Announcing Binary Stars – big games with a big prize

eXodus eSports is proud to announce Binary Stars, a new 2v2 tournament for Planetary Annihilation. Can you shine brighter than all the rest and claim the $200 prize?

Participation is limited to the first sixteen teams to sign-up so you better hurry. Reserve slots are available and should a team fail to show up on the day we will be inserting available reserve teams in the order they signed up. If we run out of spaces all incomplete teams will be moved to reserves.

Round 1, the quarters and semi-finals are Bo3. The final will be Bo5 and the winning team will walk away with $200. There will be a ten minute break between each round.

The maps for each round can be downloaded in the requirements section of the rules. The rules and brackets identify which map will be used for which match in which round. Maps for the final will be chosen by the participating teams from those used in the tournament, with the first team to make it to the final choosing the first map, and the loser of each match choosing the map thereafter.

Sign-ups will be closing 24 hours before the tournament begins.

Make sure that you’ve read through the rules, meet all the tournament requirements and put this into your diary. You don’t want to miss out just because you can’t handle timezones. Given the amount of money at stake we will be enforcing the rules tightly, so ensure you are familiar with them.

There will be a five minute delay on the stream.

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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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Clan Wars Showdown VOD online

And it’s over.

For those of you who have been living in a megabase, we’ve just finished our Clan Wars Showdown tournament. Hosted on a custom server, 32 player slots were to be distributed equally among all the clans which signed up. There would be no minimum turnout required, but the bigger your roster the better your chance of filling those slots. Wheeling and dealing between the smaller clans was expected, and with The Realm having taken the title in Clan Wars season one they were favourites to win.

The limit was three games or three hours, whichever came first, with whatever game was running at the three hour being allowed to finish before we called it. What we hadn’t expected was that we would get a single, epic three hour game. It broke out almost every toy PA has to offer, featuring land wars, air wars, units flying through space and many canny orbital assaults. It was a spectacle to behold, even as the server sometimes groaned under the load. Certainly the clans were pushed to employ new strategies for a scale of endgame they rarely see.

Clan Wars Showdown Match VOD

It was all run live on our hitbox channel and we were happy to see that our frontpage presence resulted in some new viewers coming to see what Planetary Annihilation was all about. Thank you for being so warm in your welcome and hopefully some of them will stick around to join our community.

But if you weren’t able to make it don’t worry we’ve got your backs. The VOD of this epic game is already online and available on the Clan Wars Showdown matches page. Just click here to check it out. Safe to say this likely isn’t the last time you’ll be seeing us run an epic scale game.

Be sure to stay tuned for our next tournament which we’ll be announcing shortly.

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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.

Balance

Commander

  • Build Arm Energy Demand decreased to 1750 from 2000

AI

  • 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

Pathing

  • General unit pathing improvements

Save/Load

  • 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​

Bugfix/Polish

  • 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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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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King of the Planet 12 is over and VODs are up

It was our first time running a stream on hitbox rather than Twitch, so thanks to everyone who turned up and helped bring in new people. For a short while we had pride of place on the hitbox frontpage.

Planetary Annihilation King of the Planet hitbox frontpage

New viewers joined us for a King of the Planet which showed just some of the wide range of different ways Planetary Annihilation can be played:

  • Game 1 saw mass Dox and lots of static defence. It was a slower game with the players feeling out one another and a call back to late gamma.
  • Game 2 showed us rushing versus build up as bots took on vehicles.
  • Game 3 was just a wild ride with an unexpected start leading to an even more unexpected plan.
  • Game 4 was a custom map we hadn’t seen before styled after Starcraft 2 with some very defensible chokes and heavily clustered metal.
  • Game 5 was all about economy management and when it’s appropriate to move to tier 2.

All-in-all it was a series that had a little of everything. And with commentary from me, WPMarshall, PAG_Matiz and PAG_Clopse, along with interviews with both yaegz and elodea, you get all the insight into Planetary Annihilation you could ever want. Until next time.

And if you want to know the winner, well then just click the spoiler below. You really should watch the videos though.

Congratulations to PAG_elodea who took this King of the Planet in a clean 5-0 sweep. The first game was a close one, but soon elodea found his stride and was showing us just why he’s the King of the Planet. Every game saw a new strategy from him and yaegz just never had an answer.

During the event yaegz announced that he will be stepping back from Planetary Annihilation. We’re sad to lose a player of his calibre and hope he will find time to rejoin us in the future. Until then, all the best yaegz.

If you want to pick up some of the custom maps used then head over to this topic to download them. The others are available on System Sharing.

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mikeyh joins the team

We’re excited to announce that mikeyh has joined the eXodus team. He’s best known for the Faster Server Browser mod, considered by many to be absolutely essential to the degree that Uber integrated many of his changes into the game. You may also know him for palobby.com, which provides a means by which to view lobbies and participate in global chat even without the game open.

I just wake up and everything has changed. – mikeyh

His work doesn’t stop there though and he’s been a prolific contributor to projects across the community, one of the exceptional talents that Planetary Annihilation has attracted. And now he’s with eXodus, helping us to take our site to the next level.

I hope you’ll all join me in welcoming him on board.

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PTE 79719 arrives with fixes and improvements

  • Date: 25th March, 2015
  • Category: AI, PTE
  • 0

So the previous round of PTE testing has gone live, but the next batch of updates is already being bundled up in preparation for the next release. Feedback should be provided in this thread, and if you’re unsure how to switch from stable to PTE then check our guide. Heated discussion over previous balance changes is already taking place.

AI

  • Updated AI neural net data
  • AI pathing improvements

Polish/Bugfix

  • Fix for chronocam vision after game has ended
  • Fix for save game filenames
  • Fix dynamic alliance

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Rainbow Racers Grand Prix changes to FFA

Rainbow Racers is a fast paced, overhead racing game hosted in the Planetary Annihilation engine.

This weekend is the Rainbow Racers Grand Prix where players will compete for a $90 prize pool following King of the Planet 12. Previously it was planned to be a competition for teams of three, but the format has now been changed to deathmatch style – every person for themself! It’s going to be carnage out on the tracks!

If you’re interested in competing but don’t know anything about the mod then check out what the author himself has to say about it in his Rainbow Racers article here on exodusesports.com.

May the best driver win!

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