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Planetary Annihilation

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Community Announcements - [Uber] Garat


The team continues to blast through bugs, lists of polish items and performance optimizations.

Find lobbies more easily - you can name them now, and the default naming will make it much easier to find the lobby you're looking for. Add tags for competitive, casual, comp stomp or simply testing. Get the people that are looking for the kind of game you want to play.

The AI continues to learn how to dominate across each star system, and features continue to get polished and finished. Hop in and play today, Commanders!

Detailed Build Notes:

[AI] AI does better at sending orbital radar to other planets.
[AI] AI ignores econ cost of units in transit between planets.
[AI] AI will send basic orbital radar to other planets more often.
[AI] AI should be a little more nuke happy on planets it has full control over.
[AI] AI will nuke enemy commanders.
[AI] Fix for AI getting stuck trying to send units through a teleporter when the end point died.
[AI] AI will swarm enemy commanders, if they have enough units.
[AI] Fix for AI being unable to properly use air units due to the fact you cannot use fetchVoxel() to get a voxel for anything not on the ground.
[AI] AI should use teleporters a bit more effectively.
[AI] AI economy updates.
[AI] Edited AI difficulties so that lower difficulties are overly careless with their units rather than overly conservative.

[Alliances] Made diplomatic changes available while landing.

[Audio] Unit movement audio loop work
[Audio] VO works again. added a vo queue and priority system. added missing type tags to some units.
[Audio] Adding vehicle movement sounds and robot VO

[Balance] Increase sight range for Assault bot.
[Balance] Thrusters on planets where the owning army is allied with you will no longer count cancel out your thrust power. They still wont add thrust power for you.

[Camera] Fix for planets visually snapping to a final position after being destroyed.
[Camera] Camera will no longer move to the sun after a planet dies.

[Celestial] Planets will now orient to put their engines behind them (as best they can) during a planet smash.

[Client] added a force fullscreen command line options ( --forcefullscreen ).

[Gameplay] Fixed Vanguard attacking Commanders

[Lobby] Game names now include the tag (casual, competitive, etc...) instead of the system name.

[Mods] Modded servers will now show up without requiring a client mod.
[Mods] Mods now show up in a list under the game details.
[Mods] You can now filter games based on specific mods. the mod filter widget will automatically include the names of any mods applied to active games.

[Pathing] Fix for units getting stuck against structures and walls.
[Pathing] Fixed Fabbers not moving to a structure when they should
[Pathing] Fixed assist nucular missle fabbing from not working
[Pathing] Fix for units getting stuck attempting to build something and failing to move out of the way.

[Replays] Replay browser now displays better game info for GW games. Old was just 'Player (+1 AI)', New is 'username: Galactic War "war name" (turn X, system name), vs. AI army names'

[Systems] Added expected player counts to generated star systems.

[UI] Lobby tag support. current tag list includes ('Casual', 'Competitive', 'AI Battle', 'Testing').
[UI] Changed default game filters to show only games in the 'lobby' state. added filters for game status ( open player slots, open spectator slots, any open slot ) and game type ('free for all', 'team armies').
[UI] Fix for chat auto-scroll in the lobby.

------------------------

[Galactic War]
Removed:
- Basic Naval Tech
- Improved Energy Weapons Tech

Changes:
- Basic Naval Tech given to all commander loadouts.
- Advanced Bot/Vehicle/Air Tech now gives the basic factory and basic fabricator.
- Artillery Tech changes to just the artillery structures.
- Artillery Cost Tech: 50% cost reduction -> 75%
- Artillery Damage Tech: Add 90% energy use reduction.
- Increased drop rate of super weapon tech
- Super Weapon Cost Tech: 50% -> 75% cost reduction.
- Artillery Commander Loadout now has the 75% artillery cost reduction.
- Storage Tech Buff: +100% -> +300%
- Efficiency Tech: +40% -> +25%
- Legion Boss now uses a water-heavy planet.

