Category Archives: News

The Balance and Community Servers Update 108271 is now live!

Balance changes:
  • Increased Leveler build cost to 800 from 600
  • Decreased Leveler turn rate to 50 from 60
  • Fixed sudden death mode not displayed for other players in new game lobby (patched via community mods)
  • Fixed zoom to celestial for POV camera
  • Added tooltip for POV camera button
  • Fixed attack, move attack and area attack for point / follow units to attack from max weapons range instead of rushing into and hugging target eg bots, hornets, etc.
  • Fixed multiple saves during same game corrupting config
  • Fixed missing selection_icon_diameter for classic vehicle fabber
  • Fixed missing selection_icon_diameter for classic tactical missile bot (bluehawk)
  • Community Servers Support:
  • Posting community servers beacon
  • support for 32 players with 16 alliances
  • command line option –gameover-timeout
  • command line option –community-servers-url
  • command line option –community-server-public-host
  • command line option –community-server-region
  • added missing help for recently added command line options.
  • added state to server beacon
  • added offworld support for AI only (no human players) testing

Enhancement Update 105067

A host of new custom commanders, free for everyone!

  • Added Locust, XOV, Reaver, spz58624, raizell, visionik, tykus24, mostlikely, nagasher, zancrowe, kevin4001, damubbster, commandonut, sadiga, jt00010177, vidicarus

Balance changes:

  • Removed friendly commander reclaim
  • Changed grenadier group preference to back
  • Changed default bounty to 0.25

POV Camera Mode, Spectator Selection, Holodeck Improvements

  • A POV camera mode that follows a unit and watches the action from their perspective! The default keybind for this is Ctrl+Shift+M.
  • More details can be found on the following thread in our forums:

Alternative Win Conditions

  • Sudden death for teams (protect your weakest player)

Sim Speed Control for Local Servers

  • Added sim speed control for local servers with key bindings -/=

AI Improvments

  • Added AI shared armies
  • Added resume anywhere for AI games with no human players


  • Fixed black screen joining game over state
  • Added social notifications when uberbar hidden
  • Fixed broken classic galatic war saves with missing combined unit_list.json and .player spec tags
  • Changed handling of look at player for spectators to use units
  • Changed label for dynamic alliances eco sharing from RESC to SHARE ECO


  • Added Friendly_Commander reclaim type and excluded friendly commanders from default unit reclaim type. Commander reclaim can be enabled again by adding Friendly_Commander to reclaim_types.

The Performance Update: PA Update 99377

Summary of Changes

  • Added Multi-threading support to both client and local servers
  • Tweaked AI
  • LZ4 compression for server mods
  • Major rework of the System Editor
  • Lots of bug fixes and polish

Full changelog below

Multi-threading support

  • Added option to server settings tab to enable multi-threading for local servers.
  • Added server command line option “–mt-enabled” which enables server multi-threading if present.
  • The Nav, Physics, and AI updates are now run in parallel when enabled.
  • These changes do not affect Uber hosted games, only local and private servers (if configured)

AI changes

  • Retrained all AI neural networks.
  • Made changes to reduce AI baiting
  • Support for unit restrictions in new game lobby (work in progress)
  • Added multi-thread safety to the AI neural networks

LZ4 compression for server mods

  • Enable LZ4 server mod compression on servers with replay version >= 2, to help reduce client load times on servers with large mods
  • Added check to enable LZ4 server mod compression only on new servers that can support compression based on replay version sent in login acceptance message.
  • Currently this also changes replays. Older builds cannot load replays created by newer builds with LZ4 compression of server mods, but newer builds can load older replays
  • Server version and buildid also sent in login acceptance message will be used for custom server checks in future.

System Editor changes
Refactored system_editor UI, system_editor_view and system_editor_planet

  • Fixed issues where CSG would be lost
  • Fixed lost advanced edits due to events not firing
  • Fixed resolution scaling not set causing incorrect air zoom calculation
  • Fixed unnecessary rebuilding when changing planet
  • Fixed metal spots disappearing when finished editing (invalid placement)

Camera, camera_controller, camera_contoller_planet and camera_controller_space changes:

  • Added mouseLocationAsJson
  • Added toLatLng (was planet private)

System_editor_view and system_editor_planet changes:

  • Fixed encodeCSGBrushListJson to encode preview brushes or builder brushes in planet
  • Fixed addMetalSpot to validate metal spot and any mirror when placed
  • Renamed senedSelectedPlanetToUI to selectedPlanetChanged and cleaned up usage in view
  • Renamed sendSystemSpecToUI to systemChanged and cleaned up usage in view
  • Renamed updateUIPlanetMetalSpots to selectedPlanetMetalSpotsChanged and cleaned up usage in view
  • Renamed updateUIPlanetLandingZones to selectedPlanetLandingZonesChanged and cleaned up usage in view
  • Added selectedPlanetCsgChanged to view
  • Moved terrain editing status from view into planet (it’s per planet which fixes lost CSG and unncecessary rebuilds)
  • Moved UI interaction out of planet world into view
  • Moved UI planets ready from planet world to view and renamed to updatePlanetsReady
  • Added arePlanetsReady to planet world
  • Added basic camera lookAt support for planet mode to view (TODO: space camera)
  • Added systemEditor.convertSelectedPlanetToAdvanced for advanced editing in UI to view and planet
  • Added selectedPlanetEditingChanged and selected_planet_editing message for advanced editing in UI to view
  • Added selectedPlanetEditingAsJsonMessage to view
  • Added setLandingZoneSize to planet for advanced editing in UI to view and planet
  • Added camera_movement message for UI to view
  • Added planent_csg updates for UI with selected planet index and current CSG selection for every change when editing terrain to view
  • Added selected_csg message for UI when selectected CSG changes to view
  • Added editing mode and planet status to selected_planet_index message for UI to view
  • Added mouse location to time message for UI (to avoid spamming another UI message) to view
  • Refactored state handling to use new engine messages
  • Added handling to restore editing state when changing planets

System Editor Advanced mode changes

  • Changed advanced edit of no preview placeholder to convert with no csg, metal spots or landing zones
  • Changed advanced edit of terrain preview to convert csg only with no metal spots or landing zones
  • Disabled advanced edit mode changes while planets are building
  • Added landing zone rules editor with camera support to look at landing zone when selected
  • Added landing zone size
  • Added display of delete key bindings when editing metal spots and landing zones
  • Added camera location
  • Added mouse location

