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Planetary Annihilation News

Happy Birthday Updates 113553 / 113578 / 113581 / 113583



Hello Commanders,

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

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

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

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

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

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

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

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

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

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

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

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


Technical Notes


TITANS Balance Changes


Stryker (113578)

Naval speeds increased
  • Narwhal frigate speed increased to 12 from 9
  • Orca destroyer speed increased to 12 from 9
  • Stingray missile ship speed increased to 11 from 8
  • Leviathan battleship speed increased to 11 from 8

Typhoon drone carrier
  • Typhoon drone carrier speed increased to 11 from 8
  • Cost decreased to 5,200 from 6,500
  • Ammo rate increased to 30 metal per second (20 stored drones then one per second once depleted)
  • Initial launch stage decreased to 200 from 500 (shorter launch before turn)
  • Now targets sea floor
  • Guard layer changed to WL_AnyLayer from WL_AnySurface with guard radius of 100 (113583)
  • Launch projectile lifetime changed to 3.0 from 2.0 (113583)

Squall drones
  • Weapons priority changed to torpedoes
  • Torpedo rate of fire increased to 0.8 from max 1 (up to 10 low damage torpedoes depending on range to target)

Kestrel gunships can no longer target underwater layer (subs).

Client Improvements
  • --local-server-port to use a different local server port
  • Added build bar size which can now be changed from 75% to 200% separately from GUI size (113578)
  • Changed settings (113578):
  • Moved resolution scaling to top of graphics tab
  • Duplicated GUI size at top of graphics tab
  • Added build bar size to graphics tab and gameplay tab > user interface
Client Fixes
  • Hopefully fixed build bar hot keys not always working (113578)
AI Improvements
  • AI now processes path requests over time rather than all at once which should help smooth AI performance
  • Multiple small AI performance improvements
AI Fixes
  • AI platoons that fail to find a path back to base when disbanding will now try a direct move request as a last resort


113578

Stryker is now live with build bar changes.

Modding
  • Added id to each unit spec
  • Added projectile_specs with basic info and projectile: true for buildable projectiles in each unit spec
  • Added buildable projectiles to unit specs with merging of projectile ammo info if already in unit list (removing the need for ammoBuildHover hacks)
  • Added unit specs to settings
  • build bar is now flexible in width and no longer restricted to 3 x 6
  • build bar entries are now specified as row / column with titans only / classic only flags

"/pa/units/land/attack_vehicle/attack_vehicle.json": ["vehicle", 20, {row: 2, column: 6, titans: true}]
"/pa/units/orbital/deep_space_radar/deep_space_radar.json": ["utility", 2, {row: 0, column: 2, classic: true}]


113583


Stryker health increased to 60 from 50 (may tweak further)

Typhoon drone carrier
  • Guard layer changed to WL_AnyLayer from WL_AnySurface with guard radius of 100
  • Launch projectile lifetime changed to 3.0 from 2.0 (should resolve disappearing squalls)

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


https://youtu.be/795zUxjqcEs

https://planetaryannihilation.com/news/

https://planetaryannihilation.com/timeline/

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



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)


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

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


https://planetaryannihilation.com/news/

https://planetaryannihilation.com/timeline/

PAnet Migration and TITANS 1v1 Ranked Season 3



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

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

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)


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

https://www.youtube.com/watch?v=i9FV3rGqkZQ

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
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 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 can 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 modern you can switch to legacy

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
  • 1v1 ranked mid season 2 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:
    locText


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 defense

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
  • 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
  • Increased maximum eco modifier to 10x
  • 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 for possible fix for login failures on Windows 7
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
  • 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
  • Fix for crash if a mod enables an AI controlled Unit Cannon to build fabbers
  • Hardened the Fabber and Factory manager system to prevent a crash
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 windows 7 login issues on modern build
  • 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)