TITANS 1v1 Ranked Season 5

Hello Commanders,

It’s Halloween, and the appearance of the Pumpkin Commander marks the end of season 4. It was a season filled with drama, but we’re happy to announce that the Uber #1 spot was finally clinched by andreasg. We also have three winners of the activity prize in each league, so check below to see if your name is listed.

For season 5 we’re getting a little experimental, trying out some new ideas for maps. Some will work, some undoubtedly will not, but we hope it’ll be a fun ride either way. A breakdown of all the maps, both returning and new, has been prepared by WPMarshall.

The prize distribution for this season remains the same as before, with the three most activity players in each league, and the player that holds Uber #1, gaining a cash prize at both the mid-season and end-of-season points. See below for exact dates and times.

Good luck on the battlefield and may the best Commander triumph.

TITANS 1v1 Ranked Season 4 Winners

Uber #1 (US$1,000): andreasg

Most active players (US$100 each)

Uber

  • clopse
  • nikolamx
  • admiralgeneral

Platinum

  • bakkiz
  • quaatal
  • mkfed

Gold

  • smirnoffIcedragon
  • neovalence
  • solumath

Silver

  • celestialdeed
  • gforce
  • cooperman

Bronze

  • frigoporco
  • petermeffert
  • bantuerfei

If you have not received your prize contact support via https://support.planetaryannihilation.com/

TITANS 1V1 Ranked Season 5 Prizes

Mid-season ends at 2019-12-05 00:00 UTC

  • Uber #1 – US$500
  • Three most active Bronze players – US$100 each
  • Three most active Silver players – US$100 each
  • Three most active Gold players – US$100 each
  • Three most active Platinum players – US$100 each
  • Three most active Uber players – US$100 each

Season ends at 2020-01-24 00:00 UTC

  • Uber #1 – US$1,000
  • Three most active Bronze players – US$100 each
  • Three most active Silver players – US$100 each
  • Three most active Gold players – US$100 each
  • Three most active Platinum players – US$100 each
  • Three most active Uber players – US$100 each

TITANS 1v1 Ranked Season 5 Maps

Three maps carried over from season 4:

  • Threshold
  • Diahyrdi
  • Moment

Three maps returning from season 3:

  • Basilica (updated)
  • Hopper (updated)
  • ASAT

One map returning from season 2:

  • Canyon

Eight NEW maps for Season 5:

  • Canals
  • Fractured Islands
  • EVAK
  • Bastion
  • Shallows
  • Gargantuan
  • Divide
  • Fulcrum

Happy Halloween!

Hello Commanders,

As we prepared our costumes for Halloween, it struck us: what better fit for a time of ghouls and goblins than an eternal war across a cold, infinite, uncaring void with robots? Why had we not seen this before?!

Instantly we sprang into action devising something that would fit into the deep, rich lore of Planetary Annihilation that we know you love. You might say we took a Commander body and stuck a pumpkin on it, but we’re sure you’ll look deeper than that and see a Commander that returned home and decided it must take on the form of fear itself to defeat crime on its planet.

The aptly named Pumpkin Commander (never let programmers name things) is available to all players over this spooky Halloween period, after which it will need to be purchased through the Armory, or won in an upcoming tournament. Use it to rout your foes and claim their delicious candy for yourself.

May you ride the sugar high wisely.

Horsefly Updates 113909 / 113895 / 113794 / 113783 and TITANS 1v1 Ranked Mid-Season 4 Winners

Hello Commanders,

BRRRRRRRRRRRRRRTTTTTT!

That’s the sound of the Horsefly exploding its way into Planetary Annihilation, the newest addition to your arsenal.

Found in the Advanced Air Factory and armed with rapid-fire cannons, it strafes targets to remove all the pesky AA (and fabbers) from the vicinity, while tanking return fire with its heavy armour. Conduct your bombing campaigns in peace once more. It will attack the land, it will attack the sea, and in a pinch it can even attack air.

For those of you running on Linux we have some good news: Planetary Annihilation will now work with Mesa when run within a Steam Proton environment. We continue to work with Coherent Labs on the native Linux issues.

We also have prizes to give out. The mid-season arrived, and with it the tightest contest for first yet. When the fires died down it was KillerKiwi who stood victorious among the wreckage. Congratulations to them, US$500 is on its way. We’ve also listed below the individuals from each league claiming the US$100 activity prizes, if you’re on that list and haven’t been contacted please raise a ticket with support. As ever, there will be further prizes issued at the end of the season (2019-10-25 00:00 UTC), so keep on fighting!

Some further adjustments to the air game have proven necessary, with Kestrel gunship damage slightly reduced. Flak has been adjusted to place greater emphasis on its splash, making it more of an anti-horde unit, while reducing its single target damage. The Storm mobile flak has also been given the ability to tilt its gun forwards and backwards to fire off a shot earlier against attacking bombers and to help it land shots in the middle of Kestrel gunship hordes, but it remains vulnerable when approached from the flank. The Angel advanced air support platform and Mend advanced combat fabricator can now auto reclaim the wreckage of your enemies or fallen comrades.

Finally, we’ve been improving various technical bits and bobs to continue enhancing performance, especially with loading of the UI and mods. SVG fonts are dead too. What’s an SVG font you ask? Look, it says SVG font in the technical notes, that’s all I know. Let’s mourn their passing together.

TITANS 1v1 Ranked Mid-Season 4 Winners

Uber #1 (US$500): killerkiwi

Most active players (US$100 each)

Uber

  • clopse
  • smurf
  • admiralgeneral

Platinum

  • quaatal
  • mkfed
  • reynald009

Gold

  • aleks.clark 
  • bakkiz
  • neovalence

Silver

  • celestial deed
  • solumath
  • svalfish1

Bronze

  • 906797135
  • petermeffert
  • kuna

If you have not received your prize contact support via https://support.planetaryannihilation.com/


Technical Notes

TITANS Balance Changes

  • Added Horsefly advanced heavy strafing aircraft!
  • Flak Cannon
    • Changed to fire 4 beams
    • Damage decreased to 40 from 150
    • Splash damage decreased to 40 from 150
    • First target priority changed to Air & (Bomber | Gunship)
  • Storm mobile flak
    • Health increased to 400 from 300
    • Changed to fire 4 projectiles
    • Damage decreased to 15 from 60
    • Splash damage decreased to 10 from 30
    • Velocity increased to 100 from 60
    • Added pitch of 60 with pitch rate of 360
    • Second stage duration decreased to 300 from 700
    • First target priority changed to Air & (Bomber | Gunship)
  • Kestrel gunship
    • Damage decreased to 15 from 20
  • Wyrm siege bomber
    • Added heavy unit type UNITTYPE_HEAVY
  • Angel advanced air support platform can now manually reclaim wreckage / features and will auto reclaim nearby wreckage if nothing to repair
  • Mend advanced combat fabricator will auto reclaim nearby wreckage if nothing to repair
  • Stryker, Ares, Atlas and Zeus mesh bounds adjusted
  • Amphibious units moving on the seafloor which are near the water or above the water surface can now be targeted as surface units (see below)
  • Lob unit / Dox launcher range decreased to effective range of 240 (no change to existing behaviour and range circle will now be correct)

Note: patrol will not normally reclaim if economy is positive and metal storage is full. Auto reclaim units will always reclaim wreckage while patrolling.

