its economy
  • AI can now use bomb bots
  • AI can now build and use the Unit Cannon
  • AI should try to get all of its units cannons in sync
  • AI will once again send orbital radars to other planets
  • AI will send fabbers with no build task back to a rally point, out of harms way
  • AI should do a better job of not sending fabbers half way around the planet right after dropping them off at a planet
  • AI will now enqueue orders on the sim rather than issuing them directly
  • AI will build more AA vehicles if it is losing the air battle
  • AI will build a deep space radar earlier when on a planet by itself
  • AI will build an orbital launcher earlier when on a planet by itself
  • AI will be more likely to place a teleporter on a planet, in anticipation of needing it later
  • AI will keep a group of fighters and bombers at the ready when on a planet by itself
  • AI will build at least one air factory when on a planet by itself
  • Improved the AI’s handling of Gas Giants
  • Added “unable_to_expand_delay” as an AI personality setting. The AI will now accumulate time that it is unable to expand. Once they delay has been reached, it will set the unable to expand flag, allowing the AI to react accordingly
  • Minor balance to get the AI building the Delta V Engine and Control Module again
  • Fix for bug preventing the AI from using Delta V Engines
  • Fix for the PlanetHasUseableWeapon build condition not working as expected
  • The CanAffordBuildDemand build condition now supports build items with no spec to build. This will now just evaluate the condition using the fabber’s build arm drain
  • Added new AI build conditions:
    • CurrentEnergyEfficiency
    • CurrentMetalEfficiency
    • SpawnablePlanetCount
    • PlanetIsMainEcoBase
    • DistFromNearestEnemyThreat
    • PlanetHighestEnemyArmyThreat
    • FocusTargetThreatRatio
    • PlanetHighestEnemyArmyThreatRatio
    • PlanetIsGasGiant
  • Fix for AI not expanding on planets with little to no metal
  • Fix for typo in AI fabber air builds
  • Fixes for cases where the AI would seem to lose track of a fabber
  • Fix where the AI would get stuck on mixed terrain planets
  • AI platoon templates and unit map are now located in a separate folder in the AI content folder
  • The AI can now load multiple platoon template and unit map files
  • Added a cheaper path fixup function to nav. AI now makes use of the cheaper path fixup function
  • AI no longer ticks platoons that are in celestial transit
  • AI will not tick platoons in transit via the unit cannon
  • AI now can now create unit threat data on demand. This helps support units that are not included in unit_list.json
  • Removed unnecessary AI build item
  • Fix for some AI planet counting stuff
  • Updated default personality values
  • Build item renames
  • Fix the AllMetalSpotsFull build condition


  • Added two new Commanders
    • ToddFather Planetary Annihilation Commander Imperial ToddFather
    • TheFlax Planetary Annihilation Commander Quad TheFlax


  • Changed the way local GW saves are named to avoid filename issues


  • Added two new large-scale prototype maps and put up a new iteration of one of the 1v1 prototypes in addition to 3 other prototype maps
  • Set the default water depth for planets to 100%. This only affects Galactic War and will only affect new wars


  • Changing your primary color will no longer reset your secondary color
  • The lobby will remember the last AI difficulty you selected and will use that level by default
  • Removed Twitch integration as Twitch is no longer supporting it. Customers can still use a third party application, like OBS, to stream PA to Twitch
  • The system display widget will no longer show the missing image symbol when you rapidly change the system in the game lobby.
  • CSS fix so background images cover in irregular resolutions (portrait or square)
  • CSS fix in nav items to properly highlight text when a sub menu is displayed
  • Adjust CSS for messages that appear in dialogs
  • Game Over: swap text from “View Final” to “View Winner”
  • Fix for button jittering caused by timer display when simulating systems
  • Updates for save game labels positions in menus
  • Add a Game Menu button to the options panel
  • You can now choose to exit the game or exit to the Main Menu after selecting the ‘exit’ option from the live game menu
  • Selecting any menu item will now hide the menu
  • Replay: Remove animated text that causes weird flashing in the background
  • Armory: Remove title animation to fix flashing background
  • Armory: Fix line height in KS credit to not overlap w/ commander visual
  • Armory: Tweak indicator for default commander
  • Quit menu: Tweak text on commit buttons
  • Main menu: Added view intro button
  • Improves spectator UI – removes unneeded UI elements


