The Performance Update: Titans Update 99377

Summary of Changes

  • Added Multi-threading support to both client and local servers
  • Tweaked AI
  • LZ4 compression for server mods
  • Major rework of the System Editor
  • Lots of bug fixes and polish

Full changelog below

Multi-threading support

  • Added option to server settings tab to enable multi-threading for local servers.
  • Added server command line option “–mt-enabled” which enables server multi-threading if present.
  • The Nav, Physics, and AI updates are now run in parallel when enabled.
  • These changes do not affect PA servers, only local and private servers (if configured)

AI changes

  • Retrained all AI neural networks.
  • Made changes to reduce AI baiting
  • Support for unit restrictions in new game lobby (work in progress)
  • Added multi-thread safety to the AI neural networks

LZ4 compression for server mods

  • Enable LZ4 server mod compression on servers with replay version >= 2, to help reduce client load times on servers with large mods
  • Added check to enable LZ4 server mod compression only on new servers that can support compression based on replay version sent in login acceptance message.
  • Currently this also changes replays. Older builds cannot load replays created by newer builds with LZ4 compression of server mods, but newer builds can load older replays
  • Server version and buildid also sent in login acceptance message will be used for custom server checks in future.

System Editor changes
Refactored system_editor UI, system_editor_view and system_editor_planet

  • Fixed issues where CSG would be lost
  • Fixed lost advanced edits due to events not firing
  • Fixed resolution scaling not set causing incorrect air zoom calculation
  • Fixed unnecessary rebuilding when changing planet
  • Fixed metal spots disappearing when finished editing (invalid placement)

Camera, camera_controller, camera_contoller_planet and camera_controller_space changes:

  • Added mouseLocationAsJson
  • Added toLatLng (was planet private)

System_editor_view and system_editor_planet changes:

  • Fixed encodeCSGBrushListJson to encode preview brushes or builder brushes in planet
  • Fixed addMetalSpot to validate metal spot and any mirror when placed
  • Renamed senedSelectedPlanetToUI to selectedPlanetChanged and cleaned up usage in view
  • Renamed sendSystemSpecToUI to systemChanged and cleaned up usage in view
  • Renamed updateUIPlanetMetalSpots to selectedPlanetMetalSpotsChanged and cleaned up usage in view
  • Renamed updateUIPlanetLandingZones to selectedPlanetLandingZonesChanged and cleaned up usage in view
  • Added selectedPlanetCsgChanged to view
  • Moved terrain editing status from view into planet (it’s per planet which fixes lost CSG and unncecessary rebuilds)
  • Moved UI interaction out of planet world into view
  • Moved UI planets ready from planet world to view and renamed to updatePlanetsReady
  • Added arePlanetsReady to planet world
  • Added basic camera lookAt support for planet mode to view (TODO: space camera)
  • Added systemEditor.convertSelectedPlanetToAdvanced for advanced editing in UI to view and planet
  • Added selectedPlanetEditingChanged and selected_planet_editing message for advanced editing in UI to view
  • Added selectedPlanetEditingAsJsonMessage to view
  • Added setLandingZoneSize to planet for advanced editing in UI to view and planet
  • Added camera_movement message for UI to view
  • Added planent_csg updates for UI with selected planet index and current CSG selection for every change when editing terrain to view
  • Added selected_csg message for UI when selectected CSG changes to view
  • Added editing mode and planet status to selected_planet_index message for UI to view
  • Added mouse location to time message for UI (to avoid spamming another UI message) to view
  • Refactored state handling to use new engine messages
  • Added handling to restore editing state when changing planets

System Editor Advanced mode changes

  • Changed advanced edit of no preview placeholder to convert with no csg, metal spots or landing zones
  • Changed advanced edit of terrain preview to convert csg only with no metal spots or landing zones
  • Disabled advanced edit mode changes while planets are building
  • Added landing zone rules editor with camera support to look at landing zone when selected
  • Added landing zone size
  • Added display of delete key bindings when editing metal spots and landing zones
  • Added camera location
  • Added mouse location

System_editor_view / system_editor_planet, csg_brush_preview changes

  • Added resetSystem for loading entire system
  • Added previewSelectedPlanet and updateSelectedPlanet
  • Added releaseCsg and changed grabSelectedCsg to save original position
  • Added cameraLookAt with space camera to focus on sun
  • Added cancel check to release grabbed CSG
  • Added saveUndoPosition and restoreUndoPosition to CSG brush preview
  • Renamed buildAllPlanets to previwAllPlanets
  • Tweaked setLandingZoneSize
  • Tweaked systemChanged and selectedPlanetChanged from first pass
  • Tweaked updatePlanetSpec

Additonal changes

  • Added basic camera support to planet view in system editor via camera_movement handler and api.camera.lookAt
  • Added planet selector with sun zoom to celestial (no more accidentally changing orbits trying to select a planet)
  • Added thrusters required for attack to advanced edit
  • Added clickable CSG command bar showing key bindings when CSG selected (was key bindings help)
  • Added api.terrain_editor.releaseCsg with ESC handling to cancel grabbed CSG and restore original position
  • Added sandbox back into biomes
  • Cleaned up handling of planetCSG, metal_spots and landing_zones conversion to source > brushes, metal_spots, landing_zones
  • Cleaned up initial loading of system
  • Added buildAllPlanets to replace convertAllToTerrainPlanets with checks for existing status to system_editor_view
  • Added resize handling to system editor when editing controls section overflows screen height eg long landing zone lists
  • Added key bindings help when editing csg to system editor
  • Tweaked advanced landing zone size and selected csg updates in system editor
  • Added api.settings.title
  • Added systemEditor.set_flooded_csg and systemEditor.set_no_features_csg
  • Tweaked handling of release CSG
  • Added hasUndoPosition and checks for newly placed CSG with no undo position
  • Fixed message spam when planet or CSG grabbed
  • Fixed csg selection not cleared when ending CSG editing
  • Fixed selected csg not updated when placing new CSG
  • Fixed flooded and weight params not preserved in preview CSG

Bug fixes/improvements
Client_connection changes

  • Added CONNECT_TIMEOUT of 5 seconds and STATE_INITIALIZED
  • Added RECONENCT_DELAY of 0.5 seconds and STATE_RECONNECTING
  • Changed MAX_RETRIES to 2 ( best handled in UI where we can provide feedback)
  • Fix for change from list to vector in ThreadPool and TaskBatch where mTasks size is 1 (macos crash fix).