[Balance]
Dox:
- Range: 50 -> 80
- Is now amphibious

Vanguard:
- Damage: 4000 -> 2000
- Splash: 20 -> 10

Sheller:
- Damage: 600 -> 400
- Full Damage Radius: 5 -> 1

All units:
- No longer leave wreckage.
Community Announcements - BradNicholson


Consider your latest skirmish in Planetary Annihilation an appetizer. The feverish, mind meltingly huge battle was just a sample, a tease of what’s to come. The latest build, as we promised, ushered in a new lobby, new menus, and new explosive effects. You saw quite a few performance breakthroughs, too, as you wildly battled across the stars.

The gains over the last build were incredible, and we’ll keep building on that momentum well into the future. Every day, there’s a new discovery, a new feature or mechanic that we can make better or more powerful and cost less.

The target is clear: deliver on the vision that you helped make a reality. There’s a lot more work to do, but we’re up to the task.

40-Person Battles


Fans who fight commonly in epic free-for-alls and team games often ask when they’ll get to experience 40-person battles. Planetary Annihilation has always had big fights, even early on. Yet, we’ve always wanted to up the ante.

You might be surprised to know that we can support these matches now. Unlocking them for you, however, is a matter of making absolutely, totally sure that the experience will be as fun and as smooth as possible.

In order to get there, we’ll need to add in layers of UI to handle the increased amount of players. Also, we’ll have to tune servers to handle all the carnage. And, of course, bigger fights are going to require some additional background polish work to make sure they run smoothly, efficiently, and offer as much interesting content as possible.

The game you’re playing right now has an excellent example of how we’re paving the way to raising the player cap. Currently, whenever you play in big systems, you aren’t hit with data about planets that aren’t immediately relevant to your interests. This keeps the game’s footprint smaller than it would be if planets were constantly phoning home, and as a result the game runs faster.

Don’t be surprised to see the player cap jump up over time. It’s how we plan to scale the game.

Ladders in 1.0


You asked and we’re listening.

Last week, Jon revealed on our forums that we’re going to re-evaluate our stance on saving ladders for competitive update down the road. We learned a lot about what you think ladders add to a game during our various discussions, so we’re looking at ways that we can accomplish what you want.

We’re with you: we want to make sure new players can battle it out against other new players and veterans can battle it out against veterans. Thanks for your input! It’s been a big help. We’ll have more on this in the future, no doubt.
Community Announcements - [Uber] Garat
[Before playing this latest build of Planetary Annihilation, we ask that our community makes sure their eyeballs are planted securely in their skulls. Also, it's probably an excellent idea to turn off all your mods. New builds with the amount of eye-poppingly awesome changes like this one often introduce issues with outdated mods.]

Huge news! Huge update! Over the last three or so weeks, we’ve been churning out an epic amount of changes to Planetary Annihilation. Today, we’re releasing all of them in this Mega Update you’ve, hopefully, just received.

So, what’s new? The first thing we think you’ll notice is how much faster the game now runs. PA is quickly becoming a leaner and meaner machine than ever before courtesy some extra cycles devoted to ratcheting up the polish. Feel free to blow away your foes with a few more units, build a couple more factories, and play on more multi-planet systems. Basically, enjoy the smoother ride.

Speaking of rides, take note of the new Commander entrance animation. After picking your spawn point, your Commander will come screaming into battle in a orbital pod of doom. We also added a new spawn option that, if selected in a lobby, allows you to spawn anywhere on a map. This option brings a new kind of aggression that foreshadows the huge and unrestrained battles Planetary Annihilation is known for.

Icing on the cake? We've re-designed the lobby screen, as well as splashed a new coat of paint on Spectator mode, stat screen, and the game end user interface.

Oh, and one more thing: watch out (or cackle with glee) whenever you make a new system in the editor. Planets that intersect in orbit now explode when they touch.

Enhanced patch notes available below. Check them out, and don't forget to head over to the forums to discuss them in detail!

Detailed Changes:

[AI] Added an AI confif file to make it easier to change how the AI decides how many factories and fabbers to build.
[AI] Fix for AI units not moving while underwater
[AI] Updated AI to improve starting build and ramp up time.
[AI] difficulty balance pass.

