PTE

PTE 78194 released

  • Date: 16th February, 2015
  • Category: PTE
  • 0

The last patch was out only four days ago, but Uber are hard at work already working on a new balance. It’s time for the beginning of a new round of PTE, so check out the change log below and provide your test feedback to Uber in the thread.

The big news in this PTE is that the Commander’s income and build speed has been nerfed, but storage increased. A huge change for the opening game.

Balance

Commander

  • Build Energy Draw increased to 2200 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 30,000 from 20,000

Metal Extractor

  • Metal Cost increased to 200 from 150

Bomber (Bumblebee)

  • Metal Cost increased to 280 from 240
  • Rate of Fire decreased to 7.5 from 10.0

Orbital Vision

  • Celestial Observers now only reveal units travelling between planets as blips instead of revealing all orbital units.

Jig

  • Nuke Radius increased to 230 from 200

Walls

  • 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)

Anti-Air

  • Commander and missile turret weapons now prioritize pelicans over other non-prioritized air units.

AI

  • Neural networks for AI first pass
  • 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.

UI

  • Added Random System picker to the game lobby

Polish/Bugfix

  • New Coherent version
  • Update to UI framework that should improve stability of the game on Mac & Linux.
  • Fix for some build issues

Author: Mod Type:
Discuss on the forums
Provided by CMM

PTE 77965 rebalances the Combat Fabber. Again.

  • Date: 10th February, 2015
  • Category: PTE
  • 0

They’re coming in thick and fast now as hot on the heels of PTE 77923 comes PTE 77965.

Following horrified cries at the energy tax slapped on the Combat Fabber we’ve already seen it rolled back by Uber. As ever, make sure you’re part of the conversation.

Balance

Combat Fabricator

  • Energy Draw reduced from 1500 to 800

AI

  • Improvements on AI when making attack choices

Bug fix/Polish

  • Fixed a few instances of Join Game button not working

PTE 77923 launches with tweaks

  • Date: 10th February, 2015
  • Category: PTE
  • 0

Following on from PTE 77792 is the latest PTE release, 77923. Some tweaking of the new mine visibility following complaints, as well as adjustments to the treeconomy. As ever, be sure to leave your feedback for Uber.

Balance

Land Scout (Skitter)

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

Combat Fabricator

  • Energy Draw set to 1500

Advanced Combat Fabricator

  • Energy Draw set to 2000

AI

  • AI won’t transport commanders in an orbital lander anymore

System Editor

  • Bug fix for editor lighting issue on high height range planets

UI

  • 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

Bug fix/Polish

  • 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)

PTE 77792 brings more balance changes

  • Date: 6th February, 2015
  • Category: PTE
  • 0

They’re coming thick and fast. No sooner has one major balance patch come out then Uber are already hard at work on the next. And don’t forget that the implementation of save games is expected this month for single-player.

Features of this PTE include planet smashing and impact craters working properly, along with further performance, pathing and AI improvements. And changes to mine visibility. And new UI stuff. And a fix for the long-standing issue of tank commanders being a teeny bit worse than every other commander due to the way they turned.

Just read the full notes. There’s a lot of good stuff in this one. The PTE is all about giving Uber feedback, so make sure you give them your thoughts.

Balance

Tank Commanders

  • Turn In Place set to False

Unit Cannon

  • Health increased to 9000 from 3000

Radar

  • 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

Mine

  • 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

Combat Fabricator

  • Set Mine Sight range to 100

Advanced Combat Fabricator

  • Set Mine Sight range to 100

AI

  • 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

Graphics

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

Pathing

  • 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.

Performance

  • 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

UI

  • 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

Bugfixes

  • 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

Undocumented

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 api.select methods
  • a few new api methods for landing zone rules (min-max players in evidence)
  • common.js touched

If you get any crashes be sure to post your logs in this thread.

C:\Users\USERNAME\AppData\Local\Uber Entertainment\Planetary Annihilation\log

Release Candidate 77398 for next live build – now on PTE

This is it, the build that if all goes well will become the new live build. The list below is a summation of all changes made over the course of the PTE builds so far. It’s pretty epic.

If all goes well this is expected to go live before the weekend. Make sure to leave your feedback for Uber.

