The Balance and Community Servers Update 108271 is now live!

Balance changes:
Zeus

  • Reduced Zeus effective rate of fire to 0.5 from 0.67
  • Increased Zeus ammo per shot and capacity to 10,000 from 9,000
  • Decreased Zeus ammo demand to 5,000 from 6,000

Leveller

  • Increased Leveler build cost to 800 from 600
  • Decreased Leveler turn rate to 50 from 60

Gil-E

  • Increased Titans Gil-E range from 180 to 220 for Titans (same range as Classic PA)

Titans vs Classic PA

  • Titans Leveler ammo velocity is slower (140 vs 150)
  • Titans Gil-E health is lower (150 vs 200)
  • Titans Gil-E build cost is lower (800 vs 1200)
  • Titans Gil-E weapon can also target WL_Air

Polish/fixes

  • 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
  • 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: https://forums.uberent.com/threads/new-pov-camera-mode-testing.72119/

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

Fixes

  • 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 for.ai 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

Modding

  • 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: Titans Update 99377

Update:

Hello fans!

We wish to inform you that, as of today 27th of March, you will no longer be able to make purchases through the Uberlauncher version of PA and Titans. This change comes about due to our payment service provider changing their terms, which means we will no longer be working with them. This does not affect your ability to play the game, nor will it remove any purchases you have already made.

This does not affect any users that are using the Steam version of PA and Titans, as those go through the Steam backend. If you still wish to purchase commanders or an upgrade to Titans and need a Steam key, please contact support@uberent.com and we will assist you in converting your key to Steam.

 

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 api.camera.lookAt
  • 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

  • Added CONNECT_TIMEOUT of 5 seconds and STATE_INITIALIZED
  • Added RECONENCT_DELAY of 0.5 seconds and STATE_RECONNECTING
  • 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 api.net.joinGame 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

Servers

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

Modding

General

  • 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)

Uberbar

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

APIs

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

Engine

  • 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

Uberbar

  • 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

GPU

  • 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)

Audio

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

Uberbar

  • 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

TITANS HOTFIX 88288 – 9/23/15

Bugfix/polish:
Fix for the infinite load bug.

TITANS HOTFIX 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.

Bugfix/polish:
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.)
Adjusted the bounty mode economy modifier limits. The new limit is from 0.01 to 10.00
Removed the Artillery unit type from the Tesla bot.

HOTFIX 88163

TITANS Hotfix 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.

Bugfix/polish:
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.)
Adjusted the bounty mode economy modifier limits. The new limit is from 0.01 to 10.00
Removed the Artillery unit type from the Tesla bot.

Hotfix 87296

TITANS HOTFIX 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, Catalysts, or Ragnaroks 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.
Added an AI placement buffer value to the Ragnarok.
AI will no longer build the Ragnarok or the land/air titans on asteroids.
Added threat checks for the Orbital and Structure titan build items.

Bugfix/polish
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:
–Main
–Video Player
–Uberbar
–Game
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.
-Titans saved games will be marked with an indicator.
-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]
Fix for AI checking Support Commander affordability against the advanced bot fabber.
Orbital Teleporter work:
– Update orbital teleporter to use new inCircle function that evenly distributes points across area

Hotfix 86765

TITANS HOTFIX 86765 – 8/26/15

Bugfix/polish:
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.
Titans should no longer teleport
Titans land neural net update
Titans air neural net update
Never automatically set particle data format as PositionWithAlpha. The format is almost never used, and when it is it’s usually by mistake and causes something to break.
Events for enemy units will no longer be treated as your events. This bug was most noticeable with the idle fabber/factory widget
Solar Drone (Icarus)
-Underwater Vision decreased to 50 from 500
Nuke Tank (Manhattan)
-Armor Damage Orbital increased to 0.33 from 0.0
-Armor Damage Commander set to 0.33
Drone Carrier (Typhoon)
-Ammo Demand decreased to 15 from 30
Missile Drone (Squall)
-Metal Cost increased to 90 from 30 (Only will affect repair speed)
-Health Regen decreased to -3 from -1
-Acceleration decreased to 80 from 90
-Move Speed decreased to 80 from 90
-Turn Speed decreased to 240 from 270

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