Happy Birthday Update 113553

Stryker

Hello Commanders,

War never changes. At least that’s what they say, yet today we celebrate 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 Strkyer wasn’t quite finished baking in time for the celebration, but we’ll drop it off next time we swing by.

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

  • 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
    • 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)

Client Improvements

  • –local-server-port to use a different local server port

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

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.

Happy New Year Updates 112595 / 112589


Happy New Year Commanders,

Our faster modern toolchain server build with multi-threading is now live on official servers! This should mean the servers perform better than ever before, especially on multi-planet systems.

The modern client with local server remain opt-in via the modern BETA in Steam and the PA launcher. If you are playing single player with a local server or hosting LAN games we encourage you try the modern client.

To help new players pick up the game faster, the Planetary Annihilation guides section is now a one-stop shop for everything you wanted to know about Planetary Annihilation but didn’t know to ask.

We have expanded the TITANS 1v1 ranked map pool with four community maps from WPMarshall and GrandHomie (for a total of 15 maps):

  • Enfer (GrandHomie)
  • The Marne (GrandHomie)
  • Lugaan (WPMarshall)
  • Singe (WPMarshall)

Your complaints about dodging in ranked have also been heard. Not only have we removed ranked queue status information from Community Chat, we’ve also anonymised names in the ranked lobby and removed the ability to leave the lobby. You really are trapped in there with your opponent now, so don’t queue if you don’t intend to play.

We’ve also got AI upgrades for the single-player and comp stomp crowd. The neural network’s fitness function (it sounds technical which means it’s impressive) has been reworked so that the AI is smarter about the way it evaluates battles.

Another long-standing AI request was the ability to select which Commander the AI uses. We promised to add this and so we have. Please feel free to admire the new Commander selection UI, making better use of your screen real estate.

We’ve continued to keep an eye on crash reports and have put a lot of effort into eliminating everything we can. You should find Planetary Annihilation an even more stable experience than before. We’ll continue to keep an eye on things to see what else might crawl out of the woodwork. Some of these things can be pretty edgecase, but we won’t stop in trying to track them all down, we hate crashes even more than you do.

Audio modding has arrived, so modders can now add whatever sounds they like to the game, either overwriting existing sounds or even adding completely new ones. Give your new unit its own style as it threatens doom to its enemies. Break subwoofers everywhere with extra bass in every shot sound effect. Replace the in-game VO with your own voice so you can literally congratulate yourself on your wins, you egotistical monster. We look forward to seeing what you come up with.

As a final thanks for continuing to play Planetary Annihilation TITANS we have added two NEW dedicated servers running the latest modern linux builds that can handle epic games of up to 32 players. A number of trusted community members have been given the keys, so keep an eye out in Community Chat and the official Planetary Annihilation Discord for announcements of big games. You haven’t truly won a game of Planetary Annihilation until you stand victorious on the wreckage of 31 other Commanders.

tl;dr

  • Official servers using modern toolchain builds with multi-threading
  • Two clients available (stable legacy and cutting-edge modern for testing)
  • 1v1 ranked maps expanded with four community maps from WPMarshall and GrandHomie for a total of 15 maps
  • 1v1 ranked lobby is now anonymous showing Player 1 and Player 2
  • 1v1 ranked lobby leave option has been removed
  • AI improvements with reworked and retrained neural networks
  • AI commander selection (as promised)
  • Server crash fixes
  • NEW official guides: https://planetaryannihilation.com/guides/
  • NEW audio modding
  • NEW official dedicated servers with up to 32 players for big games

TITANS Balance Changes

  • Pelican cost increased to 160 and health decreased to 150
  • Locust cost increased to 260
  • Spinner range increased to 120

Technical Notes

Next year we will be moving to PAnet, which will replace the legacy UberNet infrastructure with modern server environments. Eventually all the legacy Windows servers will be replaced with faster modern Linux servers.