Connect_to_game scene

  • Added cancel button visible for non Ladder1v1 games after first failure which cancels immediately if no penidng engine connection
  • Changed DEFAULT_CONNECTION_ATTEMPTS to 5 (now less in engine)
  • Added DEFAULT_CONNECT_DELAY of 2 seconds when connecting to a new local server (reduces chance of first time fail while server is still starting)
  • Added DEFAULT_RETRY_DELAY of 5 seconds
  • Added connection attempts of 15 with retry delay of 10 seconds when loading local saved games (server is non responsive when loading big saved games)

Other fixes

  • Updated to FMOD 4.44.64
  • Attempted fix for AMD green planet bug
  • Fixed missing build bar images for Enderstryke71 and Nefelpitou commanders.
  • Fixed incorrect economy rate when new player joins an empty slot cleared by another player leaving / kicked / spectating (or an AI removed) that was an economy rate not 1.0
  • Fixed long timeouts with many retries when connecting to non existent or stealh blocked servers.
  • Fixed loading of big saved games
  • Added cancel button while connecting to server
  • Fix for planet wide patrol task not getting enough initial patrol points, causing the task to constantly reset itself and cause lag.
  • Patrol task, auto repair task, and anti entity task now filter possible targets faster. This represents a decent perf boost for later game.
  • Fixed bounty claimed by ally voice over playing in group for nuclear missle ready.
  • Removed the ?_? AI name, since it was not displaying properly on at least one platform.
  • Fixed lobbyId typo in start rejoinGame, lobbyId not set in matchmaking, ko db extender breaking systems and player guide not scrollable
  • Fixed rejoinGame not settings mods, etc due to consistent use of lobbId vs lobby_id
  • Fixed lobbyId not saved in matchmaking
  • Fixed broken systems when not initialised correctly with default value of empty array by ko db extender
  • Fixed player guide not scrollable due to incomplete white flash fix
  • Fixed server mods not uploaded during host connect for manually started local server
  • Changed community mods CDN URL
  • Removed the Mutex from swizzletree. Instead mEnumerationCount is a std::atomic.
  • Fix for an uninitialized variable that was preventing users from being able to change the playback rate of replays
  • Removed a couple of very spammy log messages
  • Fix for burnables attempting to write out to the burning curve during the shutdown call when the curve was already updated by the call to incinerate on the same tick.
  • We no longer query the order’s unit’s position for every pass of (is my fellow unit close enough to me). For area patrols with lots of units, this is a huge perf win.
  • Fixed the army patrol target cache to work more like it was initially intended.
  • Added sim performance percentage next to game time in live_game_options_bar.
  • Fix for agent looking at wrong move type value when determining if it should just steer towards its slot position.
  • Fix for formation looking at wrong move type value when determining grid and cushion size.
  • Fix for group moving an agents goal to its slot position when the slot position is not valid.
  • Fixed nav agent logic regarding when to steer towards their group slot position and when to use their own ground path.
  • Fix for a nav agent variable getting modified on when it wasn’t supposed to be.
  • Adjusted the logic controlling what nav search spaces get updated per tick.
  • Minor adjustment to nav to prevent units from remaining stuck due to not having a flow field for an extended amount of time.
  • Adjusted nav group logic so that slots are not treated as ahead of the group when the group is not moving.
  • Added gNoMods to startupJS for better handling of –nomods by community mods.
  • Added cores, memory and nomods to getSetupInfo and UI start scene.
  • More multi-threading protection for the unit type db.
  • Fix for Collision Geometry potentially rebuilding its BVH in one thread while another thread is walking the tree. Would only occur if there were multiple AIs and multi threading was enabled.
  • Fix for uninitialized variable in nav agent.
  • Adjusted AsyncParallelForDriver to split work more evenly over threads.
  • Added getVersion to AudioWrapper, NullAudioWrapper, FmodAudioWrapper with decoding and logging of FMOD version.
  • Added getVersion / getRenderer / getShaderVersion to GLRasterizer, NullRasterizer and Rasterizer
  • Added fmod_version, opengl_version, opengl_renderer and opengl_shader_version in getSetupInfo for UI
  • Moved where feature observables are removed to prevent features from mutating the sim history during the retire entities step.
  • Fix for octree::walk deleting the FindState we are working before we were really done with it.
  • Fix for failing to parse a unit type string if one of the unit types returned an empty spec set. This can happen if a spec string includes one of the Custom unit types, but there are no mods installed that makes use of that unit type.
  • Added defeated status and AI personality to army replay info
  • We are no longer allocating a string eveytime we validate a build order. We do this often enough that this is a decent perf improvement.
  • Added checkboxes for selected CSG pathable, mergable, no features and flooded flags
  • Added display of selected CSG JSON (temporary until full parameter editing is finished)
  • Added clearMergableCsg, setFloodedCsg, clearFloodedCsg, setNoFeaturesCsg and clearNoFeaturesCsg to api.terrain_editor
  • Improved and renamed respondToResize to checkResize with cleaner handling of landing zone and CSG json overflow
  • Fixed uninitialised weight, weightHard and weightScale
  • Fixed revert to standard mode while advanced editing with zero CSG, metal spots and landing zones
  • Fixed remote saved games not showing last saved time and incorrectly sorting to bottom of saved games list
  • Fixed minor scroll overflow in frame for player guide article
  • Fixed –nomods handling using new gNoMods in connect to game, new game and replay loading
  • Fixed api.net.joinGame never returning for invalid lobbyId
  • Added cancel to join game after waiting 10 seconds

Community Update 94684

Summary of Changes

  • Community Mods in-game mod manager
  • Custom Server support
  • Server improvements
  • New modding capabilities
  • Numerous UI enhancements
  • Tons of bug fixes

Full changelog below.

Community Mods in game mod manager

No external application required. Uninstall your mods in PAMM first and then reinstall them through Community Mods.

  • added community mods in game mod manager to start menu
  • added auto updating of mods
  • added dependency tracking to automatically enable and disable dependency mods
  • replaces PAMM (PA Mod Manager) external application

Custom Server support

No mods required.