System_editor_view / system_editor_planet, csg_brush_preview changes

  • Added resetSystem for loading entire system
  • Added previewSelectedPlanet and updateSelectedPlanet
  • Added releaseCsg and changed grabSelectedCsg to save original position
  • Added cameraLookAt with space camera to focus on sun
  • Added cancel check to release grabbed CSG
  • Added saveUndoPosition and restoreUndoPosition to CSG brush preview
  • Renamed buildAllPlanets to previwAllPlanets
  • Tweaked setLandingZoneSize
  • Tweaked systemChanged and selectedPlanetChanged from first pass
  • Tweaked updatePlanetSpec

Additonal changes

  • Added basic camera support to planet view in system editor via camera_movement handler and
  • Added planet selector with sun zoom to celestial (no more accidentally changing orbits trying to select a planet)
  • Added thrusters required for attack to advanced edit
  • Added clickable CSG command bar showing key bindings when CSG selected (was key bindings help)
  • Added api.terrain_editor.releaseCsg with ESC handling to cancel grabbed CSG and restore original position
  • Added sandbox back into biomes
  • Cleaned up handling of planetCSG, metal_spots and landing_zones conversion to source > brushes, metal_spots, landing_zones
  • Cleaned up initial loading of system
  • Added buildAllPlanets to replace convertAllToTerrainPlanets with checks for existing status to system_editor_view
  • Added resize handling to system editor when editing controls section overflows screen height eg long landing zone lists
  • Added key bindings help when editing csg to system editor
  • Tweaked advanced landing zone size and selected csg updates in system editor
  • Added api.settings.title
  • Added systemEditor.set_flooded_csg and systemEditor.set_no_features_csg
  • Tweaked handling of release CSG
  • Added hasUndoPosition and checks for newly placed CSG with no undo position
  • Fixed message spam when planet or CSG grabbed
  • Fixed csg selection not cleared when ending CSG editing
  • Fixed selected csg not updated when placing new CSG
  • Fixed flooded and weight params not preserved in preview CSG

Bug fixes/improvements
Client_connection changes

  • Changed MAX_RETRIES to 2 ( best handled in UI where we can provide feedback)
  • Fix for change from list to vector in ThreadPool and TaskBatch where mTasks size is 1 (macos crash fix).

Connect_to_game scene

  • Added cancel button visible for non Ladder1v1 games after first failure which cancels immediately if no penidng engine connection
  • Changed DEFAULT_CONNECTION_ATTEMPTS to 5 (now less in engine)
  • Added DEFAULT_CONNECT_DELAY of 2 seconds when connecting to a new local server (reduces chance of first time fail while server is still starting)
  • Added DEFAULT_RETRY_DELAY of 5 seconds
  • Added connection attempts of 15 with retry delay of 10 seconds when loading local saved games (server is non responsive when loading big saved games)

Other fixes

  • Updated to FMOD 4.44.64
  • Attempted fix for AMD green planet bug
  • Fixed missing build bar images for Enderstryke71 and Nefelpitou commanders.
  • Fixed incorrect economy rate when new player joins an empty slot cleared by another player leaving / kicked / spectating (or an AI removed) that was an economy rate not 1.0
  • Fixed long timeouts with many retries when connecting to non existent or stealh blocked servers.
  • Fixed loading of big saved games
  • Added cancel button while connecting to server
  • Fix for planet wide patrol task not getting enough initial patrol points, causing the task to constantly reset itself and cause lag.
  • Patrol task, auto repair task, and anti entity task now filter possible targets faster. This represents a decent perf boost for later game.
  • Fixed bounty claimed by ally voice over playing in group for nuclear missle ready.
  • Removed the ?_? AI name, since it was not displaying properly on at least one platform.
  • Fixed lobbyId typo in start rejoinGame, lobbyId not set in matchmaking, ko db extender breaking systems and player guide not scrollable
  • Fixed rejoinGame not settings mods, etc due to consistent use of lobbId vs lobby_id
  • Fixed lobbyId not saved in matchmaking
  • Fixed broken systems when not initialised correctly with default value of empty array by ko db extender
  • Fixed player guide not scrollable due to incomplete white flash fix
  • Fixed server mods not uploaded during host connect for manually started local server
  • Changed community mods CDN URL
  • Removed the Mutex from swizzletree. Instead mEnumerationCount is a std::atomic.
  • Fix for an uninitialized variable that was preventing users from being able to change the playback rate of replays
  • Removed a couple of very spammy log messages
  • Fix for burnables attempting to write out to the burning curve during the shutdown call when the curve was already updated by the call to incinerate on the same tick.
  • We no longer query the order’s unit’s position for every pass of (is my fellow unit close enough to me). For area patrols with lots of units, this is a huge perf win.
  • Fixed the army patrol target cache to work more like it was initially intended.
  • Added sim performance percentage next to game time in live_game_options_bar.
  • Fix for agent looking at wrong move type value when determining if it should just steer towards its slot position.
  • Fix for formation looking at wrong move type value when determining grid and cushion size.
  • Fix for group moving an agents goal to its slot position when the slot position is not valid.
  • Fixed nav agent logic regarding when to steer towards their group slot position and when to use their own ground path.
  • Fix for a nav agent variable getting modified on when it wasn’t supposed to be.
  • Adjusted the logic controlling what nav search spaces get updated per tick.
  • Minor adjustment to nav to prevent units from remaining stuck due to not having a flow field for an extended amount of time.
  • Adjusted nav group logic so that slots are not treated as ahead of the group when the group is not moving.
  • Added gNoMods to startupJS for better handling of –nomods by community mods.
  • Added cores, memory and nomods to getSetupInfo and UI start scene.
  • More multi-threading protection for the unit type db.
  • Fix for Collision Geometry potentially rebuilding its BVH in one thread while another thread is walking the tree. Would only occur if there were multiple AIs and multi threading was enabled.
  • Fix for uninitialized variable in nav agent.
  • Adjusted AsyncParallelForDriver to split work more evenly over threads.
  • Added getVersion to AudioWrapper, NullAudioWrapper, FmodAudioWrapper with decoding and logging of FMOD version.
  • Added getVersion / getRenderer / getShaderVersion to GLRasterizer, NullRasterizer and Rasterizer
  • Added fmod_version, opengl_version, opengl_renderer and opengl_shader_version in getSetupInfo for UI
  • Moved where feature observables are removed to prevent features from mutating the sim history during the retire entities step.
  • Fix for octree::walk deleting the FindState we are working before we were really done with it.
  • Fix for failing to parse a unit type string if one of the unit types returned an empty spec set. This can happen if a spec string includes one of the Custom unit types, but there are no mods installed that makes use of that unit type.
  • Added defeated status and AI personality to army replay info
  • We are no longer allocating a string eveytime we validate a build order. We do this often enough that this is a decent perf improvement.
  • Added checkboxes for selected CSG pathable, mergable, no features and flooded flags
  • Added display of selected CSG JSON (temporary until full parameter editing is finished)
  • Added clearMergableCsg, setFloodedCsg, clearFloodedCsg, setNoFeaturesCsg and clearNoFeaturesCsg to api.terrain_editor
  • Improved and renamed respondToResize to checkResize with cleaner handling of landing zone and CSG json overflow
  • Fixed uninitialised weight, weightHard and weightScale
  • Fixed revert to standard mode while advanced editing with zero CSG, metal spots and landing zones
  • Fixed remote saved games not showing last saved time and incorrectly sorting to bottom of saved games list
  • Fixed minor scroll overflow in frame for player guide article
  • Fixed –nomods handling using new gNoMods in connect to game, new game and replay loading
  • Fixed never returning for invalid lobbyId
  • Added cancel to join game after waiting 10 seconds