[Audio] Adding looping music tracks for Battle. Audio balace, falloff and template work.
[Audio] Adding a new FMOD parameter "view_frustum_distance"
[Audio] Fix surround sound inversion bug

[Balance] Give commander enough production to basically equal 3 mex, 3 power plants.

[Celestial] Enhanced planet collisions
[Celestial] Tweak the celestial physics limitations so that elliptical orbits are much more possible.

[Client FX] Fix commander explosion not having lod distances set.

[Game Start] The commander cinematic now shows up for all players, not just the host.

[Gameover] Title and styling varies with game state (shows defeated, game complete, or victory).
[Gameover] Shows a summary of selected stats for the player.

[Gameplay] Fixed boom bots damage
[Gameplay] fix the default action when clicking on an unfinished factory to now repair the factory instead of assisting it.
[Gameplay] Move feature icons (aka metal spot icons) to the surface of the water, which is where we place metal extractors.
[Gameplay] Fix for units not reclaiming wreckage that overlaps a build area.
[Gameplay] Fix projectile turn rate code.
[Gameplay] Fix for multiplayer games not spawning multiple commanders.
[Gameplay] Switched commander spawn delay to 5 seconds so timing works with Ben's new spawn effect.
[Gameplay] tweeked torpedo launchers so the turret isn't as low. This will hopfully make them work better when built on the shoreline.

[GW] Fix for GW game over not abandoning the game.

[Keyboard] Fixed 'q' and 'shift+q' bindings both firing.

[Lobby] Added "land anywhere" option to the lobby.

[OpenGL] Fall back to 2.1 context if 3.1 fails.

[Pathing] Fixed not coming to rest when smaller unit assists larger unit causing the smaller unit to push the larger unit around.

[Perf] Recon performance work ; Recon was causing quite a bit of late game performance hit. Work on improving this.

[PIP] Added PiP mirror mode.
[PIP] Added "last alert" pip mode.

[SDL] Integrate Windows version of SDL port.

[Settings] changed some confusing option titles: focus paths -> order previews. on / off -> energy on / energy off.

[Spectating] Spectators now get the celestial activity alert.

[Stats] Lots of behavior bug fixes (graph will now update at the correct times).
[Stats] Added a table view (which can show either a snapshot of current stats of the game averages).
[Stats] Stats history will be requested when the player becomes a spectator (since the collected history may not show oppenent data). This can take awhile since we can only ask for one slice of history at a time.
[Stats] added new army stats: units built / units lost / enemy units destroyed. changed the damagable interface to accept a damager, who will may be given credit when the damagable is killed. currently only unit kills are tracked. added new fields to the army stats message sent by the stats_viewpoint. these new fields are not currently used yet, though they are sent to the ui.
[Stats] the live game stats panel can now show data for multiple armies.

[System Templates] 5 player system updates and adding a smashable asteroid to the 4 player-4 planet system.

[System Editor] When dragging planets, round position to the nearest 100
[System Editor] Added simulation time display
[System Editor] Turned off the editing controls while simulating. (Changing those will result in basically corrupting your system.)
[System Editor] Fixed the simulation reset not going all the way to 0.
[System Editor] Changed the physics time step to be frame rate independent.
[System Editor] Correct the orbits of moons around moons (etc) when moving a base planet.
[System Editor] Make any planets veolicty grabber grabbable (not just the selected planet)
[System Editor] when you drag a planet with a moon, move the moon with the planet.
[System Editor] Draw orbits for all planets.
[System Editor] Changed the "simulate" button to "stop" while simulating. When "stop" is pressed, the system will reset to the initial state.
[System Editor] A very coarse pass on fixing up some default planets. To any future planet designers, mass 1000 is *almost* never the right choice. I don't want to go so far as to enforce a larger mass on the server, but please use 5000 as the 'default' moon mass.