  • added game server browser support for hosting, joining and spectating custom server games
  • added game invite support for custom servers
  • added game configuration in new game support for custom servers
  • added reconnect support for custom servers to start menu
  • custom servers now advertise max players and max spectators

Servers

Applies to Uber and custom servers:

  • added metalClusters, metalDensity, landing_zones_count, metal_spots_count and planetCSG_count to game beacons and system info
  • added support for 32 colours
  • added support for custom commanders
  • added support for selecting of AI commander
  • added server mod identifiers to game beacons
  • added support for custom servers to advertise max players and max spectators in game config beacons
  • added –max-players and –max-spectators command line options
  • added –server-password command line option
  • added –default-lobby-name command line option
  • added –default-game-type command line option
  • added –replay-timeout command line option to set timeout when replay will be written even if clients still connected
  • added –replay-filename command line option
  • added UTCTIMESTAMP token for –replay-filename to automatically name replays based UTC timestamp
  • added support for lobby chat history
  • added support for lobby custom json messages (will also add to playing)
  • improved support for server mods status
  • added support for server mods in replays and saved games
  • fixed null secondary colour causing server crash when starting game and showing new game commanders cinematic
  • added validation of secondary colour

Modding

General

  • added support for Legion Expansion mod
  • added support for companion mods to reduce the size of large server mods
  • added game info to session, connect_to_game and various scenes:
  • serverType / game_server_type (local|uber|custom)
  • serverSetup / game_server_setup (game|replay|loadsave)
  • gameType / game_type (Galactic War|Ladder1v1|FFA|TeamArmies)
  • gameModIdentifiers / game_mod_identifiers (work in progress)
  • deprecated joinLocalServer / join_local_server in preference to isLocalGame / is_local_game
  • changed isLocalGame to use the same is_local_game session key everywhere
  • changed join_lobby helper to use isLocalGame
  • updated to latest knockoutjs 3.4
  • added save method to storage extenders

New Game

  • added support for model.send_message(‘set_ai_commander’, {id: model.playerId(), commander: commanderSpecString});
  • fixed empty spectators (playersWithoutArmies)
  • added spectatorCount observable
  • added emptySpectatorSlots observable
  • added serverModsState (uploading/downloading/mounting/mounted) string observable
  • added buildVersion string observable
  • added isLocalGame boolean observable
  • added gameModIdentifiers
  • added serverMods observable array
  • added gameCheats observable arary
  • added localChatMessage(name, message)
  • added mods lobby chat message type
  • added registerHoldReady(identifier, info)
  • added unregisterHoldReady(identifier)
  • added registerJsonMessageHandler(identifier, handler, priority)
  • added unregisterJsonMessageHandler(identifier, handler)
  • added sendJsonMessage(object)

Live Game

  • exposed listen_to_spectators in GameOptionModel
  • fixed lobbyId not set

Build Bar

  • improved modability of build bar (wondible)

Icon Atlas / Strategic Icons

  • added engine support for server mods and reloading (Uber)

Uberbar

  • updated to latest strophe (xmpp used by uberbar and PA Chat)

APIs

  • added api.download for community mods manager (Uber)
  • added api.file.list for community mods manager (Uber)
  • added api.file.zip for community mods manager (Uber)
  • added api.memory.remount for community mods manager (Uber)
  • added api.mods.getMounted (Uber)
  • deprecated api.mods.getMountedMods (Uber)

Engine

  • implemented watcher support for OS X / linux
  • implemented memory mounted shader reloading

5. Polish

Game Server Browser

  • added saving of game server browser filters with reset filters button

Connect To Game

  • added status messages when mounting server mods
  • added busy animation
  • added mounting of server mods when starting game (moved from new game lobby to fix many UI issues)

Galactic War

  • changed default save name to include time

New Game

  • added lobby chat history
  • added planet radius, metal / custom metal, custom landing and custom csg in a tooltip to planets
  • added halleys required and increased size of planet icons
  • added highlights to econ rate when not 1.0
  • moved mounting of server mods when starting game to connect to game

Live Game

  • changed default save name to include time
  • changed global spectator chat default to team chat
  • added spectator label for spectator chat

Live Game Planets

  • added display of metal spots count to tooltip in planets summary
  • reduced size of planets summary tooltip to minimise overlap with preview
  • added metal spots count to planet list with localised metal tooltip
  • reduced height of planets list for large systems with many planets

Live Game Players

  • added right click look at player in PIP
  • added right click track commander in PIP

Uberbar

  • added searching by display name
  • added lobby status to game invites
  • added cancelling of game invites if full or inviter leaves lobby
  • improved reconnect handling

Replay Loading

  • added support for server mods in replays and saved games
  • added downloading server mods status

6. Fixes

GPU

  • fixed windows laptops with AMD GPUs to always use discrete (Uber)
  • fixed negative output of dither in HDR compose pass… should fix crash on Intel 5xx GPUs (Uber)

Audio

  • fixed windows 10 audio issues with updated FMOD (Uber)

Uberbar

  • fixed display names not updating
  • fixed buy missing content dialog description when a classic player is invited to a titans game
  • fixed a long standing issue where a network / data issue or reloading the uberbar reset the user tag map and killed friends list
  • fixed the ubernet extender to not lose data or use bad data from playfab or local storage
  • fixed the ubernet extender to correctly check previous and not update on refresh
  • fixed long standing issue with large user tag and id to interaction time maps (based on optimise user tag map)
  • fixed a long standing issue where idToJabberPresenceTypeMap and idToJabberPresenceStatusMap were not written to session storage
  • fixed long standing issue where searches of existing friends add duplicates to friends list
  • fixed invites to private games
  • fixed long standing issue where previously accepted game invite fails then later invite from same person teleports you into new game without confirmation

New Game

  • fixed game password lost after refresh, selecting system, settings, etc
  • fixed cannot join empty slot issue where player disconnects without leaving
  • fixed the many issues caused by new game lobby loading without server mods ready and the freezes while server mods are uploading and remounting

Live Game

  • fixed alt-tab back to PA then backspace with chat window open triggering window back then reload or connecting to server

Live Game Players

  • fixed missing look at players for spectators

Game Over

  • fixed server freeze 30 seconds after game over while replay is being written which prevents chat, stats, review, etc

Hotfix 88288

TITANS HOTFIX 88288 – 9/23/15

Bugfix/polish:
Fix for the infinite load bug.

TITANS HOTFIX 88163 – 9/21/15

AI changes:
AI perf improvement to build location updates.
Reduce how often the AI updates planet army data while not training neural networks.
Added some new inputs to the AI neural networks.
-These new inputs represent a more strategic view of the game. This helps the AI take planet wide information into account when deciding where to attack and when to run away.
More work on rally point placement.
Altered the way the AI chooses rally points.
Improved AI threat responses.
AI will utilize boom bot platoons a bit better.

Bugfix/polish:
Added starting planet indicators to the system indicator in the new game, server browser, and load system scenes.
Fix for case were the connect to game screen would hang indefinately due to getting a PollWaitTimeMS response. The screen will now only try a fixed number of times, then give up.
Bug fix for case where client crashed while in a lobby. The server lobby now correctly handles the case where clients disconnect without sending a leave message.
The AI landing zone policy widget will now appear when using a multiplanet system that was not created using the advanced system editor.
Steam users can now choose to use a display name that is different than the default Steam display name.
Reformat keybinds in action bar, display them within tooltips for idle fab/factories, ping, pip. Also added ability to access game stats from game menu.
Fix for issue where players could not join a lobby where the creator was spectating and all other slots were empty.
AI perf fix for when the AI has a number of fabbers that cannot find anything to build or assist with.
Visual tweaks to the ai landing preferences control.
Units will no longer move extremely slowly when in from of a group that has reached its goal.
Fix for segHitPathablePos improperly returning a voxel when the check failed.
-This is to fix a specific case in factory build task where the rolloff position would be unitialized, causing units to roll off at odd angles and move on invalid terrain and get stuck.
Quick pass on armory tab that upsells titans. Now shows the following:
– price
– video trailer
– description (pulled from steam)
– min reqs (isn’t set to display relevant platform yet. added work needed.)
Adjusted the bounty mode economy modifier limits. The new limit is from 0.01 to 10.00
Removed the Artillery unit type from the Tesla bot.