Toolchains

Software development toolchain: https://en.wikipedia.org/wiki/Toolchain

Legacy toolchain

  • Visual Studio 2012 / Windows 8 SDK
  • Xcode 5.0.1 / macOS Mountain Lion for macOS Lion 10.7+
  • Legacy Steam Linux runtime / GCC 4.8.4

Modern toolchain

  • Visual Studio 2017 latest / Windows 10 SDK latest
  • Xcode 10.1 / macOS 10.14.1 latest for macOS Mavericks 10.9+
  • Modern Steam Linux runtime / GCC 5.4.1 (currently limited by Steam Linux runtime)
  • Native Linux / Clang / LLVM 7.x for dedicated Linux servers

Server Improvements

  • Faster modern toolchain build

AI Improvements

  • Completely reworked the AI’s neural network fitness function to improve how the AI evaluates the outcome of a battle
    • Instead of being based on the difference between each and every input before and after the encounter, the fitness function now primarily looks at which side lost more metal value. Not every encounter results in a metal loss, so the fitness function also compares unit count losses as well as health losses, but they don’t count nearly as much as metal losses
  • AI commander selection in new game lobby

Server Fixes

  • Fix for crash if the AI was trying to teleport a fabber or commander to a planet as the planet was destroyed
  • Fix for multiple cases where a unit could be removed from a platoon (dropping the reference) before being added to a new platoon, causing a crash later on in the game
  • Fix for crash if the commander did not have an Uber cannon spec
  • Fix for build arms not ticking in multi-threading enabled servers causing fabbers/commanders to not face their build targets
  • Fix for crash if a fabber/commander was assisting in the construction of a projectile that died
  • Fix for a crash if a projectile target died and was cleaned up by the sim
  • Improved fix for players disconnecting from new game lobby not being removed from game

Client Improvements

  • Reorganised start menu is now scrollable with more space for menu items
  • Improved commander and colour selection in new game lobby

Client Fixes

  • Fix for ESC key locking up the start menu if no video was playing
  • Fix for community videos not showing if community mods not enabled

Modding

  • NEW audio modding:
    • api.sound.playSoundFromFile(path)
    • api.sound.playSoundFromFileAtLocation(path, x, y, z)
    • api.sound.registerCueMod(cue, path)
    • api.sound.unregisterCueMod(cue)
  • NEW build.txt with original build number (will differ from version.txt for legacy clients)
  • NEW gBuild global with original build number from build.txt accessible in all scenes
  • NEW –version command line option to override version.txt for targeting a different server build

112595

  • Hot fix for 1v1 ranked

https://forums.planetaryannihilation.com/threads/happy-new-year-updates-112595-112589.73231/

Modern Toolchain Test Builds 112589-pte / 112585-pte / 112575-pte / 112527-pte

Seasons Greetings Commanders,

As we enter the holiday season we bring you a little present in the form of not one, but two(!) Public Test Environment (PTE) builds. That’s right, the choice is yours. But before we get ahead of ourselves, a little reminder that PTE builds are opt-in and an opportunity for you to try out new features before we move them to stable. They may be a little unstable, a little rough around the edges, but they’re the cutting edge of Planetary Annihilation. Check this guide on how to opt-in to PTE.

Work on Planetary Annihilation started back in 2012, and it was built using the latest and greatest tooling at the time. But like the Progenitors, things have moved on and tooling has improved. This PTE comes in both legacy and modern build flavours, using either the build tools PA has been using since release, or the modern 2018 goodness. Newer tools allow us to lower RAM usage and boost performance, among other benefits. Of course this also means it’s less well tested and therefore possibly less stable at this time.

The PTE will be running its own servers, separate from the stable servers, and all of them running the modern build. This is the place to come for cutting edge performance. Bring your friends!

It’s not just about tech though, there’s a host of goodness packed into this update. In particular, the AI has once again undergone brain surgery to improve the way it evaluates battles, making it smarter about when to fight and when to ru… execute a tactical withdrawal.

Modders should make sure to hop onto this PTE to take advantage of the new audio modding capabilities and get their sweet audio goodness ready to launch alongside this update when it hits stable.