For other recent balance changes see: https://planetaryannihilation.com/news/happy-birthday-update/

Client Improvements

  • Added simple DPS calculation using damage x rate of fire x projectiles per fire to build bar and unit hover
  • Added POV camera weapons aim tracking with smoother transitions
  • Coherent UI 2.6.8.x with faster rendering and macOS Catalina 10.15 64 bit support
  • New download manager with HTTP/2 and multiplexing for faster mod downloads and XHR
  • Improved UI caching and loading times
  • Improved readability of top economy bar in header
  • Improved readability of build bar hovers
  • Added radius to top right planet selector details

Client Fixes

  • Fixed memory leak in multi-threading async parallel for

Server / Sim Improvements

  • Improved saving and loading of saved game / replay times up to 2.5x faster
  • Added amphibious units moving on the seafloor which are near the water or above the water surface can now be targeted as surface units eg Atlas titan is now targetable by any unit that target surface layers. Kestrel advanced gunships and Horsefly advanced strafer aircraft can target any unit as they appear out of water.
  • Added auto reclaim of nearby wreckage
  • Added reclaim of nearby wreckage to patrol for auto reclaim units

Server / Sim Fixes

  • Fixed memory leak in multi-threading async parallel for

AI Improvements

  • Added splash damage to DPS calculations
  • Added Phoenix advanced fighter
  • Added Piranha gunboat

AI Fixes

  • Fixed average mobile health including structures in its calculations

Galactic War Fixes

  • Fixed Phoenix advanced fighter buffs not being applied

Toolchain

Updated software development toolchain: https://en.wikipedia.org/wiki/Toolchain

  • Visual Studio 2019 latest with 142 build tools / Windows 10 SDK latest
  • Xcode 11 / macOS 10.15.x latest for macOS Mavericks 10.9+
  • Latest steam linux runtime / GCC 6.2.0 (currently limited by Steam Linux runtime)
  • Steamworks SDK 146 with macOS Catalina 10.15 support for 64 bit only
  • Coherent UI 2.8.x with macOS Catalina 10.15 support for 64 bit only
  • Windows libcurl 7.66.0 with nghttp2 for HTTP/2 and multiplexing
  • Steam Proton compatibility
  • Fonts converted to WOFF and all UI  html and css updated

Note: PA Launcher is not currently supported on macOS Catalina 10.15 and will be updated later this year.

AI Modding

  • Added --al-debug for instrumentation
    • Dumps unit threat analysis on start for first AI (assumes all AIs are using the same unit list)Dumps per planet influence map on pause
  • Added --ai-log and --ai-debug to client which will pass through to local server
  • Added personality.ai_path to specify a different set of AI files for side by side testing of changes eg
    Test: {
    ai_path: '/pa/ai2/',
    display_name: '!LOC:Test,
  • Added AdvancedFighter, Strafer and Gunboat / SeaScout to AI unit maps
  • Added personality.percent_open_vehicle, percent_open_bot, percent_open_naval, percent_open_air and percent_open_orbital to specify first factory percentages

Modding

  • Added auto_reclaim to build arm specs (same task as auto_repair)
  • Added projectiles_per_fire and dps to unit specs, build bar info and unit hover info
  • Added ignore_overshoot to nav specs to disable distanceToStartBraking warning
  • Added leash_behavior and leash_distance to nav specs to control unit assist behaviour (113801)

Mods may break in the following scenes if they make assumptions about layout:

  • start
  • gw_play
  • live_game_econ
  • settings

Mods may also break in any scene if they make assumptions about the social bar position.

There are now two versions of Coherent UI / Chromium which can make UI testing challenging:

  • Coherent UI 2.6.8.x / Chromium 40 on Windows / macOS
  • Coherent UI 2.5.9.4 / Chromium 28 on Linux

https://caniuse.com/#compare=chrome+28,chrome+40 (not all features in that list are supported within Coherent UI 2.8.x)

SVG fonts are no longer supported in Chromium 40.

113794

Reverted to Coherent UI 2.5.9.3 for Linux.

113801

Added leash_behaviour and leash_distance for Horsefly.

113895

Reworked start:

  • Responsive layout
  • New background
  • New watermark logo on top right
  • New build version displayed on top right
  • Classic style favourite or random commander
  • Improved events (from community mods)
  • Improved news
  • Improved videos
  • Improved streams
  • Improved mini leaderboard
  • Improved credits

Reworked settings: (work in progress)

  • Responsive layout

Reworked Galactic War card layout:

  • Responsive layout for system and inventory tech cards that should display all text clearly

Reworked live game eco bar: (work in progress)

  • Responsive mirrored layout highlighting the 3 key eco numbers (energy, efficiency, metal)

Reworked social bar visibility:

  • Assumes always visible with individual scenes like gw play and live game controlling visibility and layout
  • Live game handling via main scene has been disabled

Reworked main:

  • New splash handling

Reworked armoury:

  • Responsive layout
  • Improved TITANS upgrades
  • Improved handling when steam overlay not available

Reworked replays browser:

  • Responsive layout
  • Added winner (from community mods)

113909

  • Fixed live streams not clickable
  • Added stop_clears_nearby_targets for Horsefly

Known Issues

  • PA Launcher is not currently supported on macOS Catalina 10.15 and will be updated later this year
  • Some mods may break with the update from Chromium 28 to Chromium 40 in Coherent UI 2.8.x as a result of html, css, layout, rendering, js and font changes
  • Modern native Linux may black screen or segfault in CoherentUI_Host (try Steam Proton)

PA was built with modding in mind, and while we appreciate the contribution that mod authors make to our game, please remember that running mods can sometimes lead to unexpected defects and crashes, especially after a new update.

Before reporting any issues please ensure you test the game without mods enabled. Defects with mods should be reported to mod authors in the PA forums thread for each mod.

Happy Birthday Stryker Updates 113553 / 113578 / 113581 / 113583 / 113600

Stryker

113583 / 113600 Balance Changes

Hello Commanders,

War never changes. At least that’s what they say, yet on 18th August 2019 we celebrated one year since Planetary Annihilation Inc took over development of this mighty game, and what an exciting year of change it has been.

Modernisation of the underlying tech foundation was a big goal for us when we started. We have modernised the entire development toolchain, helping to reduce defects and improve performance. We have also upgraded the Coherent UI framework and eliminated numerous crashes. At this point if your client is crashing you probably need to update your graphics drivers. We are aware of the Linux Mesa issues so please hang tight, we’re working on it!

A huge amount of effort has been put into the server, given that it is responsible for most of the heavy lifting. We have spent a lot of time improving performance, both through changes to the AI and the mechanisms that underpin the simulation. That includes more multi-threading, more optimisation and of course less crashes. You can now get buttery smooth performance on systems and setups that would have been unthinkable a year ago.

