PTE

PTE 84871 available for testing

Its been over a week since PTE 84260 came out, but it appears Uber have been busy. AMD owners will be pleased to see that a possible fix for the AMD brightness bug has been implemented. For those who favour Galactic War, the multi-planet systems are back for those of you who have upped the difficulty. The AI has been further tuned and improved its orbital game, as well as a bug fix that will allow the vanilla AI and Queller to play alongside one another. And let’s not forget even more adjustments to the APIs for modders.

So, a lot of little things in this PTE, but they all add up to something big, and there’s a lot of fixes for niggly issues that have been outstanding. Make sure to provide your feedback in the official thread.

If you partaking in Mystery Mayhem then be aware this PTE will likely hit stable ahead of that tournament so you might want to give it a try.

Not sure what a PTE is or how to play it? Check out our guide to PTE. It’s where you’ll find all the latest features, and right now it’s the only place to play with asteroids.

AI

  • 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

Armory

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

ChronoResume

  • 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

Graphics

  • 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

Matchmaking

  • 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

Modding

  • 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

Save/Load

  • 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

Systems

  • Increased the spawn times of asteroids on Medea system

Performance

  • Minor physics perf improvement

UI

  • 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

Miscellaneous

  • 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
  • api.game.showUI 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)

Known Issues

  • When a player disconnects from a Ranked game, their opponent is not notified that the game is paused due to a disconnect.

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PTE 84260 asteroid and mod update

With PTE 84088 we got asteroids and some great new mod APIs, and with this update we’re getting some updates to asteroids and even more cool updates to the modding APIs. As ever, check our guide on how to install the PTE, and head over to the official thread to give your feedback to Uber.

Asteroids

  • Adjusted the slow down of impacting asteroids
  • Minor adjustments to planet explosion and impact effects
  • Updated the asteroid belt effect to use the new “infinite” (-1) particle lifetime

AI

  • AI can now use asteroids
  • AI can now handle combat on smaller planets better
  • AI will launch asteroids at other asteroids, under certain conditions

Mods

  • 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.

UI

  • 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

Bugfix/polish

  • 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

Known issues

  • The fog of war effect is applied to the asteroid belt when zoomed in on a planet

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Asteroids are here! Epic PTE 84088 is epic!

Asteroids have been something fans have been crying out for, and now the day is upon us in this new PTE release. Small asteroids will appear in a belt on the outskirts of a system, respawning after use. They’ve already been added to some of the existing systems and putting them in your own is a piece of cake.

That’s not the only change though, we also see the long awaited addition of +sing (Total Annihilation fans will understand) and new APIs that has modders everywhere fanning themselves frantically.

But don’t take my word for it, check out the epic list of changes, then get stuck in! All feedback should be provided to Uber in the official thread.

Asteroids

  • 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

Balance

  • 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

AI

  • 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

Audio

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

Graphics

  • New planet crash effect!

Modding

  • 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

Save/Load

  • Fix for loading a save where an entity was created and retired on the same tick

Pathing

  • Improved the exiting of teleporters

Performance

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

UI

  • 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.)

Bugfixes/polish

  • 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

Known issues

Fixed locally and will go out in a future PTE build

  • Landing on asteroids is sometimes problematic. If the spot on the asteroid is too low/indented, you will not be able to drop your units off on it.
  • The AI will ignore asteroids that do not exist at the start of the game

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Latest public test environment (PTE) release – 82772

  • Date: 9th June, 2015
  • Category: PTE
  • 0

PTE 82772 is out, updating the previous PTE 82714. This is mainly a fixer-upper, but a significant change here for anyone playing Galactic War on Relentless difficulty.

Leave your feedback in the official thread and check out our guide on how to participate in the PTE. Otherwise be patient and it’ll all be in the stable release soon enough.

Galactic War

  • Removed the factory wait time on relentless AI difficulty

Bugfix/Polish

  • Even more perf improvements
  • Fix the crash on reconnect issue
  • 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
  • Fixed an issue where player was unable to select Red as their secondary color
  • Enable custom commanders Imperial_stelarch and Quad_spartandano (may not be available in actual PTE)

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PTE builds 82484 and 82714 update Galactic War

During my absence Uber have release two new PTEs, 82484 and 82714. To keep things simple I’m going to combine the patch notes for both.

This PTE is focused on an overhaul of the Galactic War design, though a lot of attention is being given to the UI and cleaning up some of the recently reported community bugs. To give it a try you will need to switch to PTE. As ever, give Uber your feedback in the official thread.

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.

AI

  • 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

ChronoResume

  • Resume from here dialog will now pause the game

Client

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

Pathing

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

Save/Load

  • 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

UI

  • 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

Bugfix/polish

  • 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

Known issues

  • Client crashes upon reconnecting to a game in progress. We are still investigating this issue.

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PTE Build 82000 arrives with massive AI changes

Uber have released PTE Build 82000 following on from PTE 81029 which introduced ChronoResume. Its functionality has been enhanced with the ability to resume anywhere when the game has finished and in replays! This PTE also comes packed with a huge number of AI fixes and enhancements, along with some additions which will help AI modders such as me make it an even more challenging opponent. Finally there are some fixes for both outstanding UI and Linux issues.

Uber are still working on updates to Galactic War, but jables has stated that he hopes to have them ready for PTE next week. Fingers crossed!