  • Added Cosmic backer name to credits and planet name
  • Game should now crash with an explanatory error if the UI crashes, rather than just freezing
  • Fix some cursor bugs that Linux users with specific graphics drivers have been experiencing
  • Support opening browser from PA on Linux. It should now open the user’s preferred browser (by relying on the `xdg-open’ command.)
  • Fix invisible CSG for Linux users when playing on PlayFab or on someone’s Windows server, but not when playing offline. This should marginally reduce load times for all users.
  • Fix for crash caused by aiBrain no longer being valid during sim shutdown
  • Fix for beam weapons no longer being able to do splash damage
  • Revert a change which was causing the game to hang when leaving the game lobby on some machines
  • The server will no longer broadcast custom csg to clients when the system is changed in the game lobby
  • Make log filenames & first line of log contain date,which should help both sorting & figuring out which log matches what session
  • More logging for FMOD initialization failures
  • The pause simulation button will no longer reset the position of the planets

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Release Build 80187 – Galactic War saves and AI improvements

Following on from the initial release of save/load last month comes the latest Planetary Annihilation patch from Uber Entertainment. Less dramatic this time, with only a minor balance tweak. Instead the focus is on implementing save/load in Galactic War, so if you’re in the middle of a fight for the death you no longer have to restart it just because your kids woke up. There are also some AI improvements in this release too, along with neural net updates so it properly compensates for things like changes to the ways bombers drop bombs.

Some additional changes from the PTE, such as new maps, didn’t make it into release. The expectation is they will remain in PTE and be subject to further testing.

Any feedback on this release should be left for Uber in this thread.



  • Build Arm Energy Demand decreased to 1750 from 2000


  • Updated AI neural net data
  • AI pathing improvements
  • Updated AI land neural net data
  • Updated AI air neural net data
  • Fix to how AI expands to other planets
  • Fix for AI build items that do not require either energy or metal
  • Fix for AI economy calculation with teleporters


  • General unit pathing improvements


  • Local Galactic War save/load (first pass, will only work on local games, not playfab)

Planetary Annihilation PTE 80155

  1. During a Galactic War planetary battle press ESC to bring up menu options
  2. Select Save Game (Beta) and Yes to save game
  3. Select Quit to surrender and exit to the desktop (Abandon War will not keep the save game)
  4. When you return to Galactic War, your game will be listed under the Active Wars tab
  5. Select your game and Go To War
  6. An option to either Restart or Continue your saved game will be available​


  • Fix for known Galactic War issue: lost connection to server
  • Fix for chronocam vision after game has ended
  • Fix for save game filenames
  • Fix dynamic alliance
  • Fix for units not being able to assist factories building submarines

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

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

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

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

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

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

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

Save/Load (first pass)

Planetary Annihilation Release Build 79317

An empty screen of possibilities…

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



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


Air Scout (Firefly)

  • Sight Range increased to 250 from 200

Fighter (Hummingbird)

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

Bomber (Bumblebee)

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

Interplanetary Fighter (Phoenix)

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

Tactical Missile Bomber (Hornet)

  • Added air_pbaoe as death weapon

Air Factory

  • Area Build Separation increased to 6 from 3

Gunship (Kestrel)

  • Metal Cost decreased to 600 from 720



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

Advanced Radar

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


  • New model to better communicate that your units can shoot through it
  • Mesh Bounds changed to [5, 3, 14] from [5, 5, 7] (Taller, more narrow)
  • Metal Cost increased to 50 from 25
  • Health decreased to 3000 from 5000
  • Atrophy Cooldown decreased to 0.5 from 15.0 (this is the time it takes for unit being built to die if you abandon it before it is finished)
  • Atrophy Rate increased to 20.0 from 0.416667

Unit Cannon

  • Health increased to 18,000 from 9,000

Assault Bot (Dox)

  • Move Speed decreased to 18 from 20

Boom Bot

  • Damage decreased to 600 from 700

Combat Fabricator

  • Can no longer build walls.