Aiding this has been the migration to PAnet, our modern backend infrastructure. Better servers mean bigger and better games and a happier community.

Single player is still incredibly popular among our community so AI updates have remained a big focus. We keep making it smarter and deadlier, so if you are struggling to win more than before, it’s not you it’s us.

Multiplayer is not forgotten either and the ranked queue is feeling more active than ever before, with seasons ensuring everyone gets their chance to shine with map rotation and balance changes keeping it fresh. Add to that a prize pool of US$4,500 per season to keep it competitive.

Of course, while it is pleasant to feast on cake and grow fat we can’t just rest on our laurels, there is a lot of work we still want to do and a gift we want to give.

The Stryker takes on the role of a fast, low armoured raider. Giving vehicles more of an early presence, you can keep the pressure on your opponent while also defending your valuable fabbers against Dox.

The time of the Navalpocalypse is upon us, with ships now enjoying FTL (Faster Than Land) propulsion. The person who came up with this term is very pleased with themselves, don’t let it catch on or they’ll become insufferable. No longer will your naval games feel like an eternal slog, instead they will be more of an elegant duel with massive guns. There has also been a significant adjustment to the Typhoon to improve its viability and enable Squall swarms to blot out the sun, as the prophecy foretold.

Finally, we have made more improvements to the AI’s performance so that it will wait patiently and put its hand up, ensuring it is less demanding of your CPU’s time. This may be the most significant performance improvement we have made so far in our AI.

It has been a great year and we look forward to an even better one to follow.

Recap:

  • modernised client
  • modernised server with more multi-threading and AI improvements
  • PAnet migrated from UberNet with modern servers and more regions
  • 1v1 ranked seasons with new maps, balance changes and a US$4,500 prize pool every 3 months
  • Stryker!

Technical Notes

TITANS Balance Changes

  • Stryker (113578)
  • Naval speeds increased
    • Narwhal frigate speed increased to 12 from 9
    • Orca destroyer speed increased to 12 from 9
    • Stingray missile ship speed increased to 11 from 8
    • Leviathan battleship speed increased to 11 from 8
  • Typhoon drone carrier
    • Typhoon drone carrier speed increased to 11 from 8
    • Cost decreased to 5,200 from 6,500
    • Ammo rate increased to 30 metal per second (20 stored drones then one per second once depleted)
    • Initial launch stage decreased to 200 from 500 (shorter launch before turn)
    • Now targets sea floor
    • Guard layer changed to WL_AnyLayer from WL_AnySurface with guard radius of 100 (113583)
    • Launch projectile lifetime changed to 3.0 from 2.0 (113583)
    • Squall drones
      • Weapons priority changed to torpedoes
      • Torpedo rate of fire increased to 0.8 from max 1 (up to 10 low damage torpedoes depending on range to target)
  • Kestrel gunships:
    • Can no longer target underwater layer (subs)
    • Cost increased to 800 from 600 (113600)
  • Changed manual targeting of Galata AA to only damage air (113600)

Client Improvements

  • –local-server-port to use a different local server port
  • Added build bar size which can now be changed from 75% to 200% separately from GUI size (113578)
  • Changed settings (113578):
    • Moved resolution scaling to top of graphics tab
    • Duplicated GUI size at top of graphics tab
    • Added build bar size to graphics tab and gameplay tab > user interface

Client Fixes

  • Hopefully fixed build bar hot keys not always working (113578)

AI Improvements

  • AI now processes path requests over time rather than all at once which should help smooth AI performance
  • Multiple small AI performance improvements

AI Fixes

  • AI platoons that fail to find a path back to base when disbanding will now try a direct move request as a last resort

113578 / 113581

Stryker is now live with build bar changes.

Modding

  • Added id to each unit spec
  • Added projectile_specs with basic info and projectile: true for buildable projectiles in each unit spec
  • Added buildable projectiles to unit specs with merging of projectile ammo info if already in unit list (removing the need for ammoBuildHover hacks)
  • Added unit specs to settings
  • build bar is now flexible in width and no longer restricted to 3 x 6
  • build bar entries are now specified as row / column with titans only / classic only flags
"/pa/units/land/attack_vehicle/attack_vehicle.json": ["vehicle", 20, {row: 2, column: 6, titans: true}]
"/pa/units/orbital/deep_space_radar/deep_space_radar.json": ["utility", 2, {row: 0, column: 2, classic: true}]

113583

  • Stryker health increased to 60 from 50 (may tweak further)
  • Typhoon drone carrier
    • Guard layer changed to WL_AnyLayer from WL_AnySurface with guard radius of 100
    • Launch projectile lifetime changed to 3.0 from 2.0 (should resolve disappearing squalls)

113600

  • Stryker strategic icon updated, accelerate / brake increased to 150 from 100 and now targets sea floor
  • Kestrel gunship cost increased to 800 from 600
  • Changed manual targeting of Galata AA to only damage air

TITANS 1v1 Ranked Season 4

Hello Commanders,

The sun sets on season 3 and the close fought contest for Uber #1. Only in the closing hours did a clear victor emerge. Allow us to offer our congratulations to AndreasG who took the title this time around. He walks away with US$1,000.

The winners of the prizes of US$100 for the three most active players in each league have also been determined and can be found below. If you’re on the list, you should be contacted shortly to arrange payment of your prize.

Now, let us enter season four without hesitation. The format remains the same, with prizes for Uber #1 and most active players awarded at both the mid-season and end of the season. All ladder ratings have been reset to create a level playing field, so fight well and fight often!

We have got 16 maps in the pool this time around, with 8 returning classics and 8 which are completely new. All of these maps will only be available in ranked for the duration of the season. A list of the maps can be found below.

We would like to draw your attention to Shackle. This is our first multi-planet ranked map. Both players start on a planet together, but both an Annihilaser metal world and a smashable planet await you among the stars. Think of this as us experimenting with the possibilities of 1v1, as well as just injecting a little additional variety into the pool.

There are also two naval maps this time. Yes, two. Some will cheer, some will cry, but we’re committed making the naval experience the equal of land, so watch this space. Backbone returns from season 3, and we’re adding Diahyrdi with two spawns for you to choose from.

As per previous seasons, we’ll monitor the maps to see what works and what doesn’t, and any necessary changes will be made at the mid-season point. Keep that (constructive) feedback rolling in, but more importantly, go blow up a planet… we mean have fun. Though blowing up a planet sounds pretty fun, right?