We also nipped in the bud most of the major crash sources we’ve identified. You can help us find more by running the modern build. We salute your sacrifice, Commander.

tl;dr

  • two clients available (stable legacy-pte and cutting-edge modern-pte for testing)
  • official PTE servers using modern toolchain builds
  • 1v1 ranked maps expanded with four community maps from WPMarshall and GrandHomie for a total of 15 maps
  • 1v1 ranked lobby is now anonymous showing Player 1 and Player 2
  • 1v1 ranked lobby leave option has been removed
  • AI improvements with reworked and retrained neural networks
  • AI commander selection (as promised)
  • Server crash fixes
  • NEW audio modding

Balance Changes

  • Pelican cost increased to 160 and health decreased to 150
  • Locust cost increased to 260
  • Spinner range increased to 120

Technical Notes

Next year we will be moving to PAnet, which will replace the legacy UberNet infrastructure with modern server environments. Eventually all the legacy Windows servers will be replaced with faster modern Linux servers.

Toolchains

Software development toolchain: https://en.wikipedia.org/wiki/Toolchain

Legacy toolchain

  • Visual Studio 2012 / Windows 8 SDK
  • Xcode 5.0.1 / macOS Mountain Lion for macOS Lion 10.7+
  • Legacy steam linux runtime / GCC 4.8.4

Modern toolchain

  • Visual Studio 2017 latest / Windows 10 SDK latest
  • Xcode 10.1 / macOS 10.14.1 latest for macOS Mavericks 10.9+
  • Modern steam linux runtime / GCC 5.4.1 (currently limited by steam linux runtime)

Community Maps

Server Improvements

  • Faster modern toolchain build

AI Improvements

  • Completely reworked the AI’s neural network fitness function to improve how the AI evaluates the outcome of a battle
    • Instead of being based on the difference between each and every input before and after the encounter, the fitness function now primarily looks at which side lost more metal value. Not every encounter results in a metal loss, so the fitness function also compares unit count losses as well as health losses, but they don’t count nearly as much as metal losses
  • AI commander selection in new game lobby

Server Fixes

  • Fix for crash if the AI was trying to teleport a fabber or commander to a planet as the planet was destroyed
  • Fix for multiple cases where a unit could be removed from a platoon (dropping the reference) before being added to a new platoon, causing a crash later on in the game
  • Fix for crash if the commander did not have an Uber cannon spec
  • Fix for build arms not ticking in multi-threading enabled servers causing fabbers/commanders to not face their build targets
  • Fix for crash if a fabber/commander was assisting in the construction of a projectile that died
  • Fix for a crash if a projectile target died and was cleaned up by the sim
  • Improved fix for players disconnecting from new game lobby not being removed from game

Client Improvements

  • Reorganised start menu is now scrollable with more space for menu items
  • Improved commander and colour selection in new game lobby

Client Fixes

  • Fix for ESC key locking up the start menu if no video was playing
  • Fix for community videos not showing if community mods not enabled

Modding

  • NEW audio modding:
    • api.sound.playSoundFromFile(path)
    • api.sound.playSoundFromFileAtLocation(path, x, y, z)
    • api.sound.registerCueMod(cue, path)
    • api.sound.unregisterCueMod(cue)
  • NEW build.txt with original build number (will differ from version.txt for legacy clients)
  • NEW gBuild global with original build number from build.txt accessible in all scenes
  • NEW –version command line option to override version.txt for targeting a different server build

https://forums.planetaryannihilation.com/threads/modern-toolchain-test-build-112527-pte.73222/

TITANS 1v1 Ranked Ladder Reset and Seasons Update 112314

Hello Commanders,

The official TITANS 1v1 ranked ladder was reset on 2018-11-02 at 06:00 UTC starting a new season that ends on 2019-01-24.

The player holding the Uber #1 position at the end of this season will be shipped an Invictus Commander statue, a beautiful item that everyone should want in their trophy cabinet.

There will be new 1v1 ranked maps later this month with at least one new map every month.

