It's alive! It's alive! Listen closely and you can hear the mad cackling of our AI programmer, Sorian. He takes great joy in making Planetary Annihilation's robot intelligences even more lifelike -- and this week he's sharing his work. Prepare for the pain.
Starting now, expect to see more dynamic AI in certain previously troublesome scenarios. For instance, the Planetary Annihilation's AI can now target your Commanders specifically with nukes. Previously, the AI did a quick calculation about the structures around enemy Commanders before blasting a Commander into oblivion. Now, the AI will just let 'em rip, regardless of the metal value of the structures in the surrounding area.
Today's update also includes a host of fixes across multiple parts of the game (including those pesky econ alerts).
Check out the patch notes for all of the major fixes:
[AI] The AI will react better when the only intel it has is radar blips.
[AI] AI commanders will return to the safety of their base when they have nothing better to do.
[AI] The AI will act to remove all land and air threats once there are no more econ threats.
[AI] AI land platoons are now less likely to run away once they have made it into an enemy base.
[AI] The AI commander can now help out planet wide if the AI controls the whole planet.
[AI] AI will now target commanders with nukes, regardless of the metal value of the structures around him.
[Galactic War] The default gw game name is no longer 'New Game'. The format is now 'War - ' + dd//mm/yyyy.
[Gameplay] Fix for radars continuing to work when set to conserve energy.
[Gameplay] Oribtal transports now ignore goal collisions when loading and unloading.
[Gameplay] The goal radius for load and unload has been shrunk.
[Graphics] Reduce memory overhead of impostors by ~10MB for large systems by using shared depth buffers.
[Localization] Huge loc additions. Added: Korean, Arabic
[Notifications] Added combat tracking (currently based on units destroyed). the 'acknowedge alert' action will now zoom to the latest combat if there are no other alerts. Also added a specific 'zoom to combat' command.
[Notifications] Fix for the repeating low cmdr health warning. this just prevents it from firing if your cmdr (the one you spawned with) dies.
[Notifications] Audio tweaks to reduce the frequecy of economy overflow warnings.
[UI] Quick fix for the invisible console bug. this removes the default binding for toggle console. This fixes the UI lockup issue some people would encounter when hitting the ~ by mistake.
[UI] Changed the unit celestial path shader to be solid instead of faded.
[UI] The ui will now remember your display name after you leave the main menu.
It's been a few days since we hit 1.0, but we're still hard at work, adding polish, fixing bugs as we find em - or you in our community report them! Keep playing, keep reporting - on the forums, on Steam, on reddit - what's working, what you're loving, what you're not loving quite so much, and we'll keep making it better and more awesome.
AI: Fix for AIs that start on other planets by themselves not doing much. Improved how the AI determines it is alone on a planet. (should be much faster)
AI: AI neural net update.
AI: AI econ adjustment.
Client: Fix some texture size restrictions (e.g. the nuke scorch decal) to save approximately 300MB to 400MB of GPU memory (and a corresponding amount of CPU memory too).
Gameplay: Fix for start location generation getting into an infinite loop when there isn't enough pathable area on a planet.
Gameplay: Fix for radar structures never being active if they were built while the army's energy was stalled too far.
Gameplay: Fix for orbital units not being able to do certain area commands on gas giants.
Gameplay: Fix for trees and structures still visible after planet destroyed.
Localization: Lots of changes and additions to localization. If you want to help the community localization, please check out: http://www.getlocalization.com/PALocalization/
Memory: Limit CSG and planet textures to 1024x1024 maximum (saving up to 200MB of graphics memory and 200MB of system memory, or 400MB of memory on integrated graphics on a large game with multiple biomes).
UI: A number of fixes to startup flow; you shouldn't be able to skip past the Steam / PlayFab linking now, galactic war video will no long auto play, and a few others.
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