TITANS 1v1 Ranked Season 3 Winners

Uber #1 (US$1,000): AndreasG

Most active players (US$100 each)

Uber

  • nikolamx
  • clopse
  • metapod

Platinum

  • smurf
  • n30n
  • broom

Gold

  • cuyto
  • iban
  • bakkiz

Silver

  • muhr
  • g-force
  • neovalance

Bronze

  • cooperman
  • isolum
  • petermeffert

If you have not received your prize contact support via https://support.planetaryannihilation.com/

TITANS 1V1 Ranked Season 4 Prizes

Mid-season ends at 2019-09-06 00:00 UTC

  • Uber #1 – US$500
  • Three most active Bronze players – US$100 each
  • Three most active Silver players – US$100 each
  • Three most active Gold players – US$100 each
  • Three most active Platinum players – US$100 each
  • Three most active Uber players – US$100 each

Season 4 ends at 2019-10-25 00:00 UTC

  • Uber #1 – US$1,000
  • Three most active Bronze players – US$100 each
  • Three most active Silver players – US$100 each
  • Three most active Gold players – US$100 each
  • Three most active Platinum players – US$100 each
  • Three most active Uber players – US$100 each

TITANS 1v1 Ranked Season 4 Maps

Four maps carried over from season 3:

  • Backbone
  • District (updated)
  • Echo
  • Exeunt

Four maps returning from season 2:

  • Bulkhead (updated)
  • Niflhel (updated)
  • Riddler (updated)
  • Singe

Eight NEW maps for Season 4:

  • Diahyrdi
  • Fluviaat
  • Moment
  • Ribbon
  • Shackle
  • Surface
  • Tia
  • Threshold

TITANS 1v1 Ranked Mid-Season 3 Winners and Updates 113410 / 113426 / 113430 / 113457 / 113462

Hello Commanders,

The mid-season has passed but is not forgotten. You’ll find all the prize winners below, with a couple of extra players securing activity awards due to cosmic rays interfering with our computations. All winners will be contacted shortly.

One of the eternal struggles is the balance between basic (T1) and advanced (T2) units. It has become clear recently that this is still weighed too heavily in favour of T2, primarily because of the explosive nature of T2 MEXs. To combat that we’ve made T2 MEXs more expensive and reduced their income. Let the Ant hordes terrorise the battlefield!

Grenadiers also got a range increase to help against the number of turrets the modern Commander finds on the battlefield.

The AI got smarter. Again. Now when its giant force is reduced to one Dox while en route to a target, it will give thought to whether that’s really enough to eliminate your entire base and win the game. Then when it retreats the Dox it will use a safe path rather than the most direct one. It’s also looking for more opportunities to combine its forces into ultra mega death platoons. A real thing, let us assure you; check the lore.

The mod Cover the Line had become “must have” for many players, allowing them to easily split up units to dodge AoE and put troops into optimal formations for maximising firepower. It was also responsible for a lot of crashes. Now, let it not be said that we are not merciful, so rather than executing an immediate SXX strike upon this mod and all those who use it, we have instead added custom line formations to the game. Select some troops and get to right-click dragging that mouse to unleash the power of custom line formations.

Basic Discord support has also been implemented for ranked. Amaze your friends, not only with your skills, but also the amount of time your profile shows you as playing ranked mode. They’ll be left wondering why you haven’t hit Uber yet.

This, and more, can be found in the patch notes below. Feast your eyes.

Until next time.

TITANS 1v1 Ranked Mid-Season 3 Winners

Uber #1 (US$500): NikolaMX

Most active players (US$100 each)

Uber

  • NikolaMX
  • nimzo
  • kiwi

Platinum

  • n30n
  • ptasior
  • broom
  • metapod (bonus)

Gold

  • cuyto
  • alive in
  • iban

Silver

  • muhr
  • g-force
  • scotter

Bronze

  • petermeffert
  • frigoporco
  • bigbabybear
  • chancer (bonus)

If you have not received your prize contact support via https://support.planetaryannihilation.com/


Technical Notes

TITANS Balance Changes

Grenadier

  • range increased from 125 to 135 (will out range turrets)

Advanced Metal Extractor (slowing the T2 rush in favour of expansion, map control and T1 units)

  • cost increased from 1,500 to 2,000
  • production rate decreased from 20 to 15

AI Improvements

  • Land, Fighter, and Bomber platoons will now path safely back to base to disband instead of taking a direct path
  • Land, Fighter, and Bomber platoons that lose enough of their units while enroute to their destination will re-evaluate whether they should change targets or disband
  • Platoons will now merge faster
  • AI will now retask platoons if they are enroute to an area that has already been cleared of targets, rather than wait for the platoon to arrive first

AI Fixes

  • Fix for AI platoons getting stuck if they attempt to path and fail after a previous successful path
  • Fix for amphibious units that cannot attack while underwater getting stuck
  • Fix for AI controlled orbital fighters/ships/railguns not targeting orbital structures

Client Improvements

  • Added client side custom line formations for move, attack and unload (replaces Cover the Line mod)
  • Added basic Discord activity support with 1v1 ranked info (macOS / Windows only with current Discord SDK)
  • Added check for multiple copies of PA running to avoid local storage corruption (Windows only)
  • Added startpa: custom protocol handler (currently macOS / windows only with no parameter support)
  • Changed landing zones default rules max to 32 players
  • Added automatic mapping of extra mouse buttons to middle mouse camera pan and rotate (113462)
  • Added basic Steam rich presence support (113462)

Note: Custom line formations will move server side in a future update with support for factory rally to custom line formation.

Client Fixes

  • Fixed macOS import / export (load / save) dialog crashes
  • Fixed recover account URL

113426

  • AI will now retask platoons if they are enroute to an area that has already been cleared of targets, rather than wait for the platoon to arrive first
  • Fix for AI controlled orbital fighters/ships/railguns not targeting orbital structures
  • Fixes for possible custom line formation crash

113430

  • Fix for long standing issue of area commands not always working properly in PIPs that was also causing custom line formations to fail in PIPs
  • Fix for long standing issue of undefined behaviour which could lose left click and also result in a crash when using custom line formations

113457

  • Improved custom line formations

113462

  • Added automatic mapping of extra mouse buttons to middle mouse camera pan and rotate
  • Added additional Discord activity support
  • Added basic Steam rich presence support

PAnet and TITANS 1v1 Ranked Season 3

113318 TITANS Balance Changes

Hello Commanders,

We all know machines are superior to organics, yet they’re only as good as the hardware underpinning them. You know this, we know this, which is why upgrading the game’s server infrastructure has been such an important goal for us. The road has been long, the struggle real, and we are finally migrated to (drum roll please)… PAnet. Oooooo, literal chills. Uh, I mean, bleep bloop, fellow machine.

PAnet (Planetary Annihilation Network) is our replacement for UberNet and provides all the backend infrastructure for managing game servers and player accounts. It has faster servers for better sim speed, more regions for lower latency, and higher capacity servers.

TITANS 1v1 ranked season 2 came to a close at the end of April. It was hard fought for a while with Uber #1 changing hands multiple times. But as the dust settled a clear victor emerged in NikolaMX, a good 100 points clear of the nearest competition. Should the Progenitors return we know who they will want as their leader.

With season 2 over we surprised everyone with a transition to a season that was one digit higher. Four maps from season 2 have returned, along with 12 entirely new maps, courtesy of WPMarshall. The lessons of season 2 have been applied and we think you’ll find these maps a big upgrade. Ranks were wiped clean and it’s anyone’s game to win once more.

