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Planetary Annihilation

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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]

Community Announcements - [Uber] Garat
HUGE UPDATE. HUGE NEWS.

Today's update adds the first iteration of Galactic War, Planetary Annihilation's single-player experience. Available now as a free update, Galactic War tasks you with taking over a dynamic galaxy by scouring the stars for tech and special perks.

In Galactic War, you'll be placed in control of a reawakened Commander with access to a limited tech tree. As you explore and battle across the galaxy's procedurally generated systems, you'll collect random technology and find perks that boost your manufacturing and fighting capabilities.

We designed Galactic War to be replayable, and for every playthrough to feel different. We also want you to decide the scale and intensity: each of Galactic War's sizes change how many systems are in the galaxy and introduce different loadouts.

And the pressure's on because annihilation is final.

Enjoy Galactic War over and over again, and give us your feedback on the forums or social media. Have fun!

Detailed Build Notes:

Build 66516 fixes some server crashes and other problems found today.

AI: Updated AI neural net data.
AI: Neural platoons wil now seek to attack things it can actually attack.
AI: Will build nukes and anti-nukes in response to system threat, instead of grav well threat.
AI: Will build nuke silos to attack other planets that do not share a grav well.
AI: Added some AI immediate threat response stuff. In the event you decide to keep a fighter or bomber over the AIs base forever.
AI: AI econ adjustments.
AI: Will spread out attacks a lot more.
AI: can use Grenadiers.
AI: platoons can have a min and/or max unit count.
AI: Improved AI attack location choice.
AI: Improved AI raiding ability and later game platoon sizes.
AI: Improved AI scouting.
AI: AI will no longer wig out when you take away its bot factory.
AI: Fix for when the AI believes a base is under attack.

Art: added a thruster effect to the orbital_fighter

Audio: html ui: fix for defeated music not playing.

Balance: Lower cost of T2 by 1/3
Balance: double laser turret fire rate 1.5->2.0 (reverting)

Chronocam: hooked up seek forward/back buttons.

Gameplay: Bombers don't slow down to a near hault near bomb targets anymore; When air units are running the 'line through goal' behavior it won't slow down more than 40% of their max speed to reduce their turn radius to reach the goal any more. Instead they will fly past the goal and make another attempt. In this way they will always be 60% of their max speed or higher near the enemy target. Which is prefered over slowing down (to a near hault) making the bomber vunerable to anti air etc.
Gameplay: Fixed units 'not assisting' or building a bit, then not, then building a bit, then not.
Gameplay: Removed the Attack command cap from the air scout.
Gameplay: Making Astreus go to air layer when it unloads also fixes a rare bug where commanders, when unloaded from a transport, would moonwalk across the planet. This was due to the attachable taking the transporter's velocity when it was unloaded and that affecting its interpretation of up which would cause the snapToGeom to continually move the unit.
Gameplay: fix for units not moving into range to assist large factories. They were using the focus entity as the target for the move task, whch would be unreachable for units on large factories. Now the move task targets the factory when it is a factory and the focus entity otherwise. The buildarm still targets the focus entity.
Gameplay: Advanced Fabbers build basic buildings
Gameplay: Advanced Factories build basic units within their class
Gameplay: Fixed commanders getting stuck when moving out of the way to build a structure.
Gameplay: Allies no longer trigger alerts for enemy units detected.
Gameplay: Updated visuals for landing zones. Now uses recon lights to highlight the landing zones instead of a particle. Landing zone labels now offset from the planet in screen space so they're easier to read at a distance.

Graphics: Fix a bug with SAO shader causing it to fail silently on some video cards. Was doing a float = vec4 which is undefined behavior.
Graphics: Refactor how unit ambient color is done. Had changed emissive glows from lighting or emissive to lighting and emissive for direct lighting, but hadn't made that change for ambient light. Also removes extra glow of team color ... which may or may not be a good thing.

Linux: [main] Integrate SDL updates for Linux from proto/sdl. This switches away from Xlib usage in the Linux platform backend, to make it (mostly?) pure SDL2.
Linux: [main] Check in GLSL shader validation script.
Linux: [main] Add official glslang binaries.
Linux: [main:Linux] Explictly request a 3.2 OpenGL context.
Linux: [main] Set the "don't minimize on focus loss" hint for SDL.
Linux: [main] Switch back to libboost-regex for Linux.

Network: Client/Server is more selective about the data it sends to clients. This should reduce bandwidth a lot for players, but should also help casters not get all the data all the time.

Observation: Math is hard.

