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  3. Patch Notes - bug fixes, new features and small rebalances

Patch Notes - bug fixes, new features and small rebalances

Greetings Commanders!
The last couple of balance changes have resulted in some most interesting tactics emerging on the galactic battlefields!
However, it’s time for another update! We have some quality-of-life improvements and fixes served up alongside your portion of balance tweaks!
Read on to learn more!
Improvements
  • Transports will now always move to units, units never move to Transports
  • All factories will now deploy currently building units if they are powered down but assisting units finish the building process
  • All Naval and hover units now leave wreckage upon destruction which then sinks instead of staying on the water surface.
  • All Air units now leave wreckage upon destruction
  • The default area build type and spacing for a number of structures has been changed. This applies to Energy and Metal Storage, all anti-ground and anti-air turrets, basic and advanced Energy Plants, and mines.
Balance Land: Slammer
max_health decreased from 400 to 360 (now 3-shot for drifters instead of 4 and 5-shot for Double laser turrets instead of 6)
damage increased from 90 to 100 (DPS increased from 360 to 400)
Bugfixes
  • Angel Missiles and repair fabricator come from the correct locations on the unit
  • Orbital Factory and Solar Array icons correctly mark units as advanced
  • T1 Naval Factory can no longer be blocked in a way that prevents production
  • Exploit where Orbital units are able to immediately shoot upon arriving has been removed
  • Nukes no longer disappear from the Nuke launcher if it is powered off
Modding
  • Community Mods Merging is now ON by default (option defaults to true and may be overridden by 'community_mods_force_merge_unit_server_mods')
  • Ammo of type PBAOE that does "metal" damage will no longer crash the server if multiple trigger at the same time
  • Fixed a bug where only units from the most recently loaded unit mod are shown in Community Mods UNITS tab's list
  • Added additional CUSTOM# unit_type tags (highest available being CUSTOM58)
  • Implemented fully functional area loading for transports with carrying capacity of more than 1
  • Add custom armour types AT_Custom0 to AT_Custom9
  • Fixed a crash associated with Mass Teleport
  • AI support for metal extractors of other factions fixed by adding a new property on the faction commander spec which is:

"ai_metal_extractor_names": {
"basic": "BasicMetalExtractor",
"advanced": "AdvancedMetalExtractor"
},
Those should be replaced by the new extractor names of the faction (for example in the Bug faction, "BugBasicMetalExtractor" and "BugAdvancedMetalExtractor")