AI performance has been improved and its impact on the server decreased. In addition, we have again put a big focus on eliminating known sources of client and server crashes. We even did a thing with the updating of the toolchain so they have higher version numbers, and we all know higher version numbers are better, right?

PAnet Features

New features in PAnet:

  • modern servers with faster CPUs, more memory and increased bandwidth
  • new regions (see below)

New Regions:

  • USWest (Oregon)
  • USCentral (Ohio) – this was USEast (Virginia) on UberNet since March 2018
  • USEast (Virginia)
  • APSouthEast (Singapore)
  • APNorthEast (Japan)

The following regions have higher capacity servers for bigger games:

  • USWest (Oregon)
  • USCentral (Ohio)
  • USEast (Virginia)
  • EUWest (Ireland)

The new PAnet URLs are:

Migration to PAnet was completed on 2019-05-20 with build 113298.

TITANS 1v1 Ranked Season 2 Winners

Uber #1 (US$1,000): NikolaMX

Most active players (US$100 each)

Uber

  • NikolaMX
  • Diskraip
  • nimzo

Platinum

  • Pa!nCorgi
  • Viroo
  • Sinoccence

Gold

  • Qivy
  • Alive In
  • theiban

Silver

  • muhr
  • G-Force
  • go

Bronze

  • FrigoPorco
  • TotalAnnihilator
  • MrStorm

If you have not received your prize contact support via https://support.planetaryannihilation.com/

TITANS 1v1 Ranked Season 3 Prizes

Mid-season at 2019-06-06:00:00 UTC

  • Uber #1 – US$500
  • Three most active Bronze players – US$100 each
  • Three most active Silver players – US$100 each
  • Three most active Gold players – US$100 each
  • Three most active Platinum players – US$100 each
  • Three most active Uber players – US$100 each

End of season 3 at 2019-07-25:00:00 UTC

  • Uber #1 – US$1,000
  • Three most active Bronze players – US$100 each
  • Three most active Silver players – US$100 each
  • Three most active Gold players – US$100 each
  • Three most active Platinum players – US$100 each
  • Three most active Uber players – US$100 each

TITANS 1v1 Ranked Season 3 Maps

Four maps carried over from season 2:

  • Aquilaris
  • Disparity
  • Centax-3
  • The Ardennes

Remaining season 2 maps have been added to the in-game map list.

Twelve new maps:

  • Backbone
  • Exeunt
  • Basilica
  • Hopper
  • Rotunda
  • ASAT
  • Hyde
  • Kelvin
  • Echo
  • District
  • Maginot
  • Bailiff

Technical Notes

Legacy builds are no longer supported and will not be updated.

Translations

  • Dutch updated as an official language

TITANS 1v1 Ranked Improvements

  • Improved region selection for players in different continents
RegionAustraliaSingaporeJapanUSWestUSCentralUSEastIreland
AustraliaRandomSingaporeRandomUSWestUSWestUSWest
SingaporeRandomRandomJapanUSWestUSWestUSWest
JapanSingaporeRandomRandomUSWestUSWestUSWest
USWestRandomJapanRandomRandomUSCentralUSEast
USCentralUSWestUSWestUSWestRandomRandomUSEast
USEastUSWestUSWestUSWestUSCentralRandomRandom
IrelandUSWestUSWestUSWestUSEastUSEastRandom

TITANS 1v1 Ranked Fixes

  • Fix for failed to join game (113329)

AI Improvements

  • Improved performance of AI deployment data
  • AI will do better at protecting its commander against nuke snipes (113318)
  • Orbital lasers and the Orbital Titan will make attacking units that can attack orbital a priority (113318)

AI Fixes

  • Fix for platoon disbanding weirdness
  • Fix for evaluateReconNeed AI crash
  • Removed a couple of duplicated build conditions (113318)
  • AI dps calculations will correctly take projectiles_per_fire into account (113318)
  • Units that can target Air will now correctly have AntiAir threat (113318)
  • Walls will now have Land threat (113318)
  • MetMinFabberCount now counts Naval fabbers (113318)

Client Improvements

  • New 1v1 and shared army team vs team maps from TITANS 1v1 ranked season two
  • Updated Coherent UI with improved 4K+ support for Windows
  • Improved start menu videos feed (moved into base game from community mods patch)
  • Improved start menu streams feed (moved into base game from community mods patch)
  • Improved start menu news feed (moved into base game from community mods patch)

Client Fixes

  • Fix for 4K+ crashes on Windows
  • Fix for Coherent UI crashes
  • Fix for material library crashes
  • Fix for social bar not shown after 1v1 ranked requeue

Server Improvements

  • AI no longer directly influences sim and all commands are queued
  • AI now updates concurrently with history

Server Fixes

  • Fixes for shutdown crashes

113318 TITANS Balance Changes

Holkins Long Range Artillery

  • Target priorities added:
    • Commander
    • Titan & ( Land | Naval )
    • Artillery & Advanced & ( Land | Naval )
    • Nuke | NukeDefense

Ares Hover Titan

  • Target priorities added to main weapon:
    • Commander
    • Titan & ( Land | Naval )
    • Artillery & Advanced & ( Land | Naval )
    • Nuke | NukeDefense

Bumblebee Bomber

  • Target priorities added:
    • Commander
    • AirDefense & ( Land | Naval )
    • Titan & ( Land | Naval )
    • Artillery & Advanced & ( Land | Naval )
    • Nuke | NukeDefense

Kestrel Gunship

  • Can now target underwater layer (subs)
  • Target priorities added:
    • Commander
    • AirDefense & ( Land | Naval )
    • Titan & ( Land | Naval )
    • Artillery & Advanced & ( Land | Naval )
    • Nuke | NukeDefense

Hornet Tactical Bomber

  • Target priorities added:
    • Commander
    • AirDefense & ( Land | Naval )
    • Titan & ( Land | Naval )
    • Artillery & Advanced & ( Land | Naval )
    • Nuke | NukeDefense

Wyrm Heavy Bomber

  • Can now target underwater layer (subs)
  • Target priorities added:
    • Commander
    • AirDefense & ( Land | Naval )
    • Titan & ( Land | Naval )
    • Artillery & Advanced & ( Land | Naval )
    • Nuke | NukeDefense

Zeus Air Titan

  • Target priorities added:
    • Commander
    • AirDefense | ( Air & Fighter)
    • Artillery & Advanced & ( Land | Naval )
    • Nuke | NukeDefense

Orca Destroyer

  • Torpedoes now have splash damage

Typhoon Drone Carrier

  • Drones can now fire a single short range low damage torpedo

Translations, AI and Modern Updates 113132 / 113044 / 113034

Hello Commanders,

With the successful launch of TITANS 1v1 ranked ladder season 2 with new leaderboards it’s back to toiling away in the update mines.

In the background, work continues on our tech upgrade and the prerequisites necessary to transition to the new PAnet infrastructure. While these 2019 long-term goals remain long-term, we still want to deliver some additional improvements to the game that is currently in your hands and ensure support for the widest playerbase possible.