Current Map Pool (11)

  • Amplus
  • Berg
  • Blitz
  • Clutch
  • Crag
  • Duat
  • Forge
  • Lock
  • Meso
  • Pacific
  • Roc

1v1 Ranked Seasons in 2019

Starting in 2019 each 1v1 ranked season lasts 3 months with a ladder reset at the start of every season.

2019 Seasons

  1. 2019-01-25 – 2019-04-25
  2. 2019-04-26 – 2019-07-24
  3. 2019-07-25 – 2019-10-24
  4. 2019-10-25 – 2020-01-23

1v1 Ranked Fixes

  • Fix for never-ending 1v1 ranked queue after a network error

1v1 Ranked Display Improvements

  • 1v1 rank and inactivity displayed in start menu (moved into base game from community mods)
  • 1v1 rank display in game over (moved into base game from community mods)

1v1 Ranked Work in Progress

The following are still in development / testing:

  • Tweaks to limit highest initial placement to Gold
  • Inactive 1v1 ranked ladder decay (slowly lose points if you’re not active)
  • Visible points display
  • Penalties for disconnecting instead of surrendering

Technical Notes

Server Improvements

  • Experimental multi-threading on official servers (still legacy toolchain and infrastructure)
  • More performance and memory usage improvements to navigation cost cells
  • Logging of server rate
  • Logging of system free memory (currently windows only)

AI Improvements

  • Further refinement of AI aggression
  • Adjusted how the AI chooses where to expand
  • Performance improvements
  • Retrained neural networks

Server Fixes

  • Fix for AI Platoon::numUnitsOfType server crash
  • Fix for AI chooseStartLocation server crash when passed bad data
  • Fix for AI attempting to transfer a unit to a planet that did not have an initial planet manager assigned
  • Fix for AI getting stuck building no factories if it is modified to remove the ability for the AI to build one or more factory types
  • Fix for a multi-threading crash

Client Improvements

  • More visible orbital attack lines in the orbital path visualiser

Client Fixes

  • Fix for particle emitter crash when emitter has an invalid fx_trail_spec

Modding

  • MatchmakingUtility.getSeasonEndDate()
  • New gVersion global with current build number accessible in all scenes
  • api.game.isPTE()
  • UTC start_timestamp (landing time) and end_timestamp (game over) in server control state to calculate accurate game elapsed (note that valid_time_range.min is the in-game landing time

Multi-threading, Performance and AI Improvements Updates 112176 / 112209 / 112214

Greetings Commanders,

It took us a little longer than we expected to prepare this build in light of some server issues last weekend, which are now resolved.

This is our first new build on the legacy toolchain and will be the first of many once we stablise our modern toolchain builds.

Our focus is on speed and stability as we work to ensure we’re in the best place possible ahead of upgrading the technologies which underpin the game. We’ve implemented numerous server sim performance improvements, while also resolving a number of the most common causes of server-side crashes.

You should still make sure your graphics drivers are up-to-date as out of date drivers are still the most common cause of client issues. Seriously. Go do it now!

Over time we’ve seen the competitive meta settle, revealing some very visible imbalances. No one likes those. We’ve introduced some small changes to fix things. Balance is as much an art as it is a science, so we’ll continue to monitor and adjust as necessary.

The AI has also seen some love, upgraded to be more ruthless than ever. It’s in it to win it, with an upgraded neural net, along with additional behavioural improvements.

Finally, rumour has it some kind of ladder reset is fast approaching…

Titans Balance

  • Advanced Air, Bot, Vehicle and Naval Factory cost increased by 25% to 4,500 (minor delay to T2 rush)
  • Slammer cost increased to 500 (minor adjustment against Leveler)
  • Solar Array cost decreased to 1,600 (minor adjustment against land-based advanced power)
  • Gil-E vision increased to 220 (vision now matches weapon range)
  • Bluehawk range increase to 220 (buff as a counter e.g. Kaiju)
  • Pelican health increased to 200 with group (formation) preference set to back (increased survivability)
  • Stingray vision increased to 250 with new radar and sonar of 350 (new cruiser role as naval radar)
  • Typhoon vision increased to 250 with drone guard radius of 250 and passive health regen reduced to -2 (20 seconds)
  • Kaiju rate of fire decreased to 0.5 shots per second (minor nerf)