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

Vehicle Factory

  • Area Build Separation increased to 6 from 3

Bot Factory

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


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

Heavy Tank (Leveler)

  • Hit points increased to 1500 from 1000
  • Turn Radius decreased to 60 from 90
  • Yaw Rate increased to 30 from 15
  • Splash Radius increased to 3 from 0
  • Full Damage Splash Radius increased to 1 from 0


  • Build Energy Draw increased to 2000 from 1500
  • Energy Production decreased to 2000 from 3000
  • Metal Production decreased to 20 from 30
  • Metal Storage increased to 1500 from 1000
  • Energy storage increased to 45,000 from 20,000

Metal Extractor

  • Metal Cost increased to 170 from 150


Battleship (Leviathan)

  • Ammo Lifetime decreased to 4 from 10

Naval Factory

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

Advanced Naval Factory

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


Orbital Deepspace Radar

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

Orbital Factory

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

Orbital Mining Platform (Jig)

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

Defense Satellite (Anchor)

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

Ion Defense (Umbrella)

  • Orbital Sight Radius increased to 500 from 300

Orbital Fabricator

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

Orbital Lander

  • Orbital Sight Radius increased to 300 from 100

Orbital Fighter

  • Orbital Sight Radius increased to 400 from 250


  • Adjustments to how AI prioritizes based on planet resources
  • AI unit cap is now adjustable via the ai_config file
  • Improvements to AI threat handling
  • Added Submarine influence for the AI
  • AI will scout smarter depending on difficulty
  • AI will now realize if its nukes are destroyed mid flight and react
  • AI will now use subs
  • Completely re-worked neural networks for the AI
  • Fix for an instance of AI getting stuck
  • AI will now defend base for longer before abandoning it
  • Minor changes to how AI will invade a planet

Galactic War

  • Phoenix, Barracuda, Kraken and Unit Cannon enabled in Galactic War


  • Added new ranked system Amplus to the matchmaking pool


  • Units falling behind the group will now pathfind much better


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


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


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

New Commander

  • Sangudo

Planetary Annihilation Imperial Sangudo Commander


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

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Release Build 78071

  • Date: 12th February, 2015
  • Category: Patch
  • 0

After a period of aggressive PTE testing with the community, Uber have moved the latest build into stable. Mines have become a potentially viable part of your game, with specific units being required to detect them. Combat fabbers reclaiming trees may also power your early game economy, or it might be found to be energy expensive.

Beyond a host of balance changes are new UI elements to help you control your army, improvements to performance, some extensive AI changes, and more general bugfixes.

Check out the full list of changes below.


Tank Commanders

  • Turn In Place set to False

Unit Cannon

  • Health increased to 9000 from 3000


  • Surface and Air Radar range decreased to 400 from 600
  • Orbital Radar removed
  • Orbital Sight range increased to 500 from 300

Advanced Radar

  • Metal Cost decreased to 2400 from 4800
  • Energy Draw decreased to 4000 from 4500
  • Surface and Air Radar range decreased to 800 from 1200
  • Orbital Radar removed
  • Orbital Sight range increased to 900 from 300

Orbital Deepspace Radar

  • Orbital Sight range increased to 500 from 300

Radar Satellite (ARKYD)

  • Energy Draw increased to 700 from 300
  • Orbital Radar removed
  • Orbital Sight range increased to 600 from 100