You should try out our modern build branch, which will eventually replace the legacy branch, if you’d like to enjoy some performance and stability enhancements right now including an update to Coherent UI, the framework for our moddable user interface.

With 113132 we have switched to the modern build as our default client and we hope you enjoy the performance enhancements of our modern toolchain. If you have any issues with the modern build you can fallback to the legacy build.

See our Happy New Year update for a reminder of the modern build details.

Translations

We’ve seen an increase in the number of non-English speaking players playing our game and we want to make sure we’re giving you our full support. We have engaged with a new translation team to update and improve the existing translations, replace community translations, and add support for Japanese. We’re also updating Community Mods to allow for mod translations.

As you can imagine this is a big job so we’ll be doing it in a number of passes, focusing first on adding missing strings.

In this patch we’ve included updates for:

  • French
  • German
  • Russian
  • Simplified Chinese
  • Traditional Chinese
  • Korean
  • Japanese
  • Italian
  • Spanish
  • First pass of Polish (incomplete in 113132)

Report issues with existing translations in this thread.

Work in progress:

  • Official translation support for mods

Also in the works are plans to add servers in South-East Asia (SEA) once we complete our migration to PAnet.

TITANS 1v1 Ranked Mid-Season 2 Winners

We’re roughly halfway through season 2, which means it’s time for mid-season prizes. Congratulations to all those who fought the good fight, blew up a whole lot of robots, and are walking away with their well deserved spoils.

Uber #1 (US$500): [TNC] [Nik] NikolaMX (whew, this guy is just too good)

Most active players (US$100 each)

Uber

  • [TNC] [Nik] NikolaMX
  • [BSE] Diskraip
  • [ICARUS] nimzo

Platinum

  • [WAF] Viroo
  • PAG_Clopse
  • Sinoccence

Gold

  • [BSE] Qivy
  • [GPP] Isaac Arthur
  • Alive In

Silver

  • muhr
  • go
  • e1vis

Bronze

  • FrigoPorco
  • TotalAnnihilator
  • ΗΑΖΞ

Winners will be contacted shortly to arrange payment of their prize.

Now we enter the second-half of the season, and that means there’s US$1000 up for grabs for the Uber #1 spot. We’ve seen the return of some big names from the past, so we expect the battle to be hard fought. There will also be another round of most active prizes for each league. You can check out the full prize details in our season 2 announcement post.

We’re also making a few map adjustments based on feedback and game review. These are intended to improve the flow of play and your general 1v1 ranked experience.

AI

It wouldn’t be PA if we didn’t keep improving the AI. Some of you noticed it was seeming a little under the weather recently, but we found the cause and administered treatment. Now the AI should be face rolling you once more. This includes improved air and naval attacks. You may also notice it’s more prone to bombarding you from the coast too. Ooooo, nasty.

As many of you will know, the AI’s Commander often liked to plant both feet in the soil, hold the line, and then explode in combat against forces it should never have fought. These Commanders are expensive to replace, so we’ve taught it that discretion is the better form of valour, leading to less unnecessary deaths, and it surviving to deliver the late game awesomeness we know you want.

Lastly, we did some work on enhancing the speed with which the AI processes all this information, making it more efficient than before.

TITANS Balance

Air has been a continuous thorn in the side of balance, often overwhelming the defences intended to stop it due to the ability for a player to commit their full strength to every engagement. In an effort to combat this we have boosted the strength of all land anti-air, including the Commander, with the intent to allow a greater diversity of play and hopefully reduce the massive fighter blobs. No longer will your Dox fight in the shade.

The Locust has also seen a further nerf, with a reduction to health. This allows for units like the Laser Defense Tower to kill them with a single shot. They’re still devastating if undetected, but easier to stop once spotted.

The Icarus has had a minor change made to its attack behaviour so that it attacks like a gunship. Will this make it a powerful weapon of destruction? Nope. Will it make it look so much cooler before it explodes? You bet. It will also be slightly harder for Dox to hit.

Stability

We, and our community testers, have spent many hours hammering away, looking for any defects so that we could reap a bountiful harvest of logs and crash dumps. These have been used to squash a number of crash root causes, including the single largest cause of server crashes.

In our modern build we have also updated Coherent UI to resolve a defect we identified which could cause client crashes.

Stability remains a big focus going forward, and an area we continue to work on. Thanks to everyone who helped us by running the PTE build.

tl;dr

This is an update about language and you skipped it? Are you aware of irony?

  • First pass of new and improved translations
  • South East Asia (SEA) servers planned
  • Mid-season ladder prizes awarded
  • Ranked maps updated
  • Improved AI
  • Balance changes
  • Improved stability and modern Coherent UI update

Technical Notes

Aww yiss, this is the good stuff.

Translations

New translation handling:

  • New prefix in literal strings that support knockout bindable HTML:
    • !LOCID:locId:locText
  • New data-loc-id and data-loc-no-style attributes that support knockout bindable HTML without styling:
    • <loc data-loc-id=”locId” data-loc-no-style>locText</loc>

TITANS 1v1 Ranked Map Pool Updates

Aquilaris

  • Platforms opened to amphibious and hover units

Bulkhead

  • Removed spawn platforms
  • Added 2 metal near the base

Lost Temple

  • Reduced the amount of water metal
  • Increased the starting platform size
  • Moved metal closer to the base and into tighter clusters for defence

Riddler

  • Increased base space by shrinking lava crevasse
  • Moved some metal points at the equator
  • Lowered the CSG around the air only metal
  • Reduced crater metal from 6 to 4

TITANS Balance Changes

Commander

  • AA rate of fire increased from 1 to 2 shots per second (reducing early game air snipes)
  • Target priorities changed to equal priority for main threats:
    • Air & ( Transport | Bomber | Gunship | Titan)
    • Mobile & Air

Spinner Vehicle Anti-Air

  • Rate of fire increased from 2 to 3 shots per second (open up ground pushes against heavy air)
  • Target priorities changed to equal priority for main threats:
    • Air & ( Transport | Bomber | Gunship | Titan)
    • Mobile & Air

Locust Nanoswarm

  • Health decreased from 80 to 60 (easier to kill and will require more micro if rushed)

Icarus Solar Drone

  • Attack behaviour changed to aggressive circle-strafe (similar to Kestrel gunship)
  • Target priorities changed to:
    • AirDefense | ( Land & Mobile ) | ( Naval & Mobile )
    • Air
    • Fabber | EnergyStorage | MetalProduction
    • Land & Naval

Galata Turret Anti-Air

  • Rate of fire increased from 3 to 4 shots per second
  • Target priorities changed to equal priority for main threats:
    • Air & ( Transport | Bomber | Gunship | Titan )
    • Mobile & Air

Bot / Vehicle / Air / Naval Advanced Factories

  • Cost increased from 4,500 to 4,800 (slowing the T2 rush)