Community Update 94684

Summary of Changes

  • Community Mods in-game mod manager
  • Custom Server support
  • Server improvements
  • New modding capabilities
  • Numerous UI enhancements
  • Tons of bug fixes

Full changelog below.

Community Mods in game mod manager

No external application required. Uninstall your mods in PAMM first and then reinstall them through Community Mods.

  • added community mods in game mod manager to start menu
  • added auto updating of mods
  • added dependency tracking to automatically enable and disable dependency mods
  • replaces PAMM (PA Mod Manager) external application

Custom Server support

No mods required.

  • added game server browser support for hosting, joining and spectating custom server games
  • added game invite support for custom servers
  • added game configuration in new game support for custom servers
  • added reconnect support for custom servers to start menu
  • custom servers now advertise max players and max spectators


Applies to Uber and custom servers:

  • added metalClusters, metalDensity, landing_zones_count, metal_spots_count and planetCSG_count to game beacons and system info
  • added support for 32 colours
  • added support for custom commanders
  • added support for selecting of AI commander
  • added server mod identifiers to game beacons
  • added support for custom servers to advertise max players and max spectators in game config beacons
  • added –max-players and –max-spectators command line options
  • added –server-password command line option
  • added –default-lobby-name command line option
  • added –default-game-type command line option
  • added –replay-timeout command line option to set timeout when replay will be written even if clients still connected
  • added –replay-filename command line option
  • added UTCTIMESTAMP token for –replay-filename to automatically name replays based UTC timestamp
  • added support for lobby chat history
  • added support for lobby custom json messages (will also add to playing)
  • improved support for server mods status
  • added support for server mods in replays and saved games
  • fixed null secondary colour causing server crash when starting game and showing new game commanders cinematic
  • added validation of secondary colour



  • added support for Legion Expansion mod
  • added support for companion mods to reduce the size of large server mods
  • added game info to session, connect_to_game and various scenes:
  • serverType / game_server_type (local|uber|custom)
  • serverSetup / game_server_setup (game|replay|loadsave)
  • gameType / game_type (Galactic War|Ladder1v1|FFA|TeamArmies)
  • gameModIdentifiers / game_mod_identifiers (work in progress)
  • deprecated joinLocalServer / join_local_server in preference to isLocalGame / is_local_game
  • changed isLocalGame to use the same is_local_game session key everywhere
  • changed join_lobby helper to use isLocalGame
  • updated to latest knockoutjs 3.4
  • added save method to storage extenders

New Game

  • added support for model.send_message(‘set_ai_commander’, {id: model.playerId(), commander: commanderSpecString});
  • fixed empty spectators (playersWithoutArmies)
  • added spectatorCount observable
  • added emptySpectatorSlots observable
  • added serverModsState (uploading/downloading/mounting/mounted) string observable
  • added buildVersion string observable
  • added isLocalGame boolean observable
  • added gameModIdentifiers
  • added serverMods observable array
  • added gameCheats observable arary
  • added localChatMessage(name, message)
  • added mods lobby chat message type
  • added registerHoldReady(identifier, info)
  • added unregisterHoldReady(identifier)
  • added registerJsonMessageHandler(identifier, handler, priority)
  • added unregisterJsonMessageHandler(identifier, handler)
  • added sendJsonMessage(object)

Live Game

  • exposed listen_to_spectators in GameOptionModel
  • fixed lobbyId not set

Build Bar

  • improved modability of build bar (wondible)

Icon Atlas / Strategic Icons

  • added engine support for server mods and reloading (Uber)


  • updated to latest strophe (xmpp used by uberbar and PA Chat)


  • added for community mods manager (Uber)
  • added api.file.list for community mods manager (Uber)
  • added for community mods manager (Uber)
  • added api.memory.remount for community mods manager (Uber)
  • added api.mods.getMounted (Uber)
  • deprecated api.mods.getMountedMods (Uber)


  • implemented watcher support for OS X / linux
  • implemented memory mounted shader reloading

5. Polish

Game Server Browser

  • added saving of game server browser filters with reset filters button

Connect To Game

  • added status messages when mounting server mods
  • added busy animation
  • added mounting of server mods when starting game (moved from new game lobby to fix many UI issues)

Galactic War

  • changed default save name to include time

New Game

  • added lobby chat history
  • added planet radius, metal / custom metal, custom landing and custom csg in a tooltip to planets
  • added halleys required and increased size of planet icons
  • added highlights to econ rate when not 1.0
  • moved mounting of server mods when starting game to connect to game

Live Game

  • changed default save name to include time
  • changed global spectator chat default to team chat
  • added spectator label for spectator chat

Live Game Planets

  • added display of metal spots count to tooltip in planets summary
  • reduced size of planets summary tooltip to minimise overlap with preview
  • added metal spots count to planet list with localised metal tooltip
  • reduced height of planets list for large systems with many planets

Live Game Players

  • added right click look at player in PIP
  • added right click track commander in PIP


  • added searching by display name
  • added lobby status to game invites
  • added cancelling of game invites if full or inviter leaves lobby
  • improved reconnect handling

Replay Loading

  • added support for server mods in replays and saved games
  • added downloading server mods status

6. Fixes


  • fixed windows laptops with AMD GPUs to always use discrete (Uber)
  • fixed negative output of dither in HDR compose pass… should fix crash on Intel 5xx GPUs (Uber)


  • fixed windows 10 audio issues with updated FMOD (Uber)