Hotfix 88163

AI changes:
AI perf improvement to build location updates.
Reduce how often the AI updates planet army data while not training neural networks.
Added some new inputs to the AI neural networks.
-These new inputs represent a more strategic view of the game. This helps the AI take planet wide information into account when deciding where to attack and when to run away.
More work on rally point placement.
Altered the way the AI chooses rally points.
Improved AI threat responses.
AI will utilize boom bot platoons a bit better.

Bugfix/polish:
Added starting planet indicators to the system indicator in the new game, server browser, and load system scenes.
Fix for case were the connect to game screen would hang indefinately due to getting a PollWaitTimeMS response. The screen will now only try a fixed number of times, then give up.
Bug fix for case where client crashed while in a lobby. The server lobby now correctly handles the case where clients disconnect without sending a leave message.
The AI landing zone policy widget will now appear when using a multiplanet system that was not created using the advanced system editor.
Steam users can now choose to use a display name that is different than the default Steam display name.
Reformat keybinds in action bar, display them within tooltips for idle fab/factories, ping, pip. Also added ability to access game stats from game menu.
Fix for issue where players could not join a lobby where the creator was spectating and all other slots were empty.
AI perf fix for when the AI has a number of fabbers that cannot find anything to build or assist with.
Visual tweaks to the ai landing preferences control.
Units will no longer move extremely slowly when in from of a group that has reached its goal.
Fix for segHitPathablePos improperly returning a voxel when the check failed.
-This is to fix a specific case in factory build task where the rolloff position would be unitialized, causing units to roll off at odd angles and move on invalid terrain and get stuck.
Quick pass on armory tab that upsells titans. Now shows the following:
– price
– video trailer
– description (pulled from steam)
– min reqs (isn’t set to display relevant platform yet. added work needed.)
Adjusted the bounty mode economy modifier limits. The new limit is from 0.01 to 10.00
Removed the Artillery unit type from the Tesla bot.

Hotfix 87296

AI Changes
Update to the neural network for Classic mode
Toned down the AI’s nuke happy nature.
The AI should always be expanding its economy.
The AI now has a shutdown path to clean stuff up better.
AI will now create and destroy planet managers as needed.
Adjusted AI commander behavior a bit to keep it from doing nothing.
Improved the way the AI updates planet manager statuses.
Improved the way the AI calculates its main economy planet.
Improved the perf overhead of updating AI base deploy data.
Added some new cheap build conditions to test for platoon build items before we do the more costly canFindPlaceToAttack.
AI perf improvements to finding a place to attack.
AI should be less flippy floppy about what fabbers are assisting.
Improved AI Land and Orbital interplanetary assistance calculations.
Improved the way the AI chooses where to expand.
AI will build a bit more defenses.
AI should no longer attempt to build Halleys, Catalysts, or Ragnaroks if an ally already has one or more of them on the planet.
AI will now use the average max range for keeping targets at range.
-This will help the AI keep as much DPS as possible in range of the target.
Fix for the AI getting stuck not sending out attacks due to the AI’s factory rally point being inside wreckage.
The AI will now disband units into the general squad.
Improved AI stuck detection for air based platoons.
More work on fixing issues preventing the AI from sending attacks.
Minor fixes to AI threat response.
Fix for issue in the AI where the recon gone state was not being handled.
Added an AI placement buffer value to the Ragnarok.
AI will no longer build the Ragnarok or the land/air titans on asteroids.
Added threat checks for the Orbital and Structure titan build items.

Bugfix/polish
Add an #id to the Uberbar options button.
Revamp panel ordering to ensure consistent ordering even with child panels
-New order, starting from the top-most panel:
–Main
–Video Player
–Uberbar
–Game
Don’t accept input for the game panel until splash is dismissed.
AI influence map perf improvements.
Removed some variables that were no longer needed.
Fix for AI not clearing build items when a factory dies.
Fix for AI crash in land teleport to planet task.
Orbital work:
– Units that are sent as a single order arrive spread out
– If a user made a mod that issued unique move orders across an entire planet it’d work fine and there’d be nothing we could do to stop it
– Distribution isn’t even because createCelestialMoveTask is called before all units are added to the order. But it’s good enough for now.
– orbital_arrival_radius and orbital_arrival_unit_radius are defined in nav.json. They can be tweaked to fudge things around.
Fix for loading classic saved games.
-The saved games browser will now show saved games for both classic and titans, regardless of current mode.
-Titans saved games will be marked with an indicator.
-If you attempt to load a game that doesn’t match your current mode, you will be prompted to switch to that mode.
-The main menu ‘load latest save button’ will not show a save if you would have to switch modes to load it.
Fix for resource leak related to trees and rocks.
Fix for AI commander getting stuck if it was in danger as it teleported.
Fixes for orbital unit damage upgrades in galactic war.
Fix certain characters in your user name causing games to not start.
Fix for PA owners getting error about “commander_step.pfx” failing to load.
Fix for AI crash if the AI receives a killed unit message for a unit assigned to a planet manager that has been destroyed.
Fix the “Architect” achievement requiring the orbital radar unit.
Fixed a bug where time spent as a spectator was not counting towards the relevant Steam achievements.
Fix for the bug on Linux that caused certain menus to become unclickable.
Mesh rendering behavioral change to help track down mesh culling crash.
Fix for units not leaving wreckage upon loading a saved game.
Fix for the default LOD group not getting set for mesh instances that are added during the frame.
Orbital teleports are inactive for a few seconds after entering orbit.
Fix for client mesh instance crash caused by units transitioning between planets.
Added kickstarter backer name to credits list and their planets names to the planet list.
Fix issue where planes that begin a new move order after moving over CSG would do a slow vertical take off rather than move forward.
Fix a crash that could occur on save/load due to uninitialized memory.
Fix some bad perf situations on client.
Fix for unnecessary nav overhead on the client.
Added a draw call limit to the virtual texture processing.
– Helps limit the amount of time spent rendering virtual texture pages.
– Also helps reduce the amount of memory allocated to virtual texturing in texture buffers.
More nav perf improvements, mainly in sweep waves.
Fix for uv scrolling behavior on units. Now materials are only updated when the unit is moving.
Fix for AI crash in transport to planet task if a planet gets destroyed during the loading step.
Editing landing zones will also lock in the position of metal spots (that way they will not be repositioned after you finish editing the landing zones).
Added “anti_entity_targets_units” to weapon specs to speed up anti-entity weapons that do not target units.
Refactored auto repair task to speed it up a bit.
Shared armies will no longer self destruct after 10 minutes if one of the players disconnects. The army will only self destruct if all the players in the shared army disconnect.
Added landing zone options to the AI in the lobby.
-If a system allows multi-planet spawns, you can force the AI to spawn on the same planet as a player, or on a planet with no players.
-If the conditions are impossible, the AI will ignore the restrictions.
-The option should only appear if the planet supports multiplanet spawns.
Added restrictions to the bounty mode modifier. Values must be within [0.1, 1.0]
Fix for AI checking Support Commander affordability against the advanced bot fabber.
Orbital Teleporter work:
– Update orbital teleporter to use new inCircle function that evenly distributes points across area

