PA FEATURE THUMB

Unit Cannon update is live!

Unit Cannon

Unit Cannon update is locked, loaded & live!

Our new update is live! Starting today you can push entirely new invasion strategies against your foes with the Unit Cannon! This powerful unit will allow you to launch up to 12 units at a time anywhere across the galaxy, pushing the ability to break defensive setups or set up forward offensive bases!

We have also put in a lot of changes for our newer players, including a player guide to teach the basics of gameplay. This is accessible through the “Player Guide” on the Main Menu, or in game by hitting F1 or escape and selecting it. You will also see updated information and top ranked replays on the brand new main menu to help get you up to speed and competing for the top spots on the leaderboard!

For you system designers out there, we have added CSG palette to make placing CSG from any biome much easier than before. This gives you the tools to more easily make the amazing planets we have seen our players create.

Other changes you will see are the addition of customizable secondary colors to allow people to make their army feel more like their own, a lot of balance changes (see the list below), major adjustments to our ranked planet Berg, as well as the addition of 3 new ranked planets to the rotation, and bug fixes across the board!

We hope you enjoy the new changes as much as we do, and feel free to join the discussions on the Uber Forum!

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If you would like more detailed change report, take a look at the extensive list below

Updated hotfix notes:

Hotfix Build 76514 

[Balance]

  • Anti-Nuke Launcher rate of fire increased from .25 to 1.5

[General]

  • Radar now has effects that enable/disable based on energy consumption
  • Edits to new player guide
  • Added Kickstarter name to Potbelly79 Commander
  • New backgrounds on loading screens

[Bug Fix]

  • Select all land units will now select boom bots and spinners
  • Sim side turret fix
  • Unit Cannon will no longer pass on orders to fired units
  • Server crash fix
  • Nav crash fix
  • Units can no longer fire from Transport
  • Units can no longer fire from Unit Cannon pod
  • Units and Nukes should no longer get stuck orbiting a planet
  • Newest version of Forge now in the ranked map pool
  • Unit should now start in correct spot when fired from Unit Cannon
  • Fix for AI dogpiling each other trying to move to middle of platoon over and over

Release Build 76456

[Balance]

[Unit Cannon and Umbrella Balance]

  • Unit Cannon
    • Metal Cost: 14,400
    • Health: 3,000
    • Buildable Units: Ant, Spinner, Dox, Grenadier, Combat Fabber, Slammer, Adv. Combat Fabber, t1 and t2 bot and vehicle fabbers
    • Metal Build Rate: 120
    • Energy Draw Rate: 4,050
    • Maximum Pod Capacity: 12
    • Rate of Fire: 3.0
    • Drop Pod Initial and Max Velocity: 150.0
    • Drop Pod System Velocity Multiplier: 20.0
    • Gravwell Velocity Multiplier: 10.0
    • Factory Cooldown: 3.0
  • Ion Cannon (Umbrella)
    • Added anti-entity weapon to intercept Unit Cannon drop pods
    • Anti-Pod Rate of Fire: 2.0
    • Anti-Pod Range: 180

[Naval Balance]

  • Naval Factory
    • Build Cooldown decreased to 3.5 from 8
    • Size decreased by 25%
  • Advanced Naval Factory
    • Build Cooldown decreased to 6 from 20
    • Size decreased by 25%
  • Destroyer (Orca)
    • Move Speed increased to 9 from 6
    • Acceleration decreased to 30 from 60
    • Brake increased to 90 from 60
    • Health increased to 1500 from 1000
    • Shell damage increased to 50 from 40
    • Torpedo velocity decreased to 50 from 60
    • Torpedo Splash Radius set to 10
    • Torpedo Full Damage Splash Radius set to 1
    • Size decreased by 25%
  • Gunboat (Piranha) — Previously Sea Scout
    • Role name changed to Gunboat from Scout
    • Name changed to Piranha from Sunfish
    • Metal cost decreased to 150 from 300
    • Health increased to 175 from 100
    • Acceleration decreased to 50 from 200
    • Brake decreased to 150 from 200
    • Move Speed decreased to 15 from 20
    • Sight Radius increased to 150 from 100
    • Damage increased to 20 from 15
    • Ammo Initial and Max Velocity increased to 130 from 80
    • Range increased to 130 from 90
  • Frigate (Narwhal)
    • Move Speed increased to 9 from 7
    • Acceleration decreased to 30 from 70
    • Brake increased to 90 from 70
    • Shell Rate of Fire decreased to 1.25 from 2
    • Shell effects changed to match the destroyer shells.
    • Missile Rate of Fire increased to 3.0 from 1.5
    • Missile Range increased to 150 from 100
    • Missile Ammo turn rate increased to 720 from 360
    • Missile Ammo lifetime increased to 3.0 from 1.0
    • Enabled spread_fire on missiles
    • Size decreased by 25%
  • Battleship (Leviathan)
    • Move Speed increased to 8 from 6
    • Acceleration decreased to 30 from 60
    • Brake increased to 80 from 60
    • Health increased to 6000 from 4000
    • Rate of Fire increased to 0.2 from 0.1
    • Size decreased by 25%
  • Missile Ship (Stingray)
    • Move Speed increased to 8 from 6
    • Acceleration decreased to 30 from 60
    • Brake increased to 80 from 60
    • Size decreased by 25%

[Defense Cost Balance]

  • Single Barrel Laser Tower:
    • Health decreased to 500 from 750
    • Metal Cost decreased to 225 from 300
  • Laser Tower
    • Metal Cost decreased to 350 from 450
  • Flak Cannon
    • Metal Cost decreased to 900 from 1600
    • Health increased to 2000 from 1000
  • Torpedo Launcher
    • Metal Cost decreased to 400 from 600
    • Splash Radius set to 10
    • Full Damage Splash Radius set to 1
  • Advanced Torpedo Launcher
    • Metal Cost decreased to 1000 from 1800
    • Splash Radius set to 10
    • Full Damage Splash Radius set to 1

[Artillery Cost Balance]

  • Pelter:
    • Health increased to 500 from 450
    • Metal Cost decreased to 900 from 1500
  • Holkins:
    • Ammo Capacity and Ammo Per Shot reduced to 37,500 from 400,000
    • Ammo Demand reduced to 2,500 from 20,000

[Air and Anti-Air Balance]

  • Spinner
    • Ammo turn rate increased to 720 from 360
    • Ammo lifetime increased to 3.0 from 1.0
  • Bomber:
    • Turn rate increased to 110 from 75
  • All ground based AA will now prioritize bombers and gunships

[Miscellaneous Balance]

  • Dox
    • Acceleration decreased to 50 from 200
    • Deceleration decreased to 50 from 200

 

[UI] Newly redesigned Main Menu

[UI] New backgrounds on some loading screens

[UI] Nukes now have orbital trajectory lines

[UI] New Player guide added

  • Accessed from main menu or using F1 key or escape in game.

[UI] Secondary colors are now selectable

 

[System Editor] Using the advanced controls now requires explicit activation with a dialog prompt.

[System Editor