  • fixed display names not updating
  • fixed buy missing content dialog description when a classic player is invited to a titans game
  • fixed a long standing issue where a network / data issue or reloading the uberbar reset the user tag map and killed friends list
  • fixed the ubernet extender to not lose data or use bad data from playfab or local storage
  • fixed the ubernet extender to correctly check previous and not update on refresh
  • fixed long standing issue with large user tag and id to interaction time maps (based on optimise user tag map)
  • fixed a long standing issue where idToJabberPresenceTypeMap and idToJabberPresenceStatusMap were not written to session storage
  • fixed long standing issue where searches of existing friends add duplicates to friends list
  • fixed invites to private games
  • fixed long standing issue where previously accepted game invite fails then later invite from same person teleports you into new game without confirmation

New Game

  • fixed game password lost after refresh, selecting system, settings, etc
  • fixed cannot join empty slot issue where player disconnects without leaving
  • fixed the many issues caused by new game lobby loading without server mods ready and the freezes while server mods are uploading and remounting

Live Game

  • fixed alt-tab back to PA then backspace with chat window open triggering window back then reload or connecting to server

Live Game Players

  • fixed missing look at players for spectators

Game Over

  • fixed server freeze 30 seconds after game over while replay is being written which prevents chat, stats, review, etc

Hotfix 88288

Hotfix update 88288 – 9/23/15

Fix for the infinite load bug.

Hotfix update 88163 – 9/21/15

AI changes:
AI perf improvement to build location updates.
Reduce how often the AI updates planet army data while not training neural networks.
Added some new inputs to the AI neural networks.
-These new inputs represent a more strategic view of the game. This helps the AI take planet wide information into account when deciding where to attack and when to run away.
More work on rally point placement.
Altered the way the AI chooses rally points.
Improved AI threat responses.
AI will utilize boom bot platoons a bit better.

Added starting planet indicators to the system indicator in the new game, server browser, and load system scenes.
Fix for case were the connect to game screen would hang indefinately due to getting a PollWaitTimeMS response. The screen will now only try a fixed number of times, then give up.
Bug fix for case where client crashed while in a lobby. The server lobby now correctly handles the case where clients disconnect without sending a leave message.
The AI landing zone policy widget will now appear when using a multiplanet system that was not created using the advanced system editor.
Steam users can now choose to use a display name that is different than the default Steam display name.
Reformat keybinds in action bar, display them within tooltips for idle fab/factories, ping, pip. Also added ability to access game stats from game menu.
Fix for issue where players could not join a lobby where the creator was spectating and all other slots were empty.
AI perf fix for when the AI has a number of fabbers that cannot find anything to build or assist with.
Visual tweaks to the ai landing preferences control.
Units will no longer move extremely slowly when in from of a group that has reached its goal.
Fix for segHitPathablePos improperly returning a voxel when the check failed.
-This is to fix a specific case in factory build task where the rolloff position would be unitialized, causing units to roll off at odd angles and move on invalid terrain and get stuck.
Quick pass on armory tab that upsells titans. Now shows the following:
– price
– video trailer
– description (pulled from steam)
– min reqs (isn’t set to display relevant platform yet. added work needed.)

Hotfix 87296

Hotfix update 87296 – 9/9/15

AI Changes
Update to the neural network for Classic mode.
Toned down the AI’s nuke happy nature.
The AI should always be expanding its economy.
The AI now has a shutdown path to clean stuff up better.
AI will now create and destroy planet managers as needed.
Adjusted AI commander behavior a bit to keep it from doing nothing.
Improved the way the AI updates planet manager statuses.
Improved the way the AI calculates its main economy planet.
Improved the perf overhead of updating AI base deploy data.
Added some new cheap build conditions to test for platoon build items before we do the more costly canFindPlaceToAttack.
AI perf improvements to finding a place to attack.
AI should be less flippy floppy about what fabbers are assisting.
Improved AI Land and Orbital interplanetary assistance calculations.
Improved the way the AI chooses where to expand.
AI will build a bit more defenses.
AI should no longer attempt to build Halleys or Catalysts if an ally already has one or more of them on the planet.
AI will now use the average max range for keeping targets at range.
-This will help the AI keep as much DPS as possible in range of the target.
Fix for the AI getting stuck not sending out attacks due to the AI’s factory rally point being inside wreckage.
The AI will now disband units into the general squad.
Improved AI stuck detection for air based platoons.
More work on fixing issues preventing the AI from sending attacks.
Minor fixes to AI threat response.
Fix for issue in the AI where the recon gone state was not being handled.
Add an #id to the Uberbar options button.
Revamp panel ordering to ensure consistent ordering even with child panels
-New order, starting from the top-most panel:
–Video Player
Don’t accept input for the game panel until splash is dismissed.
AI influence map perf improvements.
Removed some variables that were no longer needed.
Fix for AI not clearing build items when a factory dies.
Fix for AI crash in land teleport to planet task.
Orbital work:
– Units that are sent as a single order arrive spread out
– If a user made a mod that issued unique move orders across an entire planet it’d work fine and there’d be nothing we could do to stop it
– Distribution isn’t even because createCelestialMoveTask is called before all units are added to the order. But it’s good enough for now.
– orbital_arrival_radius and orbital_arrival_unit_radius are defined in nav.json. They can be tweaked to fudge things around.
Fix for loading classic saved games.
-The saved games browser will now show saved games for both classic and titans, regardless of current mode.
-If you attempt to load a game that doesn’t match your current mode, you will be prompted to switch to that mode.
-The main menu ‘load latest save button’ will not show a save if you would have to switch modes to load it.
Fix for resource leak related to trees and rocks.
Fix for AI commander getting stuck if it was in danger as it teleported.
Fixes for orbital unit damage upgrades in galactic war.
Fix certain characters in your user name causing games to not start.
Fix for PA owners getting error about “commander_step.pfx” failing to load.
Fix for AI crash if the AI receives a killed unit message for a unit assigned to a planet manager that has been destroyed.
Fix the “Architect” achievement requiring the orbital radar unit.
Fixed a bug where time spent as a spectator was not counting towards the relevant Steam achievements.
Fix for the bug on Linux that caused certain menus to become unclickable.
Mesh rendering behavioral change to help track down mesh culling crash.
Fix for units not leaving wreckage upon loading a saved game.
Fix for the default LOD group not getting set for mesh instances that are added during the frame.
Orbital teleports are inactive for a few seconds after entering orbit.
Fix for client mesh instance crash caused by units transitioning between planets.
Added kickstarter backer name to credits list and their planets names to the planet list.
Fix issue where planes that begin a new move order after moving over CSG would do a slow vertical take off rather than move forward.
Fix a crash that could occur on save/load due to uninitialized memory
Fix some bad perf situations on client.
Fix for unnecessary nav overhead on the client.
Added a draw call limit to the virtual texture processing.
– Helps limit the amount of time spent rendering virtual texture pages.
– Also helps reduce the amount of memory allocated to virtual texturing in texture buffers.
More nav perf improvements, mainly in sweep waves.
Fix for uv scrolling behavior on units. Now materials are only updated when the unit is moving.
Fix for AI crash in transport to planet task if a planet gets destroyed during the loading step.
Editing landing zones will also lock in the position of metal spots (that way they will not be repositioned after you finish editing the landing zones).
Added “anti_entity_targets_units” to weapon specs to speed up anti-entity weapons that do not target units.
Refactored auto repair task to speed it up a bit.
Shared armies will no longer self destruct after 10 minutes if one of the players disconnects. The army will only self destruct if all the players in the shared army disconnect.
Added landing zone options to the AI in the lobby.
-If a system allows multi-planet spawns, you can force the AI to spawn on the same planet as a player, or on a planet with no players.
-If the conditions are impossible, the AI will ignore the restrictions.
-The option should only appear if the planet supports multiplanet spawns.
Added restrictions to the bounty mode modifier. Values must be within [0.1, 1.0]