Technical Notes

AI

  • Adjusted the neural network fitness function
  • Neural networks have all been re-trained for Titans and Classic
  • Threat response platoons now see amphibious units as anti-sub threat

Added a couple of new target filtering options, a new neural net input, and a few new outputs

  • AI does a better job of gathering and using intel as well as caching it for later use to improve performance
  • When looking for a place to attack, the AI will now take into account neighbouring areas when determining what size of a force to use
  • The AI will now look for more fights that it can win rather than fights it can at least tie
  • Fix for AI platoons that would get stuck trying to disband
  • Adjusted how much the AI raids
  • Improved AI neural data merging
  • Fixed bug preventing the AI from attacking when it should have been
  • Adjusted AI aggressiveness

Server / Simulation Performance

  • Adjusted how search spaces are updated in an effort to get through as many of them as possible per tick
  • During the nav update, more of an effort is made to allow as many search spaces as possible generate their high level path so units can start moving faster
  • Added a fail safe to allow nav to steal more voxel budget if it is having a tough time getting through search spaces
  • This will give nav an opportunity to fulfill a larger number of move requests over a shorter time
  • We now query a search space to ensure we have enough voxel budget remaining for the space to prevent doing a bunch of useless work
  • Added the count of updating search spaces in nav to the perf output window
  • More aggressive filtering of collision pairs to reduce the number of pairs we have to check
  • Nav now attempts to pre-allocate the cost cells it will need for the updating search spaces it has
  • Search spaces now return their cost cells to nav when they are finished so they can be reused later
  • Moved the spatial DB update for dynamic objects so that it only happens once, at most, per update

Server / Simulation Multi-Threading

Please note multi-threading must be enabled for your server.

  • The task scheduler now supports running the plan step of parallel tasks (such as weapon auto targeting and auto manoeuvring) at the same time, per unit
  • Entity record step now runs in parallel
  • The nav and physics updates now run alongside the economy update
  • Added multi-thread support for the heavy parts of the recon update
  • Units can now update their weapon aims in parallel
  • The physics update now supports multi-threading
  • The small island build is now multi-threaded per sector
  • This helps in-game perf as well as system loading
  • Added –max-threads command line to set the max number of background threads

Crash Reporting

  • Improved crash reporting for all platforms
  • Crash dumps are now stored in the log folder (varies by OS) instead of a temp folder.
  • On Windows, a DxDiag report (stripped of all personally identifiable info) is now automatically attached to crash reports.

Crash Fixes

  • Fix for crash if, during the same tick, a search space was marked for removal and then another search space was created for the same destination
  • Fix for rebuilding the collision geometry BVH when it wasn’t needed
  • Fix for crash in swizzle tree from trying to evaluate log(0), in a rare case
  • Fix for big game crashes caused when the flood runner gets a request from a search space with an invalid goal location
  • Fix for virtual texture binding crash on the client

Modding

  • icon atlases now use grids which increases the maximum strategic icons (52x52px) on an 8K texture (older GPUs) to 157 x 157 (24,649) and on a 16K texture (modern GPUs) to 315 x 315 (99,225) resulting in a breaking change to the following shaders:
    • particle_direct_ring_selection.vs
    • particle_direct.vs
    • particle_icon.vs
    • particle_status_icon.fs
    • particle_status_icon.vs
  • strategic icon mods should use the new utility function calculateAtlasUV (added to particle_common.vs) replacing:
    • v_TexCoord = vec2(a_TexCoord.x, vUVAndExtra.x + vUVAndExtra.y * (1.0 – a_TexCoord.y)); with v_TexCoord = calculateAtlasUV(vUVAndExtra.xy);

Server Issues Resolved

Our legacy infrastructure hit a 10GB limit for archived game summaries. That’s a lot of games!

112209

112209 build is now live to help us track down the cause of sim speed stalls and includes a fix for the XOV commander crash on Linux.

112214

112214 build is now live with a fix for missing metal spot icons in the system editor.

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