Wage war across entire solar systems with massive armies at your command. Annihilate enemy forces with world-shattering TITAN-class units, and demolish planets with massive super weapons!
Recent Reviews:
Mixed (46) - 69% of the 46 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (5,204) - 79% of the 5,204 user reviews for this game are positive.
Release Date:
Aug 18, 2015

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Recent updates View all (27)

March 7

Translations, AI and Modern Updates 113132 / 113044 / 113034



Hello Commanders,

With the successful launch of 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:
    <loc data-loc-id="locId" data-loc-no-style>locText</loc>

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
  • Increased maximum eco modifier to 10x
  • 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
  • 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
  • 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)
17 comments Read more

February 8

1v1 Ranked Leaderboard Update 112835



Hello Commanders,

We recently launched season 2 of the 1v1 ranked ladder along with prizes for Uber #1 and the most active player in each league.

Our ladder uses a tried and tested ranking algorithm, with numerous best practices for implementation. To oversimplify, all players have two scores: stable and volatile. The former is a rating which the system has a high confidence in and should be used for ranking, avoiding placing a player too highly based on a few good games. The latter is a lower confidence rating, but looks at the potential of the player.

Volatile and stable are used for matchmaking to find opponents of the right difficulty. Think of stable as reflecting how good we know you are, while volatile is how good you might be. Over time these two ratings will converge.

During work to migrate to PAnet we have been examining the code underpinning the ladder and identified an issue. Rather than using the stable rating for ranks the ladder had been implemented using the volatile rating, leading to wild swings in position and players being placed in high level leagues far too easily. This runs counter to the goal of the ranking system: rewarding consistency of play over time.

A fix for this has been deployed and players have had their position on the ladder updated accordingly. All games played this season remain valid, none of your results have been lost or invalidated as a result of this change. The only change is to leaderboard ranks. This does not impact the result of season 1, we reviewed the data and [TNC] [Nik] NikolaMX was the clear winner.

Players with few games in ranked will likely find they have dropped to a lower rank, or even league. The key to your rank now is consistency over a large number of games. You will no longer be able to obtain Uber status with only a few games.

We debated leaving the ranking system unchanged for season 2, but decided as it was still very early in the season it was best for the health and integrity of the ladder that an immediate fix be deployed. This will lead to a better experience for everyone, avoiding the issue of players with a small number of games camping high ranking positions, allowing players who continue to play to see an improvement over time.

You will see a significant change in the number of players within each league at first. These numbers should change over time as players play more games. Thresholds for each league have not changed and we will be reviewing the season 2 data for possible adjustments in season 3.

Accompanying this change are three much requested features. Everyone’s stable score is now visible on the leaderboard, along with the number of games played, and you can view the top 500 of every league instead of just the top 10 both in-game and on the web at: https://palobby.com/leaderboards/

Finally, players new to the ladder must complete 10 games before being assigned a rank. This allows the system to ensure a more accurate rating before adding people to a league.

Bulkhead has also been updated with a fix for missing metal spots that were identified.

tl;dr
  • The ladder has been updated to use the correct value for ranking players
  • The ladder UI has been updated to display your rank, games played, and 500 players per league
  • Players need to complete 10 games before being assigned a rank
  • Bulkhead updated for missing metal
  • https://palobby.com/leaderboards/
4 comments Read more

About This Game

RTS JUST GOT BIGGER

TITANS is the huge stand-alone expansion to the already massive-scale RTS Planetary Annihilation, which includes the base game and adds tons of new features:

Devastate your enemies with 5 massive Titan-class super units like the earth-shaking Atlas bot and lightning-wielding Zeus airship!

Expand your strategic arsenal with 16 new units such as versatile Hover Tanks, indomitable Orbital Battleships, and voracious Nanobot Swarms!

Elevate your game with new planets that feature multi-level terrain available in both single and multiplayer. Get up to speed faster with a new, streamlined tutorial experience, then take your game to the next level with the new Bounty Mode option for AI skirmish and multiplayer,

Including everything you loved about Planetary Annihilation:


  • Epic Scale - Command armies with numbers in the thousands across multiple planets on land, sea, air, and even in orbit.
  • Epic Single-Player - Galactic War is a twist on traditional real-time strategy campaigns that has players battling across a dynamic galaxy filled with procedurally-generated content. Every playthrough is different.
  • Epic Multiplayer - Play with up to ten friends (or enemies) in massive free-for-all and team-based matches. Or, compete in the 1v1 ranked play ladder.
  • Smash Planets - End games by destroying entire planets with giant lasers, asteroid collisions, and the new planet-splitting Ragnarok Titan!
  • Advanced Command And Control - Automate your armies with intuitive controls and features, allowing you to create and manage massive armies and production lines with ease across multiple fronts on multiple planets at once!
  • Instant Replays - View in-match recordings in real-time while matches are in progress. See when a battle turned by rewinding the game to any point, and use Play From Here to turn it back in your favor.

    *Must meet Minimum System Requirements for offline play

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 64 bit
    • Processor: Quad Core Processor
    • Memory: 8 GB RAM
    • Graphics: Shader 3.0 / OpenGL 3.2 +, 1 GB GPU RAM
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Additional Notes: Windows XP and Vista are NOT supported.
    Recommended:
    • OS: Windows 10 64-bit
    • Processor: Quad Core Processor
    • Memory: 12 GB RAM
    • Graphics: Dedicated Graphics Chip (Not Integrated) / OpenGL 3.2+, 1 GB GPU RAM
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 7 GB available space
    • Additional Notes: Windows XP and Vista are NOT supported.
    Minimum:
    • OS: OS X 10.9+
    • Processor: Quad Core Processor
    • Memory: 8 GB RAM
    • Graphics: OpenGL 3.2+
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Additional Notes: 32-bit versions of macOS are not supported.
    Recommended:
    • OS: OS X 10.10+
    • Processor: Quad Core Processor
    • Memory: 12 GB RAM
    • Graphics: Dedicated Graphics Chip (Not Integrated) / OpenGL 3.2+
    • Network: Broadband Internet connection
    • Storage: 7 GB available space
    • Additional Notes: 32-bit versions of macOS are not supported.
    Minimum:
    • OS: Any Linux distribution supported by Steam
    • Processor: Quad Core Processor
    • Memory: 8 GB RAM
    • Graphics: OpenGL 3.2+, 1 GB GPU RAM
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    Recommended:
    • Processor: Quad Core Processor
    • Memory: 12 GB RAM
    • Graphics: Dedicated Graphics Chip (Not Integrated) / OpenGL 3.2+, 1 GB GPU RAM
    • Network: Broadband Internet connection
    • Storage: 7 GB available space

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