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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