HOTFIX 86765

Hotfix update 86765 – 8/26/15

Fix for crash when loading a save or resuming a game where an entity spawned and died on the same tick.
Galactic War Titan cards will now properly interact with the orbital and air titan, and will not show up in Classic PA
Fix for a crash in closestPointPlane
Fix for a crash caused by units trying to initialize a celestial move task after their planet has been blown up but before the unit has been destroyed.
When launching PA Classic on Steam when you own TITANS, the Quit & Install / Quit & Launch buttons on the popup now initiate the install or launch for you.
Fix for AI crash on shutdown in the interplanetary request system
Fix for a crash in BuildTask
Fix for a crash when loading a save with a unit with a celestial body and no order.
Fix for a crash when SimWeapon is verifying index in one place and not in another
Make main.css rules a little more specific
Fix some cursors on certain Linux drivers
Updated Classic land neural net data.
Sim units no longer kill the server if spawned with an invalid spec id.
Shut down empty load_save servers.
Set +x bit on published Linux files that need it. Fixes the Linux download not working out of the box
Fix default parameters to panel.move.
Fix for boolean inversion in the build task when creating the unit.
Added a ‘no-gpu’ option to the panel api. This allows us to reduce the number of processes and interacting with the gpu. Enabling software-ui has been know to solve certain ui crashes, and this offers a more balanced solution.

Build update 86422

Build update 86422 – Launched 8/18/15

New difficulty ramping system
-Ramps all AIs, including bosses
-Difficulty is added based on distance from starting planet
-Has a modifier for galaxy size
Rebalanced econ modifiers for difficulty levels
Reduce AI on easiest difficulty
Made absurd slightly stronger

AI Changes
Improved AIs start a bit
AI Should respond better to naval threats
AI platoons will not completely lose their task when they encounter enemy forces.
Orbital laser attack task now supports escort squads.
AI now designates a larger area for rally points.
AI will handle its commander better.
If the AI commander is the only fabber on the planet, it will build things, even while heavily damaged.
Allied AIs will be notified when a nuke is intercepted.
AI will no longer build satellites on gas giants.
AI will see unit cannons as more of a threat.
AI will see anti-nukes on another planet as a higher priority target if it has nukes anywhere in the system.
Updated land based neural networks for both Vanilla and Titans.
Fix for AI seeming to ignore pelters as a threat.
AI will try to protect the commander with umbrellas.
Fix for code error in strategic manager.
Get the AI commander to focus on building factories more.
AI can now send orbital units between planets.
Adjusted AI platoon composition.
Fix for AI platoons with small vision and weapon ranges not working quite right.
Updated fighter and bomber neural network data for classic.
Fix for AI units not microing at all.
Fix an issue where the AI would rush unit headlong into a fight for no reason, instead of firing from an appropritate range.
Fix for AI platoons getting stuck against walls due to repeatedly (and unnecessarily) issuing move and attack orders.
Some more adjustments to AI platoon keep at range and micro distance calculations.
Fix for AI land platoons trying to attack things they are not supposed to.

System Editor
Explicit Planets always need a generator because we can’t rely on a default
Added option to toggle off water meshes. Default keybinding is ctrl+w.
Changed default water depth to 100 (from 50)

Balance changes
Make subs a bit faster
Fix torpedos firing at hover units
-Weapon Yaw Range decreased to 90 from 120

Added “memory” storage API, which is like session storage, but asynchronous and without size limits.
– Added a KO extender to store to memory.
– Galactic war now uses memory storage for passing the battle config.
Fixed inconsistencies in the WorldView.fixupBuildLocation API.