Balance

Air

Gunship (Kestrel)

  • Health increased from 300 to 350
  • Metal Cost decreased from 960 to 720

Tactical Bomber (Hornet)

  • Spread Fire set to True

Bomber

  • Guard radius increased from 60 to 120

Pelican

  • Now buildable by T1 Air Factory
  • Health decreased from 90 to 40
  • Metal cost increased from 45 to 100
  • Acceleration decreased from 45 to 30
  • Break decreased from 45 to 20
  • Move speed decreased from 90 to 70

Naval

Destroyer (Orca)

  • Removed torpedo weapon
  • Rate of Fire increased from 0.5 to 0.6
  • Range increased from 180 to 200

Gunboat (Piranha)

  • Move Speed increased from 15 to 20
  • Acceleration increased from 150 to 200
  • Brake increased from 50 to 75

Frigate (Narwhal)

  • Added torpedo weapon
  • Torpedo Damage set to 250
  • Torpedo Rate of Fire set to 0.4
  • Torpedo Range set to 150
  • Shell Rate of Fire reduced from 1.5 to 1.0

Missile Ship (Stingray)

  • Missile model changed from missile_tactical to missile
  • Health increased from 1000 to 3000
  • Missile Rate of fire increased from .2 to .25
  • Missile Range increased from 180 to 225
  • Missile Damage increased from 500 to 1000
  • May now target orbital units
  • Deals 50% damage to AT_Orbital armor types
  • Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

Land

Assault Bot (Dox)

  • Vision Range increased from 100 to 105
  • Projectile lifetime decreased from 2.0 to 1.0
  • Dox ammo is set to half the lifetime to stop overshooting

Grenadier

  • Metal cost decreased from 120 to 100
  • Vision Range increased from 85 to 110
  • Range increased from 95 to 105

Tactical Missile Bot (Bluehawk)

  • Range decreased from 180 to 160
  • May now target orbital units
  • Deals 50% damage to AT_Orbital armor types
  • Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

Sniper Bot (GIL-E)

  • Weapon effect updated

Orbital

Orbital Laser (SXX)

  • UNITTYPE_Important removed
  • Health increased from 1500 to 1600
  • Metal cost decreased from 24,000 to 6,000
  • Damage decreased from 2500 to 1250
  • Full Damage Splash Radius increased from 2 to 3
  • Range increased from 15 to 40
  • Acceleration increased from 10 to 25
  • Brake increased from 10 to 25
  • Ammo Capacity reduced from 40,000 to 6,000
  • Ammo Demand reduced from 20,000 to 3,000
  • Ammo Per Shot reduced from 40,000 to 6,000

Astraeus

  • Metal cost decreased from 600 to 400
  • System Velocity Multiplier increased from 7.5 to 10.0
  • Gravwell Velocity Multiplier increased from 3.0 to 5.0
  • Vertical Speed increased from 100 to 200

All Orbital units

  • Guard Radius increased from 50 to 100

Resources

t1 Energy Plant

  • Health decreased from 3000 to 1000
  • Metal cost decreased from 450 to 400

t2 Advanced Energy Plant

  • Health decreased from 13500 to 5000

Jig

  • Explosion radius increased from 150 to 200
  • Explosion damage deals 5% damage to AT_Oribtal armor type (AKA blows up structures, but not your fighters)

Fabbers

T1 Bot Fabber

  • Energy Draw decreased from 1000 to 800

T1 Vehicle Fabber

  • Energy Draw decreased from 1000 to 800

T1 Naval Fabber

  • Energy Draw decreased from 1000 to 800

T1 Air Fabber

  • Energy Draw decreased from 1100 to 900

Orbital Fabricator

  • Can no longer reclaim

Combat Fabricator

  • Cost decreased from 720 to 250

Advanced Combat Fabricator

  • Cost decreased from 6000 to 2500

Armed Structures

Advanced Torpedo Launcher

  • Rate of Fire reduced from 3.0 to 2.5

Torpedo Launcher

  • Health increased from 1500 to 2000
  • Metal Cost decreased from 400 to 350
  • Rate of Fire increased from 0.5 to 0.8

t1 Artillery (Pelter)

  • Health increased from 500 to 1000

t2 Artillery (Holkins)

  • Health increased from 1500 to 5000
  • Rate of Fire increased from 0.05 to 0.07

t2 Tactical Missile Launcher (Catapult)