Client Improvements

  • Increased maximum eco modifier to 10x
  • Improved sandbox mode no longer requires a mod to show user interface for units, vision and control (will also be obvious if you join a sandbox game)
  • Improved stability when marshalling data between Coherent UI and engine
  • Improved performance and stability of pushing unit specs when starting live game
  • Modern: updated to Coherent UI 2.5.9.3 which may improve rendering on Linux

Client Fixes

  • Fixed missing languages in Steam client
  • Fixed initial language not being set based on Steam client language setting
  • Fixed commander selection in 1v1 ranked new game lobby
  • Fixed a material library threading crash
  • Fixed windows crash handler failing triggering a Window Error Report (WER) which was also masking the material library crash
  • Modern: updated to Coherent UI 2.5.9.3 with fix for memory allocation crash
  • Modern: updated libcurl with fix for login failures on Windows 7 (113132)
  • Fixed a client crash during live game that was impacting high spec high core systems (113132)

Server Fixes

  • Fixed our #1 server crash. We now know this was caused by creative use of multiple anti-entity target weapons in the Legion Expansion Rampart shield generator when encoding deltas for the ammo capacity history curve
  • Fixed a crash if a seeking projectile was fired at a unit that as it leaves the planet
  • Fixed a navigation cost cell integrator crash in pathing

AI Improvements

  • AI performance improvement pass focusing on AI data updates, build location updates and attack location selection
  • Improved the AI’s ability to use naval against land targets
  • Improved the AI’s use of space near it’s starting base on some planets
  • Improved the AI’s economy management
  • Improved the AI’s handling of slow air platoons e.g. zeus + angel
  • Small improvements to the AI’s nuke and Unit Cannon targeting
  • AI Commander should no longer charge the front lines to its death
  • AI platoons should spend less time stuck against terrain trying to attack something

AI Fixes

  • Hardened the Fabber and Factory manager system to prevent a crash
  • Fixed a math error causing the AI to only evaluate half the planet for military targets
  • Fixed an error causing the AI to underutilize its air force
  • Fixed AI not attacking on gas giants
  • Fixed AI incorrectly marking bases as unable to deploy vehicle/naval units
  • Fixed crash if a mod enables an AI controlled Unit Cannon to build fabbers
  • Fixed AI commander getting stuck against terrain while trying to navigate back to safety (113132)
  • Fixed AI unit cannons not building anything in some circumstances (113132)
  • Fixed for AI sometimes getting stuck not using its unit cannons (113132)
  • AI building placement perf improvements (113132)

Crash Reporting

  • Added –enable-full-memory-minidump (Windows only) to be used when requested by support

Modding

  • Work in progress: new unit specs API to replace Blueprint Info Framework

Other Modern Updates

  • libcurl 7.64
  • lz4 1.8.3
  • miniz 2.0.8
  • zlib 1.2.11
  • libpng 1.6.36
  • libsquish 1.15
  • stb_truetype 1.21
  • stb_image 2.21
  • breakpad
  • libsdl 2.0.9 for Windows (macOS was already 2.0.9 and Linux is system version)

113044 reverts to libsdl 2.0.8 for Windows. 113046-legacy fixes missing unit selection ring.

113132

  • First pass of Polish translations (incomplete)
  • Fixed AI commander getting stuck against terrain while trying to navigate back to safety
  • Fixed AI unit cannons not building anything in some circumstances
  • Fixed AI sometimes getting stuck not using its unit cannons
  • AI building placement perf improvements
  • Fixed a client crash during live game that was impacting high spec high core systems
  • Modern: Fixed Windows 7 login issue
  • Modern build is now the default client (you can switch back to legacy if needed)

TITANS 1v1 Ranked Ladder Season 2

UPDATE: We have expanded the participation prizes to include the three most active players in each of the five leagues for a total prize pool of US$4,500 this season.

 

Hello Commanders,

Season one of 1v1 ranked has ended, so let us give our congratulations to [TNC] [Nik] NikolaMX, a player so humble he put his own name in a clan tag.

Fighting off many worthy opponents he has dominated the Uber league, holding the #1 position for most of the season. An Invictus statue will be on its way to our deserving season 1 winner.

Season 2 – 2019-01-25 to 2019-04-25

It’s season 2!

All ranks have been reset; everything is up for grabs again.

A new season needs new maps. As you know we introduced four new maps mid-way through the previous season, and they’ll be carrying over to season two. But the rest of the maps have been taken out back and… retired. Sleep well old maps, you’ve served your time. Replacing them are eleven brand new maps.

Season 2 Map Pool (15)

  • Aquilaris (WPMarshall)
  • Bulkhead (WPMarshall)
  • Canyon (WPMarshall)
  • Centax-3 (Grand Homie)
  • Disparity (WPMarshall)
  • Enfer (Grand Homie)
  • Geonosis (Grand Homie)
  • Lost Temple (WPMarshall)
  • Lugaan (WPMarshall)
  • Niflhel (Grand Homie)
  • Riddler (WPMarshall)
  • Singe (WPMarshall)
  • Tartarus (Grand Homie)
  • The Ardennes (Grand Homie)
  • The Marne (Grand Homie)

New maps mean new strategies, and everyone is on an even footing because no one has had a chance to practice these before. We look forward to seeing what you make of them and hearing your thoughts on how they play. These maps will also be made available to play in custom lobbies in the near future.

Prizes!

Of course, what season is complete without prizes? And what could possibly top an Invictus Commander statue? Like that relative that doesn’t know what to get you as a present, we opted for cold, hard cash. Nice.

The player who holds Uber #1 at the mid-season point (2019-03-08 00:00 UTC) will be awarded US$500. The player who is Uber #1 at the end of the season (2019-04-26 00:00 UTC) will receive US$1,000.

But what about those of you playing in Bronze reading this and thinking, I’m never going to hit Uber so what do I care? Well we’ve got you covered too.

We will be awarding US$100 to the three most active players in each of the five leagues, both mid-season and at the end of the season. Doesn’t matter where you rank in the league, only how much you play. (UPDATED)

Summary of Prizes

  • Mid-season at 2019-03-08:00:00 UTC
    • Uber #1 – US$500
    • Three most active Bronze players – US$100 each
    • Three most active Silver players – US$100 each
    • Three most active Gold players – US$100 each
    • Three most active Platinum players – US$100 each
    • Three most active Uber players – US$100 each
  • End of season 2 at 2019-04-26:00:00 UTC
    • Uber #1 – US$1,000
    • Three most active Bronze players – US$100 each
    • Three most active Silver players – US$100 each
    • Three most active Gold players – US$100 each
    • Three most active Platinum players – US$100 each
    • Three most active Uber players – US$100 each

Maximum annual winnings for Uber #1 is US$6,800 if you hold the position all year and play the most!

All prizes are awarded at the discretion of Planetary Annihilation Inc. Players in breach of the Planetary Annihilation Community Rules and Guidelines may be disqualified. The decision of Planetary Annihilation Inc is final.

tl;dr

Seriously? We spent a lot of time writing all that. Millennials are ruining the patch note industry.