Set full opacity to pause background
Tweaked the background for sub menus
Added in UI sound effects
Fix for login button
Fix unit idle effects staying on after unit dies
Set vanilla brush spec biome colors
Make community tabs scalable, work at min rez
Fix for a performance issue when hovering over the planet panel.
– The holodeck show/hide was creating and destroying the render target.
– That’s very, very bad for performance.
– Now it only lets go of the render target when it has to.
You can now place a build preview over an existing build preview, if the specs are the same. This is most relevant for metal extractors.
Fix for community tab list widths showing null message when the leaderboard is empty
Nav work:
– Expand cmesh walls at buildVoxel time based on move type radius
– This is roughly the same thing we do when placing cost stamps for units/structures. But mildly specialized for cmesh walls (which don’t place cost stamps).
– Place cost near edges of unpathability
– This includes not just obvious walls but stuff like shorelines for land units. Hover/Amphibious units correctly receive no cost at shorelines.
– For example a “puddle” on land will be and has always been fully pathable by land units. It’s just a puddle. You can’t built naval on it either because it’s not “deepwater”. However because of spheres there will be voxels that have water surface and only water surface. This voxel should be ignored by the cost layer.
– TLDR: apply cost if ((floodable && !pathable(movetype)) || (!floodable & has_flag(avoid_flags(movetype))”
– Fix for some group behavior issues
– Large units always get their own groups
– Hover and Amph constrain down to Amph.
– Minor cleanup
– mMergeSubGroups persists across frames. It only resets to nullptr sometimes. If it starts as null in Group::mergeSubeGroups then it’s initialized to the first subgroup in the list. If it persists then it’s plausibly later in the list. If that group gets merged into another group that’s determined to be closer then there will be an empty subgroup while iterating. Because empty groups aren’t cleared until after the full iteration
**- Add correct cost stamp data to titan units so they lay down blocking cost for small units.
Adding turn acceleration to all the boats. Fixes our twitchy boats.
Update CSS and icons on uberbar
Fix the Twitch TV wrapper covering up the close button
Fix for Twoboots commander
Fix for crash related to blips
Don’t expect a secondary color for blips in the world hover
Keep single laser tower name on one line
Fix for launching a GW game using a save from the time when commanders were in the old schema.
– There is still some data out there using objects, which results in [Object object].ai on the server.
Overriding build previews with other build previews is now only allowed when combined with a feature requirement.
Added logic which excludes certain defaults systems when selecting a random start system.
Make blips appear properly in the world hover
Unit launcher effects
Layout update for mini-leaderboard tab
Adjusted the formations that units go into while navigating to a position
Unify command bar, special icon atlas, and cursors.
-They now all live in ui/main/shared/img/icons.
Several game_over bug fixes.
Remove Armory refresh button
Adjusting the placement size of a whole bunch of structures in further efforts to reduce the amount of units getting stuck in bases.
Matchmaking: swap original PA background to use titan default
Added more time control hotkeys.
-skip forward 1 sec: –
-skip back 1 sec =
Fix video list to not overlap close button for twitch feed.
Fix an issue where the game over panel would not appear in the gw/tutorial.
Layout adjustments to resource line in build bar hover detail
spacing and type tweaks in build bar hover
Make teleporter a little bit more better
Addded in FIGS translations
Closing Credits and Kickstarter pop-ups when clicking on overlay.
Add a drop shadow to orbital launcher
Don’t require steam linking
Fix for a race condition that sometimes caused the game_over screen not to appear
Remove slow and unnecessary _.cloneDeep call from GW planet loading.
Update TitleDisplayName based on Steam Persona name.
Polish combat alerts
Changed galactic war save/load to push the system data into a separate database.
– Allows save/load of the game to not serialize the system
– Fixes in-game perf problems.
Filter out combats that you are not in
Add in strat icons to the tutorial titan commander
Fix uberbar
Update combat planet icon when celestial info changes
Fix for GW games losing their systems.
Fix for previews ever getting left behind
Jump smoothly to acknowledged combats
Fix to music pause when playing intro again
Handle invalid locales and boot configs
Hide combat alerts when chronocam scrubs
Show army defeated alerts even when we didn’t see who killed them
Enabled save during the game over state
Default the game language to the Steam game language
Improve visual stability of unit alert panel
Position combat alert PIP as close as we can to the alert
Changed the isMisc() test in the unit alerts to be a broader catch-all
– Units losing and gaining power would trigger an alert without a CSS style due to being missed from the old version of this function.
Improve planet tracking robustness
Fix Naval wake FX
Some progress logging in
Added a play tutorial prompt
Icons for new CSG
Restore min-width on unit title in build-bar hover
Adjust ramp edge transition brush
Add layout for draw scenario
Fix logic for draw game over screen
Fix tooltip cropping in econ bar
Naval unit explosion FX work
Fix for rare crash when the AI chooses to fire the unit cannon and one of the units built by the unit cannon was killed that tick.
Mac OS X 10.11 crash fix when prepareOpenGL being opened later than before
Reducing the size of the dynamic light on air unit explosions.
Fix superweapon alert positioning
-A min-height in the wrong class was causing a very strange layout
Fix crash that comes from DynamicObj writing non-fininite data into curves. Crash is derived from an uninitialized Vec3f being written into velocity
Updates to save game icons
Fix fabber ships not having fabber effects
Orbital launcher missile effects
Fix destroyers not having torpedoes
Fix for brake values <= 0 not stopping on a dime like they should
Proper kill credit will be awarded for planet smashes, planet lasers, and destroying a commander in a transport.
Fix issue where anti-nuke missiles spun in place
Nav sweep waves will now obey the nav voxel budget.
Fix for the game over screen not showing up for spectators when the game ends.
Modifications to the tactical missile and missile ship effects
Probable fix for dynamic decal crash on the client.
– Changed the decal IDs & biases to be generated via atomic so multiple threads can’t get the same IDs.
– Moved the threading behavior in ClientDynamicDecal to adding the decals instead of loading the specs. (Should prevent hitching during chronocam & spectator use.)
– Made the CDD add/remove more reliable in corner cases of removal while adds are in flight & etc.
– Changed the PlanetBuilder decal API to consider the decal result to be part of the API. This is implemented by accumulating into temporaries and guarding a swap operation. (Holds the lock for less time, and is generally more robust.)
– When removed, dynamic decals are now cleared.
Minor cleanup of api.content to prevent bogus data.
Fix active content not being updated if your active content is no longer unlocked.
Changing icon for Halley to be of when it’s open so it looks different than the catapult.
Fixed crash on game session exit.
Fix some error spew and missing combat events.
Fix for the end game screen appearing after chrono resume.
Fix issue where galactic war card modification of base specs were not inherited by child specs.
Effects revision of battleship weapons
Fix for error where the back button stops working in the save game browsers.
Fix for bug where the game would be automatically paused when a player entered the settings menu (if all the human players were on the same shared army). it will still automatically pause if only a single human player is in the game.
Disconnecting will no longer pause the game if the disconnected player already been defeated.
Fade in the game over panel
Bumping up the wreckage_health_frac a little bit to make wreckage a little more frequent.
created a new torpedo hit effect and adjusted the torpedo trail
Perf improvment to planet building step.
Tutorial prompt will now only show when using titans
Fix for effects lingering on client puppets if they’re “unPuppeted”.
Unit launcher now properly animates.
Fixed build bar hover lag.
Adding extra spawns for more players on Clutch, Lock and Crag
Fix for control group error spew.
Reduce the amount of nav initialization done on the client.
Add VO cue to ‘Start Annihilation’ button
Galactic war start screen should no longer occasionally end up blank.
Fixed the long pause when starting a new galactic war game.
Fix for tooltip cropping in community bar.
Play VO when we annihilate planets
Play “control group saved” sound when saving control group through ui
Restore pip-follow-alerts functionality
Fix a crash on 404 from Coherent.
Add a “Remember my password” checkbox on launcher
Handle Steam overlay being disabled
crash fix. the sim module call to check unit type did not correctly check for a null handle. if you use chronoresume, you can end up with null handles for commanders that where dead during a previous chronoresume.
state flag/ vision bit bug fixes. chronoresume did not correctly handle rewinding time to a point after a player was defeated. the server js would assume that the vision bits / control bits had not changed since the game started.
fix for some logic errors with the game over display and chronoresume.
added logic to reset various ui panels after chronoresume, so they don’t display stale data (unit alerts/combats, idle fabbers/factories, time alerts).
fixed the army selections widget in the stats panel.
Redirect back to last scene if replay loading fails.
Attempted fix for the damageable QNAN crash.
Make server disconnection/crash in galactic war return to gw_play
Fixed severe performance issues with high input rate mice.
Fix for displaying the draw (no winners) end game screen.
Fix an issue where weapon range rings would not appear for anchors.
Prevent menu music from playing over first playback of intro video.
Added filter mechanism for the time bar.
Teleporters now face the same direction units travel through them when orienting placement.
Fix for invalid reward of 3 vs 1 steam achievement.
Set the default stats display to total unit count instead of build efficiency.
Fix for loading a gw saved battle.
Fix watching replays on leaderboards
Fix a crash with fmod internals
Fix start menu rank title tooltip.
Fix unit cannon VO playing for holkins and missing alert text
Disable language dropdown in-game.
Do not play main menu music on video completion if playing galactic war intro movie
The client will no longer allow resume anywhere before the commander lands or after the game has ended. the resume from here button should grey out where appropriate.
Remove the play backwards button.
Fix for fetch twitch channels.
Add steam.launchContent API.
Make getCameraInfo return the cameraInfo rather than having to pass an empty struct.
Stop showing ‘undefined’ when hovering over a still-loading sun
Use loadSceneMods in main.js.
Fix for AI shutdown crashs due to a lambdas containing things that end up destroyed before the queue gets processed.
Improve feedback when user clicks a command
Added a culling token to prevent corrupt LOD groups from infinitely queuing meshes
-Prints out an error we can search for in case it causes other problems
-Replaces fully transparent pixels with completely black pixels rather than some color with transparency
Clean up of communit tab controls (twitch display number, miniboard rank numbers)
-This should reduce the amount of server capacity dedicated to failed attempts at connecting to load_save servers.
-This should also fix a race condition when the sim becomes ready before the client connects.
Fixed Galactic War not being able to start a battle
Fixed exploit and copy protection