Hotfix 86765

Polish / Fixes

  • Fix for crash when loading a save or resuming a game where an entity spawned and died on the same tick.
  • Galactic War Titan cards will now properly interact with the orbital and air titan, and will not show up in Classic PA
  • Fix for a crash in closestPointPlane
  • Fix for a crash caused by units trying to initialise a celestial move task after their planet has been blown up but before the unit has been destroyed.
  • When launching PA Classic on Steam when you own TITANS, the Quit & Install / Quit & Launch buttons on the popup now initiate the install or launch for you
  • Fix for AI crash on shutdown in the interplanetary request system
  • Fix for a crash in BuildTask
  • Fix for a crash when loading a save with a unit with a celestial body and no order
  • Fix for a crash when SimWeapon is verifying index in one place and not in another
  • Make main.css rules a little more specific
  • Fix some cursors on certain Linux drivers
  • Updated Classic land neural net data
  • Sim units no longer kill the server if spawned with an invalid spec id
  • Shut down empty load_save servers.
  • Set +x bit on published Linux files that need it. Fixes the Linux download not working out of the box
  • Fix default parameters to panel.move.
  • Fix for boolean inversion in the build task when creating the unit.
  • Added a ‘no-gpu’ option to the panel api. This allows us to reduce the number of processes and interacting with the gpu. Enabling software-ui has been know to solve certain ui crashes, and this offers a more balanced solution
  • Titans should no longer teleport
  • Titans land neural net update
  • Titans air neural net update
  • Never automatically set particle data format as PositionWithAlpha. The format is almost never used, and when it is it’s usually by mistake and causes something to break
  • Events for enemy units will no longer be treated as your events. This bug was most noticeable with the idle fabber/factory widget
  • Icarus (Solar Drone)
    • Underwater Vision decreased to 50 from 500
  • Nuke Tank (Manhattan)
    • Armor Damage Orbital increased to 0.33 from 0.0
    • Armor Damage Commander set to 0.33
  • Typhoon (Drone Carrier)
    • Ammo Demand decreased to 15 from 30
  • Squall (Typhoon Drone)
    • Metal Cost increased to 90 from 30 (Only will affect repair speed)
    • Health Regen decreased to -3 from -1
    • Acceleration decreased to 80 from 90
    • Move Speed decreased to 80 from 90
    • Turn Speed decreased to 240 from 270

TITANS Update 86422

Galatic War

  • New difficulty ramping system
    • Ramps all AIs, including bosses
    • Difficulty is added based on distance from starting planet
    • Has a modifier for galaxy size
  • Rebalanced econ modifiers for difficulty levels
  • Reduce AI on easiest difficulty
  • Made absurd slightly stronger
  • Adding titan enabling and titan cost reduction cards to galactic war
  • Custom planets for galactic war
  • Change system names to random names
  • Fix artillery tech showing up for artillery commander
  • Make custom commanders appear in galactic war as minions
  • Fix for GW AI doing nothing if you have a minion
  • Fix for GW AI not using Titans units
  • New Galactic War card audio hooks for ammo, cost and Titans
  • Removing abandon war option from gw_play. Instead, the war can be deliberately removed from the saved games screen

AI Changes

  • Improved AIs start a bit
  • AI Should respond better to naval threats
  • AI platoons will not completely lose their task when they encounter enemy forces
  • Orbital laser attack task now supports escort squads
  • AI now designates a larger area for rally points
  • AI will handle its commander better
  • If the AI commander is the only fabber on the planet, it will build things, even while heavily damaged
  • Allied AIs will be notified when a nuke is intercepted
  • AI will no longer build satellites on gas giants
  • AI will see unit cannons as more of a threat
  • AI will see anti-nukes on another planet as a higher priority target if it has nukes anywhere in the system
  • Updated land based neural networks for both Vanilla and Titans
  • Fix for AI seeming to ignore pelters as a threat
  • AI will try to protect the commander with umbrellas
  • Fix for code error in strategic manager
  • Get the AI commander to focus on building factories more
  • AI can now send orbital units between planets
  • Adjusted AI platoon composition
  • Fix for AI platoons with small vision and weapon ranges not working quite right
  • Updated fighter and bomber neural network data for classic
  • Fix for AI units not microing at all
  • Fix an issue where the AI would rush unit headlong into a fight for no reason, instead of firing from an appropriate range
  • Fix for AI platoons getting stuck against walls due to repeatedly (and unnecessarily) issuing move and attack orders
  • Some more adjustments to AI platoon keep at range and micro distance calculations
  • Fix for AI land platoons trying to attack things they are not supposed to
  • Updated Classic land neural net data
  • AI has separate platoons for Titans
  • AI will not weparate the advanced bombers from basic bombers and gunships
  • Disabled the land Titans for the AI
  • AI will only build one Ragnarok per planet
  • Added AI neural net fighter and bomber data for Titans
  • Made game enders appear as juicier targets to the AI
  • AI will build nano swarms in the unit cannon
  • AI should no longer clump its naval forever after building a hover ship

Bounty Mode

  • New game mode! You gain an economy boost (set in the lobby) for every commander you defeat
  • If the commander self-destructs, then the last person to damage their army gains the bonus
  • Added filter to server browser

System Editor

  • Explicit Planets always need a generator because we can’t rely on a default
  • Added option to toggle off water meshes. Default keybinding is ctrl+w
  • Changed default water depth to 100 (from 50)
  • New set of CSG