[UI] camera controls will no longer automatically change when the active keymaps change. the live_game scene now subscribes the active keysmaps and wil update the camera controls when required.
[UI] Fix for ghost structures under construction not going away if they atrophied while hidden under the fog of war.
[UI] Fix for features and ghost structures not going away when a planet was destroyed if your camera was not focued on that planet.
[UI] adding an option to squech global chat.
[UI] Added the radius to the planet list in the server browser.
[UI] Fix path displays for elliptical orbits.
[UI] Fix for being able to select invisible build bar tabs.
[UI] enabled spectator-only chat. Spectators (or defeated players) now have their own team chat channel. Also, there is now an option to prevent spectators from chatting with live players. This option can be set in the lobby.
Community Announcements - BradNicholson


There’s a new kind of excitement worming its way through the studio, its warm tendrils slowly latching on to every single member of the team. We’re embracing the embrace; in the last few days, we’ve finalized our plans for the release of Planetary Annihilation and we’re giddily hacking away at what we need to do in order to deliver the polished, refined, and streamlined 1.0 version of the game on our own schedule.

From top to bottom, the 1.0 release of Planetary Annihilation will run leaner, faster, and look better. Our crew of engineers and programmers are pushing hard to improve the overall user experience by making the client and server run more smoothly. Take a trip to our office and you’ll hear the steady clack of keyboards, as brave coders clean blemishes and chew away at technical debt.

In the last couple of PTE builds, you’ve witnessed some of their work in making the game faster. You’ve also probably noticed extensive graphical and user interface improvements. New and more stunning particle effects are breathing a whole new life into Commander and nuclear explosions. New game screens and various menus have also been introduced.

The 1.0 release will also hit digital and store shelves with new features and mechanics, one of which is available. In our GiantBomb interview, we mentioned we really liked the idea of allowing you to spawn anywhere on a map instead of in a pre-selected spot. This is now in the game. We like what it brings to the table: spawning wherever brings a new kind of swagger, a new kind of intensity that foreshadows the sprawling, massive battles that Planetary Annihilation is all about.

What’s “Finished,” Really?


What’s finished anyway? It’s a question Jon Mavor brings up a lot when we talk about the 1.0 build. In a lot of ways, we see 1.0 as just the beginning of the story: a rocking sentence that hooks you for an entire novel. We plan to support PA for a long time, creating new content as quickly as possible to keep the action interesting. Sometimes, when we daydream at our desks, we think about all the new things we can bring to the game after this push.

So, all this is to say that 1.0 is coming, but that doesn’t mean we’re “done.” It’s just the beginning — and we can’t wait to take you on the ride.
Community Announcements - [Uber] Garat
REMINDER: Please disable all mods. New updates often introduce compatibility issues in mods, which could make your experience way less excellent than normal.

This latest update is sponsored by ... Performance. Stability and performance across the board have been improved. Client multi-threading, for instance, has been introduced to the game making it stronger, better, and faster than ever before. Along these lines, the UI has been given a new round of polish, which will make the game feel a lot more snappier when it counts the most.

On the gameplay front, we've done another pass on strategic and build icons. Building and unit icons now have more graphical sizzle, making them more readable when the action gets turbo-hot. Also, strategic icons have received a similar overhaul.

As always, we've included the full notes below. Oh! And if you want a sneak peek at what we're working on right now, press Tab while playing. Delicious, delicious live stats are coming!

Detailed Build Notes:

AI: Re-vamped the AI difficulty levels.
AI: Added a new difficulty flag to set whether the AI prioritizes scouting areas of the planet by metal spot count.
AI: AI can now build the TML Bot.
AI: Increased the value to the AI of destroying metal/energy producers and consumers.
AI: Improved AI attack location selection.
AI: AI will see fabbers as a threat now.
AI: Modified the AI fabber to factory ratio.
AI: AI will build orbital fighters to defend against orbital threats better.

Alerts: Fixed the alert preview border.

Audio: A ton of weapon and move sounds

Client FX: Delta V jets should now appear at any distance.
Client FX: Fixed particle system frustum culling, to actually do it properly.

Gameplay: Dead enemy units (especially cmdrs) will no longer trigger sight notifications. This fixes the bug where dead cmdrs triggered VO.
Gameplay: Fix to allow spawn effects to play on non-primary planets.
Gameplay: Fix for SXX not attacking targets while on patrol.