  • May now target orbital units
  • Deals 50% damage to AT_Orbital armor types
  • Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

Anchor

Planetary Annihilation Anchor

  • Now has two anti-orbital guns and one anti-terrestrial
  • Metal Cost reduced from 3600 to 1800
  • Health increased from 2000 to 3000
  • Surface/Air/Underwater Vision increased from 0 to 120
  • Damage set to 65
  • Orbital Rate of Fire set to 3.0
  • Orbital Range set to 150
  • Terrestrial Rate of Fire set to 2.0
  • Terrestrial Range set to 120
  • Firing arc reduced to 1 from 10 degrees
  • Yaw & Pitch rates increased to 30 from 5 degrees/second
  • Weapon effects updated

Invasion

Teleporter

  • Metal Cost increased from 400 to 800

Unit Cannon

  • Metal Draw decreased from 120 to 60
  • Energy Draw decreased from 4050 to 3050
  • Will now fire in a 30 meter spread around target

General

  • All oribital stuctures now have armor type AT_Structure
  • All torpedoes no longer deal AOE damage
  • All units with surface_or_air vision can now see underwater as well

AI

  • Adjusted AI nuke targeting logic
  • Fix for AI getting stuck sometimes on mixed terrain planets
  • AI will now handle water maps better by not building in small lakes
  • AI performance improvements
  • Fix for AI land and naval rally point selection
  • Update for naval platoons to use the new AI rallypoint work
  • AI should be less likely to transfer its commander to a planet under heavy enemy control
  • Fix for AI overbuilding fabbers
  • AI will look at anti-orbital thread when deciding on where to land on a planet
  • AI will now build factories closer together

Art

  • Holkins art fixed
  • Art pass on icon sizes for sea units and orbital

Audio

  • Sound and audio work

System Editor

  • Fix for random landing spot generation not creating valid landing spots
  • Fix for custom metal spots orientation
  • Metal spots now added to ocean floor

UI

  • Can now do multi-node jumps in Galactic War instead of having to move nodes 1 at a time
  • Fix for Galactic War cards overlapping and obstructing buttons in some localizations
  • Adjusted Order Bar sizing
  • Layout fix for multiple chat windows styling
  • Fixed 1px shift on chat messages
  • Moved air transports to bottom of build bar

Polish/Bugfix

  • Kickstarter credit updates
  • SpiderofMean Commander name change to Xenosentry based on backer request
  • Random fixes for non-English languages
  • Additional logging added for crash tracking improvements
  • Improvements to logging
  • Added support for Command key on Macs
  • Fix for the “Team Games” achievement
  • Remedy a very uncommon crash affecting some Mac OS X users running firewall software
  • Fix for nav related crash
  • Fixed some effects bugs that were causing lag
  • Fix for torpedoes exploding on hitting water surface
  • Fixed bug where changing alliances would start multiple countdown timers
  • Fix for crash from texture pool accessing non-existent textures in .papa files
  • Fix for nav related crash
  • Fixed some effects bugs that were causing lag

New Units

Advanced Interplanetary Fighter (Phoenix)

Planetary Annihilation Phoenix and Hummingbird

  • Can move between planets
  • Health set to 300
  • Metal Cost set to 720
  • System Velocity Multiplier set to 15.0
  • Gravwell Velocity Multiplier set to 6.0
  • Move Speed set to 80
  • Turn Speed set to 270
  • Surface/Air/Underwater Vision set to 150
  • Damage set to 80
  • Range set to 120
  • Rate of Fire set to 3

Submarine (Barracuda)

Planetary Annihilation subs

  • Health set to 550
  • Metal Cost set to 500
  • Spawns and moves on the Underwater layer
  • Rate of Fire set to 0.6
  • Damage set to 250
  • Range set to 150
  • Vision set to 150
  • Acceleration set to 40
  • Brake set to 120
  • Move Speed set to 12
  • Turn Rate set to 60

Stealth Submarine (Kraken)

  • Health set to 2100
  • Metal Cost set to 1800
  • Spawns and moves on the Underwater layer
  • Torpedo Rate of Fire set to 0.6
  • Torpedo Damage set to 250
  • Torpedo Range set to 150
  • Missile Rate of Fire set to 5
  • Missile Damage set to 200
  • Missile Range set to 150
  • Vision set to 200
  • Acceleration set to 40
  • Brake set to 120
  • Move Speed set to 12
  • Turn Rate set to 60
  • Cannot be detected by radar

New Commanders

AceAI

Enzomatrix

More Balance Changes in PTE 77337

The PTEs are landing thick and fast now as Uber react to data collected through player games. If you haven’t already, stream some PTE games, Uber will often arrive to see how theory does when it meets reality. People streaming the PTE are taking part in shaping the future balance of Planetary Annihilation.