Balance Changes

  • Make subs a bit faster
  • Fix torpedos firing at hover units
  • Updated solar drone to have a weapon
  • Give death weapons to air, vehicle, and bot titans
  • Beef up nuke tank’s health and making it slower
  • Bumping up hover tank cost a bit
  • Grenadier
    • Weapon Yaw Range decreased to 90 from 120
  • Lob (Dox Launcher)
    • Range increased to 340 from 260
  • Slammer (Advanced Assault Bot)
    • Move Speed increased to 14 from 12
    • Acceleration increased to 140 from 12
  • Spark (Tesla Bot)
    • Splash Damage increased to 50 from 30
    • Metal Cost reduced to 105 from 130
    • Rate of Fire increased to 0.5 from 0.4
    • Ammo Capacity decreased to 400 from 600
    • Ammo Per Shot decreased to 400 from 600
  • Icarus (Solar Drone)
    • Metal Cost reduced to 125 from 150
    • Damage increased to 25 from 10
    • Rate of Fire increased to 1.0 from 0.5
    • Ammo Source Energy added
    • Ammo Capacity set to 1500
    • Ammo Demand set to 100
    • Ammo Per Shot set to 300
  • Fabrication ships are now much more tanky and also more expensive
  • Typhoon (Drone Carrier)
    • Range increased to 250 from 180
  • Squall (Typhoon Drone)
    • Brake decreased to 90 from 110
    • Added target priorities: Air, Mobile, Structure – Wall, Wall
    • Adjust drone size to make them easier to hit by AA
  • Barnacle (Support Barge)
    • Build Arm Metal Draw decreased to 45 from 60
    • Build Arm Energy Draw decreased to 400 from 800

Modding

  • Added “memory” storage API, which is like session storage, but asynchronous and without size limits
  • Added a KO extender to store to memory
  • Galactic war now uses memory storage for passing the battle config
  • Fixed inconsistencies in the WorldView.fixupBuildLocation API