The Asteroid Update: Release build 85138 and Hotfix build 85423


Hotfix Build 85423 – 8/5/15

Fix for Galactic War crash when playing old saves

Asteroids! Now spawning in a system near you!

We’ve been working on these for quite a while and are happy to announce that Asteroids are now available to add to your systems in PA! They have been added in a few of the existing systems (including ranked), so keep your eyes open for the telltale Asteroid belts and enjoy a new way to annihilate planets!

This update also includes a ton of bugfixes, polish items, and AI tweaks for you to play against, as well as new feedback added to make placing buildings much easier!

Take a look at the full notes below, and we hope you all enjoy the new additions to the game!

PA 2015-07-31 15-03-09-82

RELEASE BUILD 85138 – 7/31/15

Asteroids are here!
Players are now able to place Asteroid belts in their systems
The asteroid belt spawns in small asteroids at a predetermined timing that can be set by the system designer
An alert plays when an asteroid appears in the system
New planet crash effect! Planets now explode when they collide with one another
-This means that the player no longer targets a spot on the target planet
-This also means that all commanders on the planet are the first to die and die at the same time
Planets in motion go directly to the target after first going around the sun once
Asteroids have been added to the Roc, Styx, and Medea systems. The Roc system has also been added to the list of Ranked systems

Improved feedback while placing buildings
-Build previews now show the placement bounds as a square light
-The preview will change yellow if placing the building will block a metal spot
-The preview will turn red if building is placed in a spot it cannot be built on

Balance changes:
Reduced AA Missile splash damage
– Commander decreased from 25 to 10
– AA Vehicle (Spinner) decreased from 20 to 10
– Air Defense (Galata) decreased from 20 to 10
– Missile Ship (Stingray) decreased from 25 to 10

AI changes/fixes:
Fix for the AI using the wrong value when making a planet wide patrol order on a gas giant
Fix for crash due to bad data in AI unit map
Fix for AI trying to create an artillery platoon when a Unit Cannon is built
Fix for AI failing to build if the factory it wants to start with cannot be built due to the spec not being available
AI should waste resources less often
Added support for AIs to have multiple personality tags
Fix for a bug where the AI would not build an advanced vehicle fabber on planets with an enemy on it
Fix for a bug where a fabber would not be built right away on a planet where the AI had an orbital fabber
Fix for AI not setting up initial army presences correctly
Improved AI econ handling
Fix for AI fabbers constantly starting and stopping assisting
Fix for bug in planetmanager that could cause the AI to not create a new base for a spawned in unit when it should
Minor AI build condition update
Fix for AI crash during sim shutdown
Minor AI build item change
AI will try to stick to the same enemy as a target unless a significant reason exists to change
Minor AI platoon behavior modifications
Fix for AI orbital radar platoons
Added stuck detection to the diband behavior of AI platoons in an attempt to keep them from getting lost by the AI
AI should do a better job of scouting other planets
Fix for AI crash that can occur when an AI is defeated
Fix for AI micro and keep at range distances
Further improved AI attack from range behavior
AI can use asteroids
AI can now handle combat on smaller planets better
AI will launch asteroids at other asteroids, under certain conditions
AI unit cap no longer affects Nukes and Anti-Nukes
Fix for an issue where the AI would not fire nukes in mutli-planet games
Fix for an issue where the AI would send an orbital radar to another planet and it sits there doing nothing
More fixes to the AI platoon distance calculation
Fix for the bug where the AI sometimes would build Nukes/Anti-Nukes and then not have them ever build anything
Minor AI econ balance change
Fix for AI personality_tags having no effect
AI should expand to other planets a bit faster
AI will build more ion cannons
Fix for crash in AI if a transport died immediately after unloading a unit
AI can build Ion Cannons with advanced fabbers
Improved the AI’s orbital game a bit
AI perf improvements
AI will let its metal storage fill up a bit more before using the wasting metal build items
AI will be a little more precise when building recon satellites for other planets