Advanced Radar Satellite

  • Orbital Radar removed
  • Orbital Sight range increased to 1200 from 600

Ion Defense (Umbrella)

  • Surface and Air Sight range decreased to 100 from 260
  • Underwater Sight range decreased to 100 from 260
  • Orbital Sight range increased to 300 from 260
  • Orbital Range increased to 300 from 280
  • Orbital Rate of Fire increased to 2.5 from 2.0

Defense Satellite (Anchor)

  • Terrestrial Laser Range decreased to 100 from 120
  • Orbital Laser Rate of Fire decreased to 2.5 from 3.0

Orbital Laser (SXX)

  • Laser is now a Beam weapon
  • Ammo Capacity increased to 12000 from 6000
  • Ammo Per Shot increased to 12000 from 6000


  • Observable layer set to Mine from Surface and Air
  • Ignore Sight set to False
  • Mines can now only be seen by Combat Fabricators and Advanced Combat Fabricators

Land Scout (Skitter)

  • Added Mine Sight vision layer
  • Mine Sight set to 200

Combat Fabricator

  • Set Mine Sight range to 100
  • Energy Draw set to 800

Advanced Combat Fabricator

  • Set Mine Sight range to 100
  • Energy Draw set to 2000


  • Improvements on log handling for underwater units
  • Updated AI to handle building on islands smarter
  • More improvements on AI not heading to where it knows it will be destroyed
  • Normal AI and Hard AI are now easier
  • AI won’t transport commanders in an orbital lander anymore
  • Improvements on AI when making attack choices


  • Minor update to Anchor ground laser effect
  • Changing SXX attack to a beam


  • Fix for units getting stuck when pathed or pushed into invalid terrain.
  • Fix for units failing to path when given a move order while bordering invalid terrain.
  • Improvements on units spinning around when reaching goal
  • Improvements on units avoiding running into walls
  • Unit groups of different movement types will now try to stay together
    • Unit groups will be split based on Land, Water, and Air/Orbital movement.


  • Improvements to physics update performance
  • Improvements to Navigation performance
  • Performance work on voxels

System Editor

  • Adjustments to how landing zones are handled in the system editor
  • Changed the default minimum radius from 100 to 250
    • This only affects new planets created in the system editor
  • Bug fix for editor lighting issue on high height range planets


  • Added control groups, ability to sub-select within control groups
  • Added controls to select idle fabbers/factories
  • Added quick select buttons based on unit category (bot, land, air, etc.)
  • Updated unit selection display to show total units selected, and allow for sub-selection based on unit category
  • You can now confirm live game popups using the enter key
  • Mouse scrolling will now only work on the panel you are focused on
  • Control group UI will now scale to number of units selected
  • Art pass on Idle buttons
  • Selection UI will no longer show type filters if there is only one type
  • Quick select “All” buttons will no longer select fabbers unless it’s the fabber button
  • Fixed issues of select all advanced button selecting fabbers
  • Idle fabber/factory button now selects all target units on screen with single click, and all target units on planet with double click
  • You can now track a control group by double clicking
  • Fix for game resetting to FFA when you select a planet


  • Fix for a SimPlanet crash
  • Tweaks on server clean up
  • Fix for an invalid replay loading issue
  • Crash fixes
  • Fixes for some Steam Achievement bugs
  • Planet smash work
    • Craters are now unpathable by naval or land (whether there is water in them or not)
    • Units will no longer float above the crater as if it were not there
    • Planets smashing into others will now kill units as they are intended to do
  • Planet smashes no longer deal damage way outside of crater range
  • Air units will no longer attempt to hover below the normal ground height
  • Air units will no longer land on unpathable terrain
  • Fix for game crashing on 11+ player games
  • Factory’s given rally/move/patrol points will still be idle if idle
  • Possible fix for broken Join Game button (will need testing in PTE please)
  • Fixed a few instances of Join Game button not working


Thanks as ever to wondible for these.