Polish / Fixes

  • Set full opacity to pause background
  • Tweaked the background for sub menus
  • Added in UI sound effects
  • Fix for login button
  • Fix unit idle effects staying on after unit dies
  • Set vanilla brush spec biome colors
  • Make community tabs scalable, work at min rez
  • Fix for a performance issue when hovering over the planet panel
    • The holodeck show/hide was creating and destroying the render target
    • That’s very, very bad for performance
    • Now it only lets go of the render target when it has to
  • You can now place a build preview over an existing build preview, if the specs are the same. This is most relevant for metal extractors
  • Fix for community tab list widths showing null message when the leaderboard is empty
  • Nav work:
    • Expand cmesh walls at buildVoxel time based on move type radius
    • This is roughly the same thing we do when placing cost stamps for units/structures. But mildly specialized for cmesh walls (which don’t place cost stamps)
    • Place cost near edges of unpathability
    • This includes not just obvious walls but stuff like shorelines for land units. Hover/Amphibious units correctly receive no cost at shorelines.
    • For example a “puddle” on land will be and has always been fully pathable by land units. It’s just a puddle. You can’t built naval on it either because it’s not “deepwater”. However because of spheres there will be voxels that have water surface and only water surface. This voxel should be ignored by the cost layer
    • TLDR: apply cost if ((floodable && !pathable(movetype)) || (!floodable & has_flag(avoid_flags(movetype))”
    • Fix for some group behavior issues
    • Large units always get their own groups
    • Hover and Amph constrain down to Amphibious
    • Minor cleanup
    • mMergeSubGroups persists across frames. It only resets to nullptr sometimes. If it starts as null in Group::mergeSubeGroups then it’s initialised to the first subgroup in the list. If it persists then it’s plausibly later in the list. If that group gets merged into another group that’s determined to be close,r then there will be an empty subgroup while iterating. Because empty groups aren’t cleared until after the full iteration
    • ** Add correct cost stamp data to titan units so they lay down blocking cost for small units
  • Adding turn acceleration to all the boats. Fixes our twitchy boats
  • Update CSS and icons on uberbar
  • Fix the Twitch TV wrapper covering up the close button
  • Fix for Twoboots commander
  • Fix for crash related to blips
  • Don’t expect a secondary color for blips in the world hover
  • Keep single laser tower name on one line
  • Fix for launching a GW game using a save from the time when commanders were in the old schema:
    • There is still some data out there using objects, which results in [Object object].ai on the server
  • Overriding build previews with other build previews is now only allowed when combined with a feature requirement
  • Added logic which excludes certain defaults systems when selecting a random start system
  • Make blips appear properly in the world hover
  • Unit launcher effects
  • Playing Ragnarok music based on maintaining a total Ragnarok unit count
  • Layout update for mini-leaderboard tab
  • Adjusted the formations that units go into while navigating to a position
  • Unify command bar, special icon atlas, and cursors
    • They now all live in ui/main/shared/img/icons
  • Several game_over bug fixes
  • Remove Armory refresh button
  • Adjusting the placement size of a whole bunch of structures in further efforts to reduce the amount of units getting stuck in bases.
  • Matchmaking: swap original PA background to use titan default
  • Added more time control hotkeys:
    • skip forward 1 sec: –
    • skip back 1 sec =
  • Fix video list to not overlap close button for twitch feed
  • Fix an issue where the game over panel would not appear in the gw/tutorial
  • Layout adjustments to resource line in build bar hover detail
  • Spacing and type tweaks in build bar hover
  • Make teleporter a little bit more better
  • Addded in FIGS translations
  • Closing Credits and Kickstarter pop-ups when clicking on overlay
  • Add a drop shadow to orbital launcher
  • Don’t require steam linking
  • Fix for a race condition that sometimes caused the game_over screen not to appear
  • Remove slow and unnecessary _.cloneDeep call from GW planet loading
  • Update TitleDisplayName based on Steam Persona name
  • Polish combat alerts
  • Changed galactic war save/load to push the system data into a separate database
    • Allows save/load of the game to not serialize the system
    • Fixes in-game perf problems
  • Filter out combats that you are not in
  • Add in strat icons to the tutorial titan commander
  • Fix uberbar
  • Update combat planet icon when celestial info changes
  • Fix for GW games losing their systems
  • Fix for previews ever getting left behind
  • Jump smoothly to acknowledged combats
  • Fix to music pause when playing intro again
  • Drone Carrier effects
  • Drone ammo effects
  • Heavy Bomber effects
  • Fixed animation error spew on Air Titan
  • Handle invalid locales and boot configs
  • Hide combat alerts when chronocam scrubs
  • Show army defeated alerts even when we didn’t see who killed them
  • Enabled save during the game over state
  • Default the game language to the Steam game language
  • Improve visual stability of unit alert panel
  • Position combat alert PIP as close as we can to the alert
  • Changed the isMisc() test in the unit alerts to be a broader catch-all
    • Units losing and gaining power would trigger an alert without a CSS style due to being missed from the old version of this function.
  • Improve planet tracking robustness
  • Fix Naval wake FX
  • Some progress logging in publish_linux_archive.py
  • Added a play tutorial prompt
  • Icons for new CSG
  • Restore min-width on unit title in build-bar hover
  • Update tutorial image
  • Adjust ramp edge transition brush
  • Added fly and idle animations for support platform
  • Add layout for draw scenario
  • Fix logic for draw game over screen
  • Fix tooltip cropping in econ bar
  • Naval unit explosion FX work
  • Fix for rare crash when the AI chooses to fire the unit cannon and one of the units built by the unit cannon was killed that tick.
  • Mac OS X 10.11 crash fix when prepareOpenGL being opened later than before
  • Reducing the size of the dynamic light on air unit explosions
  • Fix superweapon alert positioning
    • A min-height in the wrong class was causing a very strange layout
  • Fix crash that comes from DynamicObj writing non-fininite data into curves. Crash is derived from an uninitialized Vec3f being written into velocity
  • Updates to save game icons
  • Fix fabber ships not having fabber effects
  • Orbital launcher missile effects
  • Fix destroyers not having torpedoes
  • Fix for brake values <= 0 not stopping on a dime like they should
  • Proper kill credit will be awarded for planet smashes, planet lasers, and destroying a commander in a transport
  • Fix issue where anti-nuke missiles spun in place
  • Nav sweep waves will now obey the nav voxel budget
  • Fix for the game over screen not showing up for spectators when the game ends
  • Modifications to the tactical missile and missile ship effects
  • Probable fix for dynamic decal crash on the client
    • Changed the decal IDs & biases to be generated via atomic so multiple threads can’t get the same IDs
    • Moved the threading behavior in ClientDynamicDecal to adding the decals instead of loading the specs. (Should prevent hitching during chronocam & spectator use)
    • Made the CDD add/remove more reliable in corner cases of removal while adds are in flight & etc
    • Changed the PlanetBuilder decal API to consider the decal result to be part of the API. This is implemented by accumulating into temporaries and guarding a swap operation. (Holds the lock for less time, and is generally more robust)
    • When removed, dynamic decals are now cleared
  • Minor cleanup of api.content to prevent bogus data
  • Fix active content not being updated if your active content is no longer unlocked
  • Changing icon for Halley to be of when it’s open so it looks different than the catapult
  • Fixed crash on game session exit
  • Fix some error spew and missing combat events
  • Fix for the end game screen appearing after chrono resume
  • Fix issue where galactic war card modification of base specs were not inherited by child specs
  • Effects revision of battleship weapons
  • Fix for error where the back button stops working in the save game browsers.
  • Fix for bug where the game would be automatically paused when a player entered the settings menu (if all the human players were on the same shared army). it will still automatically pause if only a single human player is in the game
  • Disconnecting will no longer pause the game if the disconnected player already been defeated
  • Fade in the game over panel
  • Bumping up the wreckage_health_frac a little bit to make wreckage a little more frequent
  • created a new torpedo hit effect and adjusted the torpedo trail
  • Perf improvment to planet building step
  • Tutorial prompt will now only show when using titans
  • Fix effects on ragnarok and helios staying on after they die
  • Fix for effects lingering on client puppets if they’re “unPuppeted”
  • Unit launcher now properly animates.
  • Fixed build bar hover lag
  • Adding extra spawns for more players on Clutch, Lock and Crag
  • Removing the old TITANS FFA system from the list and adding a player counts to a few systems that were missing them
  • Fix for control group error spew
  • Reduce the amount of nav initialization done on the client
  • Add VO cue to ‘Start Annihilation’ button
  • Galactic war start screen should no longer occasionally end up blank
  • Fixed the long pause when starting a new galactic war game
  • Fix for tooltip cropping in community bar
  • Play VO when we annihilate planets
  • Play “control group saved” sound when saving control group through ui
  • Restore pip-follow-alerts functionality
  • Fix a crash on 404 from Coherent
  • Add a “Remember my password” checkbox on launcher
  • Handle Steam overlay being disabled
  • crash fix. the sim module call to check unit type did not correctly check for a null handle. if you use chronoresume, you can end up with null handles for commanders that where dead during a previous chronoresume
  • state flag/ vision bit bug fixes. chronoresume did not correctly handle rewinding time to a point after a player was defeated. the server js would assume that the vision bits / control bits had not changed since the game started