Gameplay/UI: Updated build bar icons. This is a major overhaul of all unit build icons, coloration, etc. You will probably need to re-learn the icons a little bit, but they should also be a lot easier to learn now.
Gameplay/UI: Art pass on all strategic icons. There is now consistent UI language on strat icons that should make it easier to quickly assess your armies/opponents.

Lobby: Spectators will no longer hold colors.
Lobby: Adding a new slot will no longer reset ai difficulty. Also includes various layout fixes.

Linux: Disable persistent buffer mapping on Linux. Turns out there's some issue with it on at least NVIDIA proprietary drivers, so disable it.

Mac: Fix PA.app icon on Mac.

Mac/Linux: Fix period, underscore, etc for Mac & Linux.

Settings: Changes to the keybinds will now correctly register as a change to the settings which allows the keybinds to correctly interact with the restore defaults button.
Settings: The server region selecter will now correctly interact with with the save/ save & exit buttons. Changes to the server region will no longer be applied until the settings are saved.

UI: Fixing the position of the advanced radar in the build bar.
UI: Fix cases where the planet list panel did not sync up with the camera.
UI: Fixed the border around holodecks.
UI: Fix typo in advanced defense tech for GW
UI: Fix for stale error messages showing up in the transit scene. (e.g. Incorrect "failed to connect" style messages)
UI: UI actions triggered by the keyboard should now play an audio response.
UI: Fix for the notification alert acknowledge keybinding (defaults to 'space').
UI: Players (self) will no longer appear in their own friendlist.
UI: Fix for displaying KS backer cmdrs when the backer name is not given. Improved behavior if you redeems a coupon for an item that isn't in the catalog.
UI: Fix bug where players panel was not informed of each armies allies.
UI: Explicitly setting strategic icon priority for base unit specs that use the default value.
UI: Adding the gamestats panel (bring it up with 'tab').
UI: Fix bug in econ display where shared resources could show more pips then intended.

Complex Changes Lists:

[Graphic / Client Multithreading]
- Parallel-for implementation for performant asynchronous and parallel-for processing.
- New lightweight mutexes for high-frequency locking.
- Parallelization of some heavy-weight CPU workloads....
---- Many client update operations are now threadsafe. Or should be.
---- Particle depth sort is now done asynchronously, saving up to 20ms/frame of CPU time for late-game.
---- Animation update is now spread across many cores, giving a 2-4x speedup of this code (typically up to 10ms/frame on late game, now down to 4ms or less on a quad core system).
---- Post animation client update is now spread across many cores, giving a 2-4x speed up on this.
---- Particle update is now done in parallel-for, reducing execution time by 2-4x.
- Strategic icons are now depth and priority sorted, with the commander on top.
- Particles are now distance and camera-frustum culled (reducing rendering overhead by (sometimes) a significant factor (2-6ms observed in late-game).
- Various bug and correctness fixes in particle update and rendering.

[Gameplay] Weapon work:
- Clients can now show units targetting multiple entities
- Any given unit can target up to four unique targets
- Autoweapon task now uses weapon position to calculate distance for determining closest target. This does not change the max range of any unit or weapon, but individual weapons will prefer targets that are closer
- This is most noticeable for the battleship where the front and rear turrets are quite far apart

[Gameplay/UI/Modding] Start of match features:
- Added a 5 second count down after all players select a landing spot.
- On match start the camera will now look at the players choosen spawn.
- The Commander spawned for each player will be selected on match start.
- Added an api call to set your commander id, and updated api call for commander selection to select the commander from id if set. (maintains old functionality (select all commander in an army) if you switch armies or never set commander id)
- Added commander id to the server state message, and set commander id from this (so each client knows the id of the their commander)

[UI / Modding] Hover Panel Information
- The more information is now passed to the ui on hover. Cleaned up the way target information is sent. New information includes: target team (color), damage, rate of fire, build arm metal/energy cost.
- Added names and descriptions to the buildable ammo types. This information will be displayed when hovering an active launcher.
- Hover panels now show extra information, including: thumbnail image, s.icon, team color, damage, rate of fire, damage per second, build power, build efficiency.
- Also includes various fixes to handle the merge to main (the gamestats panel has been included and the game options sidebar has been fixed).