Please leave any feedback for Uber in the official thread. Details on how to access PTE can be found in the eXodus explains guide.

AI

  • 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

Balance

  • Units are now able to reclaim wreckage while patrolling
  • Patrolling units are now able to reclaim trees

Grenadier

  • Firing arc and effects adjustments
  • 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

Anti-Nuke

  • 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

Chronocam

  • Resume Anywhere fixes
  • Enable Resume Anywhere after gameover
  • Enable ChronoResume for replays

System Editor

  • Set the default water depth for planets to 100%. This only affects Galactic War and will only affect new wars

UI

  • 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

Bugfix/Polish

  • 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

Known Issues

  • Replays of games played on a Local server are not visible in Replays.
  • Replays of games played on the PlayFab server can be found in Replays > My Saved Games.
  • Replays of games played before this build will not load.
  • In Replays, the Main Menu button from the ESC menu does not function. However, selecting Quit and Quit to Main Menu does work.
  • Saving a Galactic War game has not changed. Select Save Game (Beta), wait about 5-10 seconds, then exit out of the game. You can exit by selecting Quit to desktop.
  • Please note, selecting “Quit to Main Menu” will not save the game.
  • UnitCountInBase, UnitCountAroundBase, and unit count based placement rules for the AI are broken
  • AI won’t move its ships out of its base

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PTE 81029 – the one with resume anywhere

It’s time for another PTE. Hidden amongst the minor AI tweaks and fix for naval shots missing their targets is the first release of a major feature: resume anywhere. Named ChronoResume you can now rewind time and do it all differently.

Get involved in the PTE using this guide. Feedback should be left in this thread.

ChronoResume

  • Added Resume Anywhere in Single Player AI Skirmish and Galactic War using ChronoCam

Planetary Annihilation PTE 81029 ChronoResume resume anywhere

To use:

  1. Load or start a game
  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, ChronoResume does not work when the game ends or while watching Replays

Balance

  • Naval firing arc adjustments

Frigate (Narwhal)

  • 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

AI

  • Normal AI adjusted to make it more passive while making its expansion and base building behavior less erratic

Save/Load

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

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PTE Build 80684 – the one with AA splash (updated)

While Uber continue to focus on bugfixes and polish, along with work on the resume anywhere feature, they’ve snuck out a PTE with a few experimental changes to the air balance.

Leave your feedback in this thread and see this guide for information on how to access the PTE.

UPDATE: Notes were updated for the removal of air death explosions and the reintroduction of building placement changes and Grenadier targeting priorities.

Balance

  • AA missile tiny AOE radius

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

Commander

  • 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

Missile Ship (Stingray)

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

Grenadier

  • Now prioritizes turrets and commanders over its normal targeting priorities

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

AI

  • Added a new AI difficulty named ‘idle’. This AI will never take any action

Systems

  • 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

UI

  • 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

Bugfix/Polish

  • Added Cosmic backer name to credits and planet name

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PTE 80155 – the one with Galactic War saving

Following on from PTE 79896 comes PTE 80155, which adds Galactic War saves for the first time along with numerous AI fixes and improvements. Uber hope to push this live tomorrow, and to that end some changes have been removed, presumably pending further testing.

Any feedback on the changes below should be provided to Uber in this thread. For details on how to partake in the PTE please see our guide.

AI

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

Save/Load

  • Local Galactic War save/load (first pass)

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 work to 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​

Bugfix/Polish

  • Fix for known Galactic War issue: lost connection to server
  • General unit pathing improvements
  • 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

Removed from PTE

  • 3 Prototype maps
    • Prototype 4-3-4
    • Prototype 4-2-2
    • Prototype 4-1-4​

Bomber (Bumblebee)

  • No longer deals AOE damage upon death​

Fighter (Hummingbird)

  • No longer deals AOE damage upon death​

Missile Bomber (Hornet)

  • No longer deals AOE damage upon death​

Interplanetary Fighter (Phoenix)

  • No longer deals AOE damage upon death​

Grenadier

  • Now prioritizes turrets and commanders over its normal targeting priorities​

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​

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PTE Build 79896 – the one with the maps

A small update in the public test environment this time. The Air AOE explosion on death is gone, so keep an eye out for bomber snipes. The primary focus of this update though is on three new maps which have been added, so give them a try and leave your feedback in the thread.

If you’re unsure how to participate in the PTE then check our guide on how to PTE.

Balance

Commander

  • Build Arm Energy Demand decreased to 1750 from 2000​

Bomber (Bumblebee)

  • No longer deals AOE damage upon death​

Fighter (Hummingbird)

  • No longer deals AOE damage upon death​

Missile Bomber (Hornet)

  • No longer deals AOE damage upon death​

Interplanetary Fighter (Phoenix)

  • No longer deals AOE damage upon death​

Grenadier

  • Now prioritizes turrets and commanders over its normal targeting priorities​

AI

  • Updated AI land neural net data
  • Fix to how AI expands to other planets

Systems

  • Added 3 prototype maps
    • Prototype 4-3-4Planetary Annihilation PTE 79896 Prototype 4-3-4
    • Prototype 4-2-2Planetary Annihilation PTE 79896 Prototype 4-2-2
    • Prototype 4-1-4​Planetary Annihilation PTE 79896 Prototype 4-1-4

Bugfix/Polish

These changes are designed to avoid units getting stuck.

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​

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