UI: Support for launching YouTube in browser
UI: move pip to q key. Move select commander to b key. Both to avoid conflicts with build bar.
UI: Fixed bug where YouTube tutorial video wouldn't load
UI: html ui / server js: the game creator can now set the color for AIs.
UI: Turned off autoplay for YouTube videos from start page
UI: Updated UI on settings page.
UI: html ui: adding separate toggles for hiding ui (ctrl+u) and hiding ar (ctrl+y).
UI: Various changes to strategic icons and mouse hover feedback. * When the cursor is hovering over a unit, units now displays a white icon on the ground around them and their strategic icon is slightly larger. * Ghost units no longer show additional information in their hover pop up (like if they're building or not). * Radar blips with matched ghosts now do show their type and last seen health, just like a non-radar blip ghost unit would. * Selection now represented in unit icons. Unit icons now have a black border by default instead of white. White now denotes selected. * Change "black" team to less black, more charcoal to accomidate default black border.
UI: Improved area build for torpedos & anchors.
UI: Normalize spacing for laser and aa towers to 18 (adv was 17).
UI: Fix ambient occlusion settings to properly use OFF and ON;
UI: Changes to volume levels are changed immediately (though still on retain if users click Save);
UI: Changes to volume levels and resolution scaling now take effect when clicking Save, thus allowing them to be changed in-game (before only got applied when returning to start page);
UI: Added new game icon.
May 13, 2014
Community Announcements - [Uber] Garat
It's time for a new build, though if you've tried out our new PTE streams, you may have already played with some of these changes! We're working on some really cool additions to the game. As we move forward to some of those great new features, we continue to make the existing game more awesome, polishing whats there, fixing bugs as we find them, and continuing to improve the game.

The main things you'll find in this build are lots of bug fixes, a significant overhaul to the balance of the game - this is still a work in progress, and quite a few changes to how the orbital units are built and interact.

As always, there are lots of changes big and small, but more than anything, this build is helping to pave the way for things to come.

See you all in game, on the forums, and on Facebook!
May 8, 2014
Community Announcements - BradNicholson
(Whoops! We forgot to update our Steam announcement page about all our recent updates. Here's the latest BIG update notes. Check out Planetary Annihilation's build thread for the rest since this update!)

Update!

All of us at Uber Entertainment are always busy. It's a given. But, the last couple of weeks have been "turbo busy," as Brad would describe it. In-between polishing up a lot of incredible features, both the Planetary Annihilation and Toy Rush teams spent major swathes of time planning for their game's showings at PAX East 2014. All the hard work and brain-busting effort paid off, too -- oodles of folks dropped by, said hi, and had an awesome time playing Planetary Annihilation and Toy Rush.

With Planetary Annihilation, we set up two groups of four computers and had folks face off against each other in 2v2 matches. Meanwhile, Adam rocked the microphone and casted the matches for everyone observing the action to hear. Over the course of the three-day event, we saw planet smashes and tons of epic plays from rookies that turned pro before our sleep-deprived, but glistening eyes. It was cool, to say the least.

The rest of the team back at the office were also busy busting out all the new features you're seeing today in Planetary Annihilation's latest update. In addition to countless optimizations and tweaks, we've added some amazing Gamma-specific features: replays and videos, messaging, friends lists, and yet another advanced command and control feature.

Friends Lists, Instant Messaging, and Replays

Among other things, Gamma is all about you and your friends. Friends lists, messaging, and replays are a huge step in this direction. The friends list and instant messaging clients live on the right-hand side of your screen. When you're not in games, you can add friends, see if your pals are online, or message them.

Replays can be viewed in the new Replay menu available at the main menu screen. Right now, you can search for matches and view them at any time after they end. We've got a great plan to expand this feature by adding the ability to create highlights and user uploading to YouTube. We'll be talking about Replays again pretty soon.

Advanced Commander and Control: Line Drawing

Starting now, you can organize units in whatever formations that you desire with a couple clicks of the mouse and a quick drag. We've also added the ability for you to set the path your units walk with a shift-click. Fighting across entire worlds is easier with this simple, intuitive, and customizable new control.

The Rest

Of course, this update includes many other fixes, optimizations, and tweaks. The full patch notes are available, as always, on our forums.
Community Announcements - [Uber] Garat
Gamma is definitely here now, folks, and we're continuing to tune the experience to make it even better. This update focuses on performance and improvements to numerous areas of the game from lighting to art to the server browser. Also present in this build? A giant bedrock feature: multi-planet starting points.

Catch the patch notes for the full listings of tweaks, improvements and fixes. Also, hit up our localization project if you'd like to join in:

Multi-Planet Starting Spots!
- We've added them. To use them, make a new custom system in the System Editor and flip them on for whatever planet you desire. Then, commence annihilation.
- The AI can now use multi-planet starts, too.

New Commander!
- The Imperial Invictus is now available to all players! This robot is pretty serious, so go check him out in the Armory.

Art!
- Updated art for a number of units, including the nuke launcher and ammo, and the anti-nuke launcher and ammo

Lobby!
- Updates to the Server Browser. Players can see more information about games before joining a lobby now.

Localization!
- We have started our community localization project! If you want to participate, please check this thread out: https://forums.uberent.com/threads/pa-the-official-localization-thread.58004/ and go here to contribute: http://www.getlocalization.com/PALocalization/!

Technical Stuff!
- Significant graphics change to lighting. This should help improve frame rates for a number of players.
- Improvements to the build bar. This provides more efficiency information while you're playing
- Improvements to spectating! We're working hard to make the job of casting easier, and the fun of simply watching more accessible!
- Ongoing improvements to game audio

Important Notes!
- Please disable all mods until you know which ones work! This build changes a lot of the underlying UI systems.
- Make sure your drivers are updated!
...

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