  • SXX rate of fire cut in half (I read it as drawing more power in the build notes)
  • lifetime removed from a few projectiles, assuming it’s not too significant
  • New AI test: CanDeployLandFromBase
  • new scene: live_game_control_group_bar
  • option bar mods take note: buttons got a a new class btn_std_ix
  • new ai personality parameters: factory_build_delay_min/max
  • a bunch of new methods
  • a few new api methods for landing zone rules (min-max players in evidence)
  • common.js touched

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We have a new stable build with 77443

Following multiple PTE releases with the community helping to test every step of the way, we now have what may be the latest and most comprehensive patch for Planetary Annihilation yet.

Introducing the interplanetary Phoenix, the Barracuda, and the stealth submarine Kraken, it’s not lacking for new content. Add to that a comprehensive revising of the balance, some extensive AI improvements, and even new and sexier art, effects and sounds, and we’ve got ourselves a pretty awesome release. And with Pelicans moved to T1 brace yourself for some epic drops.

The release notes for PTE 77398 still cover the changes in full, only one addition has been documented.

  • Fix for disconnection errors leading to no game over screen

We’ll see you on the battlefield.


Planetary Annihilation Kraken firing by  nick2k

Ladder inactivity removal, AI improvements and more in build 76766

Build 76766 has just been moved from PTE to live. Primarily focused on bugfixing and polish, it features some improvements to the AI and a faster and more responsive lobby list. Uber have advised that due to heavy demand they are spinning up additional servers, so if you encounter an issue starting a new lobby or joining a game please be patient and try again.

A key change is that you will be hidden from the ladder rankings if you haven’t played in the last seven days. You won’t lost your rating, you just won’t be visible to other players and will no longer show as having a rank. Once you play a game you will regain a rank on the ladder. For those of you returning to the ladder, or who want to give it a try, be sure to check out our guide to the Planetary Annihilation pyramid, a list of essential skills to master no matter your rank.

You may have seen tvinita in Twitch chat recently if you’ve been watching any player streams. He is the individual at Uber Entertainment responsible for balance, and he’s asking for your feedback on the changes to naval released as part of the previous patch. There’s more planned, so let him know your thoughts.

As ever, be sure to check PAMM for any updates to your mods following this patch.


  • If player is inactive for 7 or more days, you will no longer show up on Leaderboards


  • Current game list should have improved responsiveness (changed games list to make use of compression to reduce bandwidth requirements).
  • Improved server browser behavior (sorting is now by time arrived instead of by game name)
  • Adjusted start position for Unit Cannon so it looks right
  • Umbrella adjusted for visual improvements
  • New icons for nuke and anti-nuke ammo to reflect current color scheme
  • Naval Umbrella redesigned to better match visuals of land version
  • Art pass for Holkins (land and naval)
  • New build bar icon for Holkins to match new look
  • Server backend perf tweaks
  • Improved support for non English alphabets in directory names
  • Improvements on path handling overall
  • Crash logging improvements
  • Fixed a bug on player surrender
  • AI fabbers will now try to avoid building where they are standing (should fix long delay for AI to start doing stuff at start of game)
  • Neural net data updated
  • AI will prioritize areas where a commander is present
  • Nav crash fix
  • AI fix for building too many fabbers
  • AI now anticipates upcoming economy income for area builds
  • AI should expand faster
  • AI will no longer believe Dox can attack while underwater
  • Minor changes on how AI prioritizes planets
  • Added stuck detection for AI platoons attempting to use a teleporter
  • AI now will use “Feeder Planets” when available to safely store units and feed them into more dangerous zones of battle
  • Layout polish on Kickstarter dialog
  • Recent contacts in chat list are now sortable
  • Opening new player guide when you are playing against AI will pause the game
  • Water depth parameter in editor
  • My planets now work with custom planets
  • Can now delete more than 1 landing spot in editor