Nothing mind blowing in this update, primarily it’s some tweaks to changes that were previously made based on player experiences so far. Also the AI is less likely to suicide its commander in an orbital transport.

Balance

Frigate (Narwhal)

  • Fixed issue where the narwhal was using the destroyer’s torpedo instead of its own.
  • Rate of Fire increased from 0.2 to 0.4

Orbital Fabricator

  • System Velocity Multiplier increased from 13.0 to 15.0
  • Gravwell Velocity Multiplier increased from 0.5 to 0.6

Interplanetary Fighter (Phoenix)

  • Health decreased from 350 to 300
  • Rate of Fire decreased from 4.0 to 3.0

Submarine (Barracuda)

  • Metal Cost increased from 400 to 500

Defense Satellite (Anchor)

  • Health increased from 2000 to 3000
  • Orbital Rate of Fire decreased from 5.0 to 3.0

Tactical Missile Bot (Bluehawk)

  • Range decreased from 180 to 160

Orbital Laser (SXX)

  • Health increased from 1200 to 1600
  • Full Damage Splash Radius increased from 2 to 3

Teleporter

  • Metal Cost decreased from 1000 to 800

Dox

  • Vision decreased from 115 to 105

Tactical Missile (weapon)

  • All tactical missiles now deal 50% damage to AT_Orbital armor.

AI

  • AI less likely to transfer commander to a heavily fortified planet
  • Fix for initialization order in AI recon manager

Art

  • New commanders added
  • New art pass on t2 fighter
  • New t2 fighter build icon
  • More work on beam effects system

Audio

  • Sounds updated

System Editor

  • Fix for custom metal spots on CSG

UI

  • Minor server browser fixes
  • Build bar order changed a bit to fit units better

Previous Release Notes

The Advanced Fighter returns as the interplanetary Phoenix in PTE 77272

The PTE has been updated to version 77272 with the T2 fighter makes its triumphant return as the interplanetary Phoenix, your new means for breaking those planets locked down by Bumblebees. This ability has also been unlocked for modders to play with. In addition there are a host of balance changes, a nice new weapon for the anchor, and the AI has become even smarter.

Check our previous news item for all the previous changes and naval balance design vision. As ever, Uber are looking for feedback on the changes.

Balance

Advanced Fighter (Phoenix) – NEW UNIT

Planetary Annihilation Phoenix and Hummingbird

  • Can move between planets
  • Health set to 350
  • Metal Cost set to 720
  • System Velocity Multiplier set to 15.0
  • Gravwell Velocity Multiplier set to 6.0
  • Move Speed set to 80
  • Turn Speed set to 270
  • Surface/Air/Underwater Vision set to 150
  • Damage set to 80
  • Range set to 120
  • Rate of Fire set to 4

Anchor

Planetary Annihilation Anchor courtesy of [RLM]burntcustard

  • Now has two anti-orbital guns and one anti-terrestrial
  • Metal Cost reduced from 3600 to 1800
  • Surface/Air/Underwater Vision increased from 0 to 120
  • Damage set to 65
  • Orbital Rate of Fire set to 5.0
  • Orbital Range set to 150
  • Terrestrial Rate of Fire set to 2.0
  • Terrestrial Range set to 120

Tactical Bomber (Hornet)

  • Spread Fire set to True

Destroyer (Orca)

  • Rate of Fire increased from 0.5 to 0.6
  • Range increased from 180 to 200

Missile Ship (Stingray)

  • Missile Range increased from 210 to 225

Gunboat (Piranha)

  • Move Speed increased from 15 to 20
  • Acceleration increased from 150 to 200
  • Brake increased from 50 to 75

Advanced Torpedo Launcher

  • Rate of Fire reduced from 3.0 to 2.5

Gunship (Kestrel)

