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.

Development and Updates Timeline

Official Discord: https://discord.gg/pa

Classic Planetary Annihilation and Planetary Annihilation: TITANS are now developed and published by Planetary Annihilation Inc.

Work in Progress: https://planetaryannihilation.com/uncategorized/work-in-progress/

DateBuild(s)DescriptionKS
2012-08-15Classic Planetary Annihilation Kickstarter begins
2012-09-14Kickstarter Ends & Payment Processed11
2013-03-22Engine Tech Livestream22
2013-04-18Live Game Client Demonstration Live Stream25
2013-05-03Combat Livestream26
2013-05-17Pre-Alpha Livestream27
2013-06-06 Alpha Begins
9 months after Kickstarter
28
2013-06-13Steam Early Access29
2013-06-28First Alpha Live Stream
2013-07-30Second Alpha Live Stream
2013-08-14Third Alpha Live Stream
2013-09-26Beta Begins35
2013-10-11Beta Livestream41
2013-11-22 Final Beta Invites50
2013-11-27Fall Livestream53
2014-01-17Gameplay Livestream62
2014-02-27Gamma Begins68
2014-04-24Gamma Update Livestream71
72
2014-05-22Galactic War76
77
2014-06-03Developer Walkthrough78
2014-06-05Soundtrack Available79
2014-06-20Early Access Retail Edition80
2014-08-11Launch Price $29.9989
2014-09-05Classic PA Launch
2 years after Kickstarter
93
2014-10-01Steam Achievements / Badges / Trading97
2014-10-02Human Resources Kickstarter begins
2014-10-07Jables starts as PA producer100
2014-10-0973939DRM Free Offline Play99
2014-10-20Human Resources Kickstarter cancelled 🙁
2014-11Uber Entertainment Layoffs 🙁
2014-11-25755391v1 Ranked
Advanced System Editor
AI Improvements
103
2014-12-1776557Unit Cannon104
2015-01-2877443
77582
77673
77725
Submarines and Interplanetary Fighter105
2015-03-1379600Offline Single Player Save / Load107
2015-03-1480462Offline Single Player Save / Load108
2015-05-2882369
82293
Resume Anywhere109
2015-06-0982834
83074
83391
83796
Galactic War Redesign111
2015-07-3185138
85423
Asteroids114
2015-08-1886422TITANS LAUNCH
3 years after Kickstarter
Gifted to Kickstarter backers from September 2012
66% off for all other existing owners of classic PA