Free Cam
- Debug and free camera controls are now editable
- Free cam now has 6DOF controls in planetary mode
- Free cam controls override any other controls that interfere with it (aka s and f don't make lots of noise in debug camera!)
- Groundwork is laid for unit and celestial based 6DOF controls
- Change your keybindings to get into free cam mode with the 'toggle free camera' option

Updated community translation strings for:
- German
- Dutch
- Spanish
- French
- Russian
- Polish (Poland)
- Turkish (Turkey)
- Czech (CR)
- Dutch (Belgium)
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

The practice of releasing alpha or beta games as part of an “Early Access” plan is not, in itself, inherently harmful. It can be quite good for a game when developers priorities are in order and everyone is given plenty of information about what they’re getting into upfront. Planetary Annihilation‘s early access version on brick-and-mortar store shelves, though? In a box, packaged up all shiny and new, bristling with implied promise of completeness and even going so far as to say, “includes free upgrade to full game”? Welcome, friends, to Murky Territory.

… [visit site to read more]

Community Announcements - [Uber] Garat
We've talked about it, and now it's here. Our first big pass on combat balance. Always keep in mind, things like this are a work in progress, but this has a significant change to how the game plays, and we think it's a lot more fun. (Try out the Boom bots. They're the bomb)

There are a ton of changes in this build, including Mac full screen for those who've been asking! Hop in, check it out, and have fun. There have also been some fundamental changes to how we send and receive network data that should help everyone, but especially people on slower connections.

We'll see you in game!

Build 67457 resolves a number of game and crash issues.

Build 67523 addresses a crash on lobby creation and two different Mac OS/X crashing issues.

Detailed Balance Notes:

- All non-combat structures health increased by 3x.
- General combat balance pass over ALL combat units and structures.
- T1 AA Bot: Removed.
- New T2 Tactical Missile Bot added.
- T2 Sniper Bots: Can now shoot down tactical missiles.
- T1 Assault Bots: Turned into light raiders. Fast, cheap, weak.
- T2 Assault Bot:s Can now go under water, added torpedo.
- T1 Bomb Bots: speed greatly increased.
- T2 Tank: Has a very slow turret turn rate but improved overall.
- T1 Fighter: Improved.
- T2 Fighter: Removed.
- T1 Bomber: Drops 5 bombs in carpet bomb style.
- T2 Bomber: Fires from outside of range of AA towers and fires a tactical missile.
- T1 Frigate: Torpedo removed.
- T1 Destroyer: Torpedo added.
- Pass on Artillery structures and their firing arcs.
- Tactical Missile Launcher Structure: Energy removed, range reduced, made into much more of a base defense.
- Bases defenses improved overall.
- Ion Cannon: (Umbrella): Energy usage removed, range and damage increased.
Community Announcements - [Uber] Garat
Friday hotfix for your playing pleasure! We're still hard at work, squashing some new bugs and performance problems. This build includes a lot of fixes under the hood, and also some more obvious ones.

We'll keep on working to stomp out new and known bugs, such as problems getting back into a game after playing a match, and UI lag during big fights.

See you in game, commanders!

66830 fixes a Mac only crash at launch due to a new sound system update.

Detailed Changes:

AI: Improved AI air platoon "not moving when they should be" detection.
AI: Fix for AI threat value calculation for anti-surface threat.
AI: Updated AI neural net data.
AI: Fixed AI threat calculations for units with multiple weapons.

Chronocam: also fixes a bug where time scrubing would alter change your playback settings (play to pause, pause to play).

Engine: Fix for crash when telling an Orbital Factory to pause during a launch.

Galactic War: Big Difficulty pass making Hard/Annihilator more difficult. Adding multiple enemies on systems farther from the start.
Galactic War: Added Hardcore difficulty where all econ rates for enemies are high, always adds an extra commander to non-boss battles.
Galactic War: Improved the system generation to include bigger systems the farther out in the galaxy you go.
Galactic War: GW reliability fixes.