  • Health increased from 300 to 350
  • Metal Cost decreased from 960 to 720

t1 Artillery (Pelter)

  • Health increased from 500 to 1000

t2 Artillery (Holkins)

  • Health increased from 1500 to 5000

Missile Ship (Stingray)

  • Missile model changed from missile_tactical to missile

Torpedo Launcher

  • Rate of Fire decreased from 1.0 to 0.8

Submarine (Barracuda)

  • Health increased from 300 to 550
  • Metal Cost increased from 300 to 400

Stealth Sub (Kraken)

  • Max Health increased from 1800 to 2100
  • Metal Cost decreased from 2400 to 1800

Torpedoes (weapon)

  • All torpedoes no longer deal AOE damage

AI

  • AI will now handle water maps better by not building in small lakes
  • Fix for AI not being able to use Air units from last PTE
  • AI performance improvements

Audio

  • Sounds and audio work

Undocumented Changes

  • Reduction to Dox ammo lifetime (to resolve the overshoot bug/exploit?)

Modding

Courtesy of sorian:

“For the new advanced fighter I added a new field to the navigation block: “inter_planetary_type”. Valid values are: “none”, “gravwell”, and “system”.

This value works for all mobile air and orbital units. So, if you wanted an air or orbital transport that could transport between planets in the same gravwell, you would add “inter_planetary_type” : “gravwell” to the units navigation block.

Have fun modders.”

Known Issues

Previous Release Notes

Subs! Subs are now in PTE 77150! (UPDATE: 77238 hotfix)

It’s that moment that so many of you have been waiting for. Subs, absent since alpha, have made their triumphant return to Planetary Annihilation! Released into the PTE, Uber want you to play with them, experiment, and break them. See what works and what doesn’t and provide feedback.

Jables has posted that saves are coming in February and Galactic War is being worked on following that. Meanwhile tvinita will be looking into the orbital game soon after naval.

Design Vision for Subs

tvinita posted about his intention when adding subs into the naval balance:

SUBS! Okay, submarines. When designing the subs, I was trying to preserve what would make submarines strategically interesting within the current meta of the game while keeping them easy for the player to both understand and manage.

Elusiveness

So, whatever way subs behave, you want them to be a pain in the *** for your enemy to deal with. To accomplish this, there is not a submerge/surface state on the subs. Instead, submarines are always considered “submerged” as you can see above. The key here is that though the periscope is poking up out of the waves, submarines cannot actually be targeted by conventional weaponry because just look at how small a target that periscope is–how are you gonna’ hit that with a broadside cannon? This forms the crux of what makes submarines a tricky target without making it too confusing or frustrating for the opponent who has to deal with them. While submarines have their own recon layer, it’s not set up in any way to be different from surface/air vision. So you can see the submarine, both visually and on radar (no sonar needed), but unless you have torpedoes, you can’t shoot back at it.

Terror of the Seas

Submarines are the cheapest naval units aside from the piranha. They’re relatively agile compared to ships, and they pack a lot of anti-naval firepower into a conveniently cheap package that’s hard to hit. A swarm of submarines will be an unprepared navy’s worst nightmare, and though narwhals now have torpedo launchers to defend themselves–stolen from the orcas–metal for metal, a force submarines will win out against a force of narwhals every time, leaving your submarines free to pick apart the rest of your opponent’s navy while you cackle maniacally.

Not the end-all of Naval Control

Submarines cannot be targeted by conventional ballistic weaponry, however, as of right now artillery and bombs can target submarines just as they can target ships. This is to make sure that you can’t just maintain complete unchecked naval dominance by spamming submarines and your oppponent has no options to counter short of superweapons, and to further encourage unit diversity. If you want naval dominance, you’re going to want a balanced force that can take on all potential threats to naval, rather than just building a unit that can maintain naval superiority while ignoring any other possible threats completely.

With that in mind, let’s go into the design of the two new subs.

Planetary Annihilation subs

Tech 1 Submarine — The Barracuda

The Barracuda is cheaper and more maneuverable than the other ships, and it’s packed with torpedoes that fire much more rapidly than the narwhal’s. It also has lower Health than other ships. This allows it to function as your basic naval superiority unit, as most ships can’t even fire on it and it’s the most cost-effective optionf or maintaining control of the seas against ships. However, since it can only use torpedoes it can’t do anything against land-based coastal bases like the narwhal and orca, nor can it defend itself against bombers.