  • Ranked season 2 has begun
  • New ranked map pool
  • US$4,500 to be won this season (UPDATED)

Let the soothing voice of WPMarshall take you on a guided tour of this season’s maps: https://gaming.youtube.com/watch?v=ienE1HgwmLM


1v1 Ranked Leaderboard Update 112835



Our ladder uses a tried and tested ranking algorithm, with numerous best practices for implementation. To oversimplify, all players have two scores: stable and volatile. The former is a rating which the system has a high confidence in and should be used for ranking, avoiding placing a player too highly based on a few good games. The latter is a lower confidence rating, but looks at the potential of the player.

Volatile and stable are used for matchmaking to find opponents of the right difficulty. Think of stable as reflecting how good we know you are, while volatile is how good you might be. Over time these two ratings will converge.

During work to migrate to PAnet we have been examining the code underpinning the ladder and identified an issue. Rather than using the stable rating for ranks the ladder had been implemented using the volatile rating, leading to wild swings in position and players being placed in high level leagues far too easily. This runs counter to the goal of the ranking system: rewarding consistency of play over time.

A fix for this has been deployed and players have had their position on the ladder updated accordingly. All games played this season remain valid, none of your results have been lost or invalidated as a result of this change. The only change is to leaderboard ranks. This does not impact the result of season 1, we reviewed the data and [TNC] [Nik] NikolaMX was the clear winner.

Players with few games in ranked will likely find they have dropped to a lower rank, or even league. The key to your rank now is consistency over a large number of games. You will no longer be able to obtain Uber status with only a few games.

We debated leaving the ranking system unchanged for season 2, but decided as it was still very early in the season it was best for the health and integrity of the ladder that an immediate fix be deployed. This will lead to a better experience for everyone, avoiding the issue of players with a small number of games camping high ranking positions, allowing players who continue to play to see an improvement over time.

You will see a significant change in the number of players within each league at first. These numbers should change over time as players play more games. Thresholds for each league have not changed and we will be reviewing the season 2 data for possible adjustments in season 3.

Accompanying this change are three much requested features. Everyone’s stable score is now visible on the leaderboard, along with the number of games played, and you can view the top 500 of every league instead of just the top 10 both in-game and on the web at: https://palobby.com/leaderboards/

We hope this improved transparency, in combination with the leaderboard correction, will make for a more satisfying ranked experience.

Finally, players new to the ladder must complete 10 games before being assigned a rank. This allows the system to ensure a more accurate rating before adding people to a league.

Bulkhead has also been updated with a fix for missing metal spots that were identified.

tl;dr

  • The ladder has been updated to use the correct value for ranking players
  • The ladder UI has been updated to display your rank, games played, and 500 players per league
  • Players need to complete 10 games before being assigned a rank
  • Bulkhead updated for missing metal
  • https://palobby.com/leaderboards/

Smurfs in Platinum / Uber and Player Behaviour

For season 2 we are monitoring the use of smurfs and player behaviour. That may result in some changes, some warnings, some season bans and some permanent bans (a number of which have already been applied).

To report an individual player please use: https://support.planetaryannihilation.com/

We strongly recommend you play on your own main account, be respectful in chat and avoid impersonating other players.

Planetary Annihilation Vocabulary

Here’s what you need to know when playing Planetary Annihilation:

PAPlanetary Annihilation
PA:TPlanetary Annihilation: TITANS
CMMCommunity Mods Manager
PAMMObsolete PA Mod Manager
palobbyGames Browser
Unit Database (TITANS, Legion and Classic PA)
TITANS 1v1 Ranked Leaderboards
Dedicated Server Replays
Support Wiki
comCommander
ubercannonCommander manual alt-fire of a short range, high damage, high energy weapon as a last line of defence
com snipeUnexpected death of a poorly protected / out of position / weakened Commander often using micro and focus fire from Booms, Bumblebees, Kestrels,, Titans, Holkins, nukes, SXX, etc.
death by icarus / death by a thousand cutsEmbarrassing com snipe using only Icarus (bonus points for using over a thousand)
com boxingCommander vs Commander close quarter battles
com pushUsing your Commander on the front lines to attack
boom bot pushUsing the speed of boom bots to push another unit faster than its normal speed (often used with a Manhattan or Commander)
fabberFabricator or builder
T1Tier 1 basic units
T2Tier 2 advanced units
ecoEconomy
pgenPower Generator
mexMetal Extractor
floatingWhen resources (energy or metal or both) exceed demand resulting in wasted or unused resources (blue eco bar). Always use your float to expand and build more units.
stalling / crashingWhen demand exceeds available resources (energy or metal or both) slowing production to less than 100% efficiency (red eco bar). When stalling energy, units requiring energy to operate like radars and teleporters may stop working.
macroBig picture management of your build, economy, vision, placement, map control, unit composition, lines of attack, etc.
expanding / expansionExpanding to claim all metal spots then defending your expansion against enemy raids or attacks to establish map control.
pressureUsing constant raiding, expansion, area denial, map control, multiple lines of attack and other tactics to dominate your opponent leaving them feeling constantly under pressure, reactive and overwhelmed.
area denialPreventing enemy units from occupying or navigating an area
kill zoneArea covered by direct fire used to ambush, trap or completely destroy enemy units that enter the zone (often using terrain to funnel units into single file or narrow spaces through a choke point)
microMicro managing individual units, platoons or groups
focus fireExplicitly targeting an attack on a single unit or Commander
wiggle / danceMoving units side to side to avoid enemy fire eg Dox vs Bumblebees (bombers)
kitingMoving your units (typically backwards) to keep enemy units at range or to pull them into a kill zone
flankingMoving your units around enemy units (or structures / terrain) to attack from a stronger position
meat shieldUsing cheaper / faster / disposable units to absorb enemy fire
manhattan dropTeleporting a Manhattan using a Helios directly into a base (usually on top of a Commander)
planet bounceBouncing orbital of a nearby planet to drop directly over a location on the same planet
nuke farmMultiple Nuclear Missile Launchers building Nuclear Missiles typically assisted by T2 advanced fabbers in preparation for a nuke stack or carpet nuke
nuke stackTargeting multiple nukes simultaneously on the same location to overwhelm anti-nukes, open a beachhead or double tap snipe a Commander
double tapTwo nuke stack snipe of a Commander without anti-nuke protection
carpet nukeArea targeting multiple nukes simultaneously over a large area due to poor scouting, lack of vision or just because you can (bonus points for 50+)
APMActions per Minute (not that important in PA)
APSActions per Second and Ammo per Second (rate of fire)
DMGDamage
PRODProduction
CSGConstructive Solid Geometry building blocks used to create advanced maps in the system editor (additive and subtractive 3D boolean operations on brushes)
FFAFree for All game mode with one player per army
team armiesTeam game mode with one or more players per team
unshared team armiesEach player controls their own army with a static alliance between the armies in each team
shared team armiesEach team is a single shared army where any player in the team can control any unit in the team (including another players commander)
sudden deathOption for teams armies where a team is eliminated if any commander in the team is killed (protect your weakest player)
world simulationConnecting to local server games
cheeseUsually a reference to Qzipco 😉

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