Experimental Titans
New Units
Unit Wreckage
New Terrain
Bounty Mode
Tutorial
Balance Changes
New Engine Mechanics to support Titans
116
Concurrent updates to both TITANS & Classic PA
AI Improvements
Galactic War Improvements
New Maps
Notification & Sound Alerts Improvements
Balance Changes
2015-08-2686765Balance Changes
Polish / Fixes
2015-09-0987296AI Improvements
Polish / Fixes
2015-09-2188163AI Improvements
Polish / Fixes
2015-09-2388288Hotfix
2015-10-1489528Hotfix
2015-10-2289755AI Improvements
Polish / Fixes
2016-05-3194684Community Update
Community Mods In-Game Mod Manager
Custom Servers support
Legion Expansion support
Modding Improvements
Polish / FixesCommunity Update
2016-11-2199377Performance Update
Multi-threaded local servers
AI Improvements
LZ4 Compression for Sever Mods (2x faster)
System Editor Rework
Connect to Game Improvements
Polish / Fixes
2016-12-05palobbyGlobal Community Chat
2016-12-20Legion Expansion Faction Mod
2017-03-05Unit Restrictions via Community Mods
2017-06-21105067Enhancement Update
POV Camera
Balance Changes – Removed Commander Reclaim
Alternative Win Conditions – Sudden Death Mode for teams
Sim Speed Control for Local Servers
16 New Free Commanders
2017-10-17108271Balance and Community Servers Update
Balance Changes – Zeus, Leveler, Gil-E
Polish / Fixes
New Community Servers options
AI Improvements (via Community Mods)
2017-11-251v1 Rank Display Improvements (via Community Mods)
2017-11-26Galactic War Exploring Improvements (via Community Mods)
2017-12-04Unit Restrictions Improvements (via Community Mods)
2017-12-27Game Browser Sorting Improvements (via Community Mods)
2018-04-09109959Official Chinese Translations
2018-04-15110029Hotfix for Windows and Linux Connection Issues
2018-04-17110069Hotfix for macOS Connection Issues
2018-04-18Updated PA Launchers
2018-05-01Replay Browser Improvements (via Community Mods)
2018-05-12Game Browser Improvements (via Community Mods)
2018-08-18Planetary Annihilation Inc
6 years after Kickstarter
Permanent 90% off TITANS upgrade discount for existing classic PA owners
118
2018-05-25sorian returns to work on multi-threading, sim performance, new mechanics and AI119
2018-09-05Classic PA removed from sale
(no impact on current owners with concurrent updates to both games)
120
2018-09-15Deprecation of 32 bit client support and older unsupportable operating systems
New Community Rules and Guidelines
121
2018-10-18112176Multi-threading and Performance Improvements
AI Improvements
Improved Crash Reporting
Modding Improvements (icon atlases optimised for up to 99,225 strategic icons)
Polish / Fixes
Balance Changes
122
2018-11-02112314TITANS 1v1 Ranked Ladder Reset and Seasons
Multi-threading on Official Servers
AI Improvements
Polish / Fixes
123
2018-12-20112589-pteModern Toolchain Test Builds with Audio Modding
AI Improvements
Polish / Fixes
2018-12-31112505
112589
Happy New Year Updates
Modern Toolchain Builds on Official Servers
AI Improvements
Audio Modding
Polish / Fixes
Dedicated Servers
Official Guides
124
2019-01-25TITANS 1v1 Ranked Season 2
New 1v1 Ranked Map Pool
125
2019-02-07112835TITANS 1v1 Ranked Leaderboard Update
https://palobby.com/leaderboards/
2019-03-07
2019-03-08
2019-03-20
113034
113044
113132
Translations, AI and Modern Updates
Updated and new translations for:
French, German, Italian, Spanish, Russian
Japanese, Korean, Simplified Chinese and Traditional Chinese
AI Improvements
Polish / Fixes
Balance Changes
126
2019-05-19
2019-05-24
113298
113318
PAnet and TITANS 1v1 Ranked Season 3
Modern servers with faster CPUs, more memory and increased bandwidth
New regions including Singapore, Tokyo and USWest
Official Dutch and Polish Translations
AI Improvements
Polish / Fixes
Balance Changes
127
2019-06-28
2019-07-03
2019-07-08
2019-07-17
2019-07-22
113410
113426
113430
113457
113462
TITANS 1v1 Ranked Mid-Season 3 Winners
Custom Line Formations
AI Improvements
Polish / Fixes
Balance Changes
128
2019-07-25113470TITANS 1v1 Ranked Season 4 129
2019-08-18
2019-08-29
2019-08-29
2019-08-30
2019-08-31
113553
113578
113581
113583
113600
Happy Birthday Update
AI Improvements
Polish / Fixes
Balance Changes
Stryker
130
2019-10-05
2019-10-06
2019-10-20
2019-11-05
2019-11-25
2019-11-26
2019-11-28
113783
113794
113895
113909
113929
113936
113945
Horsefly Update
Toolchain Updates
AI Improvements
Polish / Fixes
Balance Changes
131
2019-10-20Happy Halloween!
Pumpkin Commander
132
2019-10-25113901TITANS 1v1 Ranked Season 5 133
2020-01-25113968TITANS 1v1 Ranked Season 6134
2020-03-14AbleGamers 2020 Pay To Win Charity Community Tournament135
2020-04-24
2020-04-30
114218
114220
TITANS 1v1 Ranked Season 7136
2020-05-28
2020-06-16
2020-06-18
114344
114438
114475
Stay Safe Update
Updated Translations
Balance Changes
138
2020-06-25
2020-06-26
2020-06-28
2020-07-03
2020-07-08
2020-07-10
2020-07-12
2020-07-13
114599
114618
114628
114673
114716
114726
114750
114759
Rainbows & Unicorns Updates
Unicorn Commander
Toolchain updates
Updated Translations
Polish / Fixes
139
2020-07-23
2020-07-25
2020-07-30
2020-08-12
114776
114780
114803
114823
TITANS 1v1 Ranked Season 8
Polish / Fixes
Balance Changes
140
2020-08-15Back to launch price of US$29.99
8 years after Kickstarter
2020-08-18
2020-08-26