Tech 2 Stealth Submarine — The Kraken

The intent behind the Kraken is for it to serve as a late-game raider of sorts. Basically, we have a lot of long-ranged and slow ships in t2 naval, and the Kraken is sort of the reverse. It has torpedoes equivalent to the Barracuda, but its primary weapon is its hailfire missile array, which is a shorter range bunch of missile launchers that serve very high DPS out to nearby enemies. Also, here’s the kicker; the Kraken does not show up on radar. So if your enemy isn’t scouting properly, a small crack team of krakens can be chewing through their base before they even know what’s hit them.

Subs are likely to change a lot over the next few days as they’re coming in hot off the presses, so be sure to play the PTE and provide plenty of feedback so we can make sure subs are at the best state they can possibly be when they hit the live build!

Patch Notes

Additions

  • Submarine added to game
  • Stealth Submarine added to game

Balance

Jig

  • Explosion radius increased from 150 to 200
  • Explosion damage deals 5% damage to AT_Oribtal armor type (AKA blows up structures, but not your fighters)

All Orbital

  • All oribital stuctures now have armor type AT_Structure
  • Guard Radius increased from 50 to 100

Advanced Energy Plant

  • Health decreased from 13500 to 5000

Astraeus

  • Metal cost decreased from 600 to 400

Teleporter

  • Metal cost decreased from 1600 to 1000

Missile Ship (Stingray)

  • Health increased from 1000 to 3000
  • Missile Rate of fire increased from .2 to .25
  • Missile Range increased from 180 to 210
  • Missile Damage increased from 500 to 1000
  • Antidrop range increased from 180 to 210

Frigate (Narwhal)

  • Added Torpedo weapon
  • Torpedo Damage set to 250
  • Torpedo Rate of Fire set to 0.2
  • Torpedo Range set to 150
  • Shell Rate of Fire reduced from 1.5 to 1.0

Destroyer (Orca)

  • Removed Torpedo weapon

Unit Cannon

  • Will now fire in a 30 meter spread around target

Polish/Bugfix

  • Fix for random landing spot generation not creating valid landing spots
  • Holkins art fixed
  • Can now do multi-node jumps in Galactic War instead of having to move nodes 1 at a time
  • Kickstarter credit updates on commander screen
  • SpiderofMean Commander name change to Xenosentry based on backer request
  • Additional fixes for non-English languages
  • Additional logging added for crash tracking improvements
  • Improvements to logging
  • Fix for Galactic War cards overlapping and obstructing buttons in some localizations
  • Adjusted AI nuke targeting logic
  • Adjusted Order Bar sizing
  • Added support for Command key on Macs
  • Metal spots now added to ocean floor
  • Fix for custom metal spots orientation
  • Layout fix for multiple chat windows styling
  • Fixed 1px shift on chat messages
  • Fix for the “Team Games” achievement
  • Remedy a very uncommon crash affecting some Mac OS X users running firewall software
  • Fix for AI getting stuck sometimes on mixed terrain planets

77202 Hotfix

  • Bug fix to allow bombers to attack subs
  • Moved air transports to bottom of build bar
  • Fix for AI land and naval rally point selection
  • Update for naval platoons to use the new AI rallypoint work

77238 Hotfix

  • Fix for AI on multi-planet system crash
  • Pings hidden if AR turned off (toggle with ctrl+y)

Balance

Bomber (Bumblebee)

  • Guard radius increased from 60-120

Not In Uber’s Patch Notes

Thanks to wondible for picking up on most of these.

  • Pelicans can no longer transport commanders
  • Torpedo Launcher has been made a little cheaper, tougher and had its firing rate doubled
  • Astraeus can move in the air layer
  • Differentiated sound effects for different commander weapons

Previous Release Notes

Build 76843 released to PTE for player testing

Uber have released what will likely to prove to be the most radical balance patch yet. It’s not in live, it’s in the PTE waiting on player testing and feedback. We’ve got Pelicans back at T1 (look out for Inferno drops), a cheaper SXX and several ground units can now shoot orbital. But the real change is the one which doesn’t draw the eye: T1 fabbers had a reduction in their operational energy cost. It seems innocuous at first, but as highlighted by Cola_Colin in his treatise titled “Of investments, energy, metal and reclaiming” energy was the true limiting cost in the game.