  • fix for some logic errors with the game over display and chronoresume
  • added logic to reset various ui panels after chronoresume, so they don’t display stale data (unit alerts/combats, idle fabbers/factories, time alerts)
  • fixed the army selections widget in the stats panel
  • Redirect back to last scene if replay loading fails
  • Attempted fix for the damageable QNAN crash
  • Make server disconnection/crash in galactic war return to gw_play
  • Fixed severe performance issues with high input rate mice
  • Fix for displaying the draw (no winners) end game screen
  • Fix an issue where weapon range rings would not appear for anchors
  • Prevent menu music from playing over first playback of intro video
  • Added filter mechanism for the time bar
  • Teleporters now face the same direction units travel through them when orienting placement
  • Fix for invalid reward of 3 vs 1 steam achievement
  • Set the default stats display to total unit count instead of build efficiency.
  • Fix for loading a gw saved battle.
  • Fix watching replays on leaderboards
  • Fix a crash with fmod internals
  • Fix start menu rank title tooltip
  • Fix unit cannon VO playing for holkins and missing alert text
  • Disable language dropdown in-game
  • Do not play main menu music on video completion if playing galactic war intro movie
  • The client will no longer allow resume anywhere before the commander lands or after the game has ended. the resume from here button should grey out where appropriate
  • Remove the play backwards button
  • Fix for fetch twitch channels
  • Fix for crash when loading a save or resuming a game where an entity spawned and died on the same tick
  • Add steam.launchContent API
  • Fix for a crash in closestPointPlane
  • Fix for a crash caused by units trying to initialize a celestial move task after their planet has been blown up but before the unit has been destroyed
  • When launching PA Classic on Steam when you own TITANS, the Quit & Install / Quit & Launch buttons on the popup now initiate the install or launch for you
  • Fix for AI crash on shutdown in the interplanetary request system
  • Make getCameraInfo return the cameraInfo rather than having to pass an empty struct.
  • Stop showing ‘undefined’ when hovering over a still-loading sun
  • Use loadSceneMods in main.js
  • Fix for AI shutdown crashs due to a lambdas containing things that end up destroyed before the queue gets processed
  • Fix for a crash in BuildTask
  • Fix for a crash when loading a save with a unit with a celestial body and no order
  • Fix for a crash when SimWeapon is verifying index in one place and not in another
  • Make main.css rules a little more specific
  • Improve feedback when user clicks a command
  • Added a culling token to prevent corrupt LOD groups from infinitely queuing meshes
    • Prints out an error we can search for in case it causes other problems
  • Fix some cursors on certain Linux drivers
    • Replaces fully transparent pixels with completely black pixels rather than some color with transparency
  • Clean up of community tab controls (twitch display number, miniboard rank numbers)
  • Shut down empty load_save servers
    • This should reduce the amount of server capacity dedicated to failed attempts at connecting to load_save servers
    • This should also fix a race condition when the sim becomes ready before the client connects
  • Sim units no longer kill the server if spawned with an invalid spec id
  • Set +x bit on published Linux files that need it. Fixes the Linux download not working out of the box
  • Fix default parameters to panel.move
  • Fix for boolean inversion in the build task when creating the unit
  • Added a ‘no-gpu’ option to the panel api. This allows us to reduce the number of processes and interacting with the gpu. Enabling software-ui has been know to solve certain ui crashes, and this offers a more balanced solution
  • Removed unnecessary normal map detail from tops of structural brushes to improve overall appearance in different texture settings and zoom levels
  • Fixes for drone projectile orientation:
    • Projectiles that turn toward their velocity now preserve their up value
    • Spawned units on projectile death inherit the orientation from the projectile
  • Set organic brush specs biome colours
  • Death effects for Air Titan
  • Modified jungle organic CSG textures to blend better with the planet surface
  • Tuned up Organic mountain brushes textures to blend better with planet surface
  • Darkened outer edges of Mountain organic brushes for better visibility
  • Improve Tutorial loading
  • Fix issue with planet explosion not lining up with the ragnarok’s position
  • Set tutorial panel to yield focus
  • Fix cursors and an image in tutorial star 1
  • Flak tank FX work. Added new anim tree for flak tank
  • Added Titans logo splash screen
  • Heavy bomber jets, lights, and anim tree tweaks
  • Make air titan’s wreckage keep moving
  • Extended viewing distance of titan smoke
  • Added death animation sequence for titan_orbital
  • Made titan_bot attack effect lit
  • Orbital Teleporter work:
    • Improve teleport target location determination for orbital teleporters
  • Fix typos and grammar errors in tutorial
  • Wreckage work:
    • Get aerial/orbital wreckage to work better
    • collisionLayersFromMoveType returns AnyGround rather than AnySurface for air/orbital. This is so they collide with Seafloor instead of WaterSurface
    • Added dumb setSnapToUnpathable setting for dynamic object. Usually we want to snap to pathable terrain. For aerial wreckage and ONLY aerial wreckage was actually want to allow snapping to unpathable. This flag is set only for aerial wreckage
  • added deploy animation to orbital_probe to support orbital launcher factory
  • Update to commander landing effect
  • Removing the armor damage value on the torpedo so that commanders can actually shoot at hover tanks while it’s submerged
  • Fixed updating your username in the uberbar
  • Fix for Steam name already being in use as a display name on ubernet
  • Helios shouldn’t fall anymore
  • Fix to unit cannon effect playing underground
  • Replace old selection/hover rings with a shader effect.
    • the effect scales without creating noticable aliasing
    • the effect also normalizes the ring thickness across units of different sizes
  • Updated interstitial screen
  • Music and SFX cue work for titan deaths
  • Death animation and effects for Ragnarok Titan
  • Added the Titans 1v1 systems to the ranked pool
  • Fix visual ‘pop’ in animation that could occur for Titan Atlas
  • Fixed up destroyer, frigate and hover ship hit effects
  • GW tutorials will be deleted when completed instead of archived
  • Systems are no longer named for the commander you fight on them, but the commander name appears on the galactic map
  • Each enemy commander only appears once in GW
  • The tutorial panel will no longer initialize unless you are actually using the tutorial.
  • Fix for matchmaking background not scaling
  • Non-default commander loadouts now should all give expansion units properly.
  • UI audio for continuous build and power stance
  • Galactic war orbital commander will now properly give expansion units
  • Reconfig game mode layout, add tooltips to describe what bounty mode, dynamic alliances, etc. are. make the bounty mode multiplier noticeable to players who join the lobby
  • Make game mode controls appear to not have interactivity (other than the tooltip) for players who join
  • Don’t reject clients until we determine content when loading a replay
  • Don’t show “YOU SHOULD DO THE TUTORIAL” popup after you explicitly start the tutorial
  • Fix client mods not working until you’ve disconnected from a game
  • Update simplified credits dialog
  • Titan sized scorch mark on death
  • Giving the drone carrier a turn_accel of 15
  • Changed hit effect for missile ship and Vehicle Titan
  • Removing the Construction and Factory tags from the Ragnarok so it no longer shows up as an idle factory
  • Add Titans watermark to landing pages when playing Titans
  • Disable active content dropdown in settings screen while in game.
  • Putting the hover ship and heavy bomber in the correct spot on the build bar.
  • Add updated icons for pc and mac
  • Units which can attack will no longer try to attack wreckage. units will no longer try to assist ‘friendly’ wreckage
  • Adding the fabber unittype to the proxy commander so it follows selection logic like a commander would
  • Fix for hover ship’s side guns recoiling when rear gun fires and side guns not having any sound or muzzle flash fx
  • Also now uses proper cues for the hover ship weapons
  • Fix for PBAOE and unit death weapons not assigning an army index to the damage volume
  • Add indicators in the server browser for when a game is a titans game
  • Bounty mode and continuous build toggle VO
  • Update format and display of bounty multiplier. show value in dynamic ally mode
  • Changed the VO priority for bounty VO
  • Adding Unittype_Offense to the nanoswarm so it’s selected with the “select all bots” command
  • Updates to strat and build bar for hover ship, orb laser, orb railgun to show correct targeting modifiers. resize destroyer strat icon
  • Fix to not wrap the bounty indicator and make it unreadable when ui scaling is set to minimum
  • Switch air units to a new “is_moving_laterally” loop func
  • Don’t warn about wrong appid if you switched to Classic in settings
  • Galactic War Titan cards will now properly interact with the orbital and air titan, and will not show up in Classic PA
  • Adjust selection ring sizes for several units
  • Fixed Galactic War not being able to start a battle
  • Fixed exploit and copy protection

Surprise! Planetary Annihilation just got BIGGER.

hero_03

We’re announcing and launching the next chapter in the Planetary Annihilation story,
Planetary Annihilation: TITANS!

TITANS takes everything we’ve learned from Planetary Annihilation over the last two years of development and updates plus feedback from our players and combines it into a new RTS experience. It features 21 game-changing combat units including massive Titan-class units, Bounty Hunter Game Mode, new multi-level terrain and planets, asteroid belts, revamped tutorial, and a host of other features and gameplay.

We’ll be giving the game away as a thank you to our 44,000+ Kickstarter backers and we’re giving a huge discount on Steam to anyone else that owns the original Planetary Annihilation.

THE GALAXY WON'T CONQUER ITSELF Get it now on Steam!
Get It on Steam

90% off for classic PA owners