Gameplay: Starting locations and metal spots will now only appear on base meshes.
Gameplay: AI will only spawn on base mashes.
Gameplay: Projectiles that lose their target will now go to the last known position of their target and impact.
Gameplay / Art: Metal Planet - more trench and pit pathability improvements (better on smaller planets now).

Graphics: Updating post_fxaa.fs to use FXAA 3.11 with GLSL 1.3 spec and optional gather4 optimizations for hardware that supports it. Seeing improvements of ~4x faster on some hardware for FXAA (going from 2.5ms down to 0.6ms).
Graphics: Another bug fix for SAO, another issue that NVidia drivers were glossing over (until the latest update!) and GLslang didn't catch (because it was a GLSL 4.0 class extension issue). (Update your drivers, always, folks!)

Linux: [main/Linux] Switch to OpenGL Core Profile.
Linux: [main/Linux] Save fullscreen & display settings.
Linux: FMOD Upgrade. This fixes VO on Linux.
Linux: [main/Linux] Use SDL from steam-runtime.

UI: hotkey revision. uses a 3x5 layout instead of a 4x4. tab hotkeys do not overlap with build item hotkeys.
UI: fix for twitch controls wrapping and not displaying correctly in live game
UI: fixes a bug where default keybindings could not be unbound (bound to '').
UI: added keybind for acknowledge alert. default is set to 'space'.
Community Announcements - BradNicholson
Galactic War: Build 66770

Hey! It's Friday, and we thought you'd appreciate another update to keep you even busier over the weekend. This update addresses some new bugs and a couple of performance problems that have bubbled up since GW's release.

Expect more of these soon!

Detailed Changes:

AI: Improved AI air platoon "not moving when they should be" detection.
AI: Fix for AI threat value calculation for anti-surface threat.
AI: Updated AI neural net data.
AI: Fixed AI threat calculations for units with multiple weapons.

Chronocam: also fixes a bug where time scrubing would alter change your playback settings (play to pause, pause to play).

Engine: Fix for crash when telling an Orbital Factory to pause during a launch.

Galactic War: Big Difficulty pass making Hard/Annihilator more difficult. Adding multiple enemies on systems farther from the start.
Galactic War: Added Hardcore difficulty where all econ rates for enemies are high, always adds an extra commander to non-boss battles.
Galactic War: Improved the system generation to include bigger systems the farther out in the galaxy you go.
Galactic War: GW reliability fixes.

Gameplay: Starting locations and metal spots will now only appear on base meshes.
Gameplay: AI will only spawn on base mashes.
Gameplay: Projectiles that lose their target will now go to the last known position of their target and impact.
Gameplay / Art: Metal Planet - more trench and pit pathability improvements (better on smaller planets now).

Graphics: Updating post_fxaa.fs to use FXAA 3.11 with GLSL 1.3 spec and optional gather4 optimizations for hardware that supports it. Seeing improvements of ~4x faster on some hardware for FXAA (going from 2.5ms down to 0.6ms).
Graphics: Another bug fix for SAO, another issue that NVidia drivers were glossing over (until the latest update!) and GLslang didn't catch (because it was a GLSL 4.0 class extension issue). (Update your drivers, always, folks!)

Linux: [main/Linux] Switch to OpenGL Core Profile.
Linux: [main/Linux] Save fullscreen & display settings.
Linux: FMOD Upgrade. This fixes VO on Linux.
Linux: [main/Linux] Use SDL from steam-runtime.

UI: hotkey revision. uses a 3x5 layout instead of a 4x4. tab hotkeys do not overlap with build item hotkeys.
UI: fix for twitch controls wrapping and not displaying correctly in live game
UI: fixes a bug where default keybindings could not be unbound (bound to '').
UI: added keybind for acknowledge alert. default is set to 'space'.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

Annihilating planets with other people – orbited by warm smiles and booming laughter – is all well and good, but sometimes you want to be alone while decimating armies and grinding celestial bodies into stardust. It’s a good time to think, to take stock of your life and what it would be like to have it destroyed by space ships. That’s what single-player is for, but for quite some time Planetary Annihilation didn’t really have it. TODAY, though, that all changes.

… [visit site to read more]

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