Will it bring back aggressive expansion, proxy bases and more aggressive T2 strategies? We shall see.

Balance

T1 Energy Plant

  • Health decreased from 3000 to 1000
  • Metal cost decreased from 450 to 400

T2 Energy Plant

  • Health decreased from 13,500 to 5,000

T1 Bot Fabber

  • Energy Draw decreased from 1000 to 800

T1 Vehicle Fabber

  • Energy Draw decreased from 1000 to 800

T1 Naval Fabber

  • Energy Draw decreased from 1000 to 800

T1 Air Fabber

  • Energy Draw decreased from 1100 to 900

Dox

  • Vision Range increase from 100 to 115

Grenadier

  • Metal cost decreased from 120 to 100
  • Vision Range increased from 85 to 110
  • Range increased from 95 to 105

Combat Fabricator

  • Cost decreased from 720 to 250

Advanced Combat Fabricator

  • Cost decreased from 6000 to 2500

Pelican

  • now buildable by T1 Air Factory
  • Health decreased from 90 to 40
  • Metal cost increased from 45 to 100
  • Acceleration decreased from 45 to 30
  • Break decreased from 45 to 20
  • Move speed decreased from 90 to 70

All Orbital units

  • Guard radius increased from 50 to 100

Orbital Fabricator

  • Can no longer reclaim
  • System velocity multiplier decreased from 15 to 13
  • Gravwell velocity multiplier decreased from 6 to 5

Orbital Laser Platform (SSX)

  • UNITTYPE_Important removed
  • Health decreased from 1500 to 1200
  • Metal cost decreased from 24,000 to 6,000
  • Damage decreased from 2500 to 1250
  • Range increased from 15 to 40
  • Acceleration increased from 10 to 25
  • Brake increased from 10 to 25
  • Ammo Capacity reduced from 40,000 to 6,000
  • Ammo Demand reduced from 20,000 to 3,000
  • Ammo Per Shot reduced from 40,000 to 6,000

Astraeus

  • System Velocity Multiplier increased from 7.5 to 10.0
  • Gravwell Velocity Multiplier increased from 3.0 to 5.0
  • Vertical Speed increased from 100 to 200

Bluehawk, Stingray, and Tactical Missile Launcher

  • Can now target the orbital layer
  • Now have anti-drop pod weapons with the same rate of fire as their tactical missiles

Teleporter

  • Metal Cost increased from 400 to 1600

Unit Cannon

  • Metal Draw decreased from 120 to 60
  • Energy Draw decreased from 4050 to 3050

Advanced Artillery (Holkins)

  • Rate of Fire increased from 0.05 to 0.07 , fixing an issue where it would wait to fire after being fully charged.

AI

  • AI now expands faster
  • AI can keep track of last time it had vision on a unit and use this info when deciding what to do
  • Fix for duplicate AI build item
  • AI will be less likely to build on top of metal

Bug Fix/Polish

  • Added an Anti-Tac Missile weapon to sniper bot model
  • Fix typo in radar effect
  • Tweaks to Umbrella effect
  • Updates to Sniper bot effect
  • Sound updates on Sniper bot and Umbrella
  • Added additional planet names
  • Added names to credits
  • Added max water depth
  • Added system picker to the lobby
  • Polish in game order icons
  • News list wording polish

Upcoming changes and a new PTE launching today (UPDATE: now live)

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

We have it straight from the horse’s mouth, the latest changes coming to Planetary Annihilation. These will all be in the next PTE which is expected to launch today. For those not familiar with the PTE, this is the Player Test Environment where you get a chance to try out all the upcoming changes and provide feedback to Uber prior to them being integrated into the live build.

You can switch to PTE either by selecting it in the Uber launcher or opting-in to the PTE beta on Steam. Note that not every PTE is released on Steam.

Bugfix/Polish

  • 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 fro 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
  • If player is inactive for 7 or more days, you will no longer show up on Leaderboards
    • Won’t take effect until the build is pushed to live

Further balance changes should also be arriving next week, this is expected to include some changes to the T1 economy. Jables has also hinted at a larger update arriving later this month, but no word on what it is yet.