Modding support:
Puppet support
-Allows rendering purely client-side models, effects, and decals in-game
-See worldview.js for API information
-Note: Does not integrate with chronocam due to being client-side
Add JS API for accessing unit state
-Army unit list is available via api.getWorldView(0).getArmyUnits(army, planet)
-Unit State is available via api.getWorldView(0).getUnitState([unit, unit, unit])
Added a modding API for controlling server-side camera culling
Added support for specifying the world view to the time API
Added generic, world-space unit order JS API
Holodeck raycast JS API
-Allows casting rays (optionally multiple per call) in holodeck screen space against terrain, units, and features.
Added the order & build queues to api.WorldView.getUnitState output
Fix the documentation of the world-space order schema
Added WorldView.fixupBuildLocations
-Performs a build placement test, including snapping & etc as appropriate
-Fixes the units list in various WorldView.sendOrder commands
Changed the schema of holodeck raycast call results to include the currently focused planet
Added Holodeck.focusedPlanet() function call, which returns the currently focused planet
In WorldView.sendOrder, removed the requirement on location for non-location commands
Added valid stance value documentation for the WorldView.sendOrder

Bug fixes/polish:
Fix for AMD/ATI brightness bug
-Trades brightness for banding
-Use –gl-force-mrt-srgb-capable on the command line to turn this behavior back off
-It is still uncertain whether this is a driver bug or a pipeline configuration bug. It appears that there is some state that leads to improper blending occurring while filling the diffuse colors in the g-buffer.
+Sing audio! Give it a try and see what it does
Fix for loading a save where an entity was created and retired on the same tick
Fix for area patrol lag
Improved the exiting of teleporters
Speed up of distributing points on a planet for planet wide patrols for Air/Orbital units
Units without auto weapon tasks will no longer keep a list of nearby targets
Fix for crash if a projectile dies with a unit attached, and the unit triggers a death weapon
Adjusted the tick rate of the auto repair task
Fix for badge resizing and not wrapping in armory
Hovering over wreckage will no longer allow the use command to be the default right-click command
Issuing a terminating order to a unit (which is most orders) will remove all non-terminating orders (Patrol and Assist) from the unit’s order queue
Various GW galaxy visual tweaks
-Adjust the position of outlining stars to keep them inside the galaxy graphic
-Changed the starting zoom level to center on the galaxy and fit it too the view, instead of zooming in on the local cluster around the player. This ensures that you can see the galaxy when you first start, and ensures that the commander is in view.
From the GW, you can now quit to the main menu or the GW map. You can no longer quit to desktop from the live game menu.
Fix for GW Enemy Commander limit
Auto maneuver task will now check the return value of moveTo
Fix for broken chronocam layout at min resolution caused by new ‘play from here’ button
Ensure that advanced editor is always displayed when applicable
Remove slider calls that were throwing exceptions
Fix for weird placement behavior when you attempt to drag build over invalid terrain
Show information about gameplay being unavailable even if you open & dismiss settings page
Game name & password changes in the lobby take effect almost instantly
Fix all GW replays to be viewable again and allow you to view them again
We now have a button that will show the typed password in the lobby. (i.e. it’ll show “hunter2” rather than “*******”.)
Show an informational dialog for machines that do not meet the required specs to play on a local server
Prevent units from being able to get stuck in celestial when a planet gets moved to a normally invalid location
Fixes for a server lock when a player would issue a patrol order on a different planet than a unit was on
Preventing system save while latest state cannot yet be synchronized with UI
Fix to units getting shot by an Umbrella and not being able to see the projectile
Paused game ui shows a small display for user invoked pause, full width pause when invoked by game (resume after save, etc.)
Pop up a dialog if you crashed due to driver issues
Fix for credits galaxy
Fix for issue where enemy commanders were not being added to the GW map
Added commander footstep sounds
Fixed issue that was causing YouTube/twitch links to not work on Mac
UI Scaling
-Option exists in settings as “GUI Size”
-Players have a slider that allows them to adjust the size of the UI to their liking
Fixed the shader error on mac which was leading to crashes on asteroid systems
Update buttons for offline unavailable, offline disabled, and graphics crash, as well as fix close window button on dialog
Fix for failing to land on asteroids in the low spots
Fix for possibly losing a command if the command is given during freeze time
Potential celestial targets are marked with red circles instead of blue/green circles
Added new music cue which is triggered when targeting an asteroid or the annihilaser
Removed some error log spamming related to Asteroid brushes not existing and particle lifetime being too long
Fix for missing asteroid shadow shader warning
Fix for asteroids showing as grey sometimes. (Default biome color was set to moon grey, now asteroid colored.)
Fix metal planet sound happening on planet smash
Fix for larger asteroid belt chunks not rendering normal maps
Fixed planet smashes playing the sound effect twice in certain situations
Fixed gas giants and far away planets from getting odd clipped edges on their lighting
Fix for “him or me” Steam achievement. Also fixes a bug where the wrong planet selection index was being used.
Fix for a possible divide by zero in physics
Minor physics perf improvement
Fix for overlapping controls (add slot, tag, and privacy controls) in minimum resolution
Fix for particle emitters with the same shader and texture but different facings sometimes not respecting the facing setting
Fix the autoscroll handler
Fix for game stats and pause screens constantly updating in the background
-Significantly improves UI responsiveness
Show that a game is sandbox in server browser
Fix the start screen music not playing
Fix for beam particles sometimes not rendering
Coherent crashes that would leave the UI in a non-responsive state now refresh the crashing panel
-Includes a 30-second cooldown to avoid infinite refreshes.
-The exception dialog will still show up, if one would be triggered.
Teleporter (A) now sends a new “Linked” UnitEvent which is processed through the watch list and handled by audio.js
Saving the game is no longer enabled during landing & game over states
Disabled the “play from here” button when it would end up before commanders have landed
Fix the sliders in the system editor
Fix for a bug where the metal planet’s radius could be set lower than the minimum
Fix for the colors in the color picker to flow out of the UI space
Fix for an issue where a twin CSG could get left behind in the system editor and the user could not delete it
Fix for a server crash when rewinding the game and then saving
Restore the display of Kickstarter backer names in the Armory
Fix for GW battles with multiple commanders after save/load/resume
Fix for a crash that occurred on some machines when you open chronocam
Fix for an issue where the last GW save would not appear in the continue last game spot when you complete a battle and return to main menu
Remove console log spam
Interplanetary transport notifications including visible enemy commanders
Removed a redundant biomes list
If the UI is hidden when the game ends, it will be shown. The UI can be hidden again once the panel is closed (by entering review mode)
Fix for GW systems not spawning the correct type of systems on harder difficulties
Fix preferred commander tile state in Armory
Ensure that correct commander image is loaded on the Start page
Fix for a bug where nukes couldn’t fire after targeting a gas giant
Fix for the Revenants minions so they work like everyone else
Fix for an issue where ranked matchmaking was not matching people properly
Fix for an issue where players could not pick their commanders in ranked matches
Fix for an issue where Mac users would not get build orders on their factory when choosing specific factions
Fix for client crash when hovering over a celestial unit while another unit is selected