114862
TITANS 5 Year Birthday!
Radar Jamming
2020-09-03114880sRGB and experimental HDR10 changes

Prior to August 2018, Planetary Annihilation was developed and published by Uber Entertainment Inc who renamed to Star Theory Games in 2019 to develop KSP2 and dissolved in March 2020.

Watch the Jim Sterling video for context: https://www.youtube.com/watch?v=bJAi5Wu3W08

Planetary Annihilation Inc: The Future of PA and TITANS

Hello Commanders,

It’s Planetary Annihilation: TITANS’ third birthday, and we have some very exciting news to share.

We are proud to announce the creation of Planetary Annihilation Inc, a new company with a team comprised of original PA developers, Kickstarter backers and long-time community contributors. Our sole focus will be Planetary Annihilation and making PA into the best game that it can be, one ready to take full advantage of the many changes in technology since development started back in 2012.

None of this would have been possible without our dedicated community and so we will be opening up our communication to let you know what we are working on and experimenting with. No more radio silence!

We’ll be launching an official Discord server next month. This will be a place for you to connect with other players, ask for help, share your awesome strategies and where we can engage with you to keep you informed on all the cool stuff going on.

As a thank you to everyone who purchased the original Planetary Annihilation we are permanently increasing the TITANS upgrade discount to 90% off!

This is just the beginning of the journey we’re embarking on. As we ramp up Planetary Annihilation Inc there will be more announcements about the shakeup of the 1v1 ladder and some big changes we are implementing to improve performance on newer hardware.

There are a lot of changes coming, so make sure you don’t miss anything by following us on Twitter @PA_the_game.

We hope you’ll join us on this journey, and remember: mine the gas giant, claim the asteroids, and never, under any circumstances, let them own the metal planet.

The PA Team

https://planetaryannihilation.com/timeline/

Future of PA and Titans Update

We wanted to share some of the things we’ve been working on and that are currently in the pipeline:

  • Ladder reset for 1v1 giving everyone a fresh shot at hitting the top of the ladder
  • Working on server performance and optimizations to improve player experience (some of these optimizations have already been made)
  • New 1v1 ranked maps

We will let everyone know as these come online.

Also, for those of you who did not see the announcement, Community Mods, the Community Dedicated Server, Community Chat and Legion Expansion support are now up and running.

Hotfix 110069 is now live!

This hotfix resolves the SSL issue preventing MacOS users from being able to sign in. A separate fix for the PA Launcher will be rolled out next and we will release that as soon as it is ready. Thank you again for being patient with us and happy annihilating!

Update: A fix for the PA Launcher on MacOS has been released. However, there is a new bug that has appeared on the Windows PA Launcher that causes it to get stuck in an update loop. For the time being, please hit Cancel and it will allow you to continue to play Offline for now while we sort this out. Thank you for understanding.

Second Update: The issue with the Windows PA Launcher has now been resolved and you should be able to launch the game again using any platform and any OS. Thank you for bearing with us as we worked through this issue!

Hotfix build 110029 is now live

This hotfix resolves the SSL issue preventing most people from being able to sign in.

We are aware that there is still an issue with MacOS as well as the PA Launcher. We are still working on tracking those down and will release a fix as soon as we are able. Thank you for your continued patience.

Official Chinese Localizations now live on build 109959

We’re happy to announce that we now included official translations in Traditional and Simplified Chinese. Enjoy!

我們很高興地宣布,我們現在包括繁體和簡體中文的官方翻譯。 請享用!

我们很高兴地宣布,我们现在包括繁体和简体中文的官方翻译。 请享用!

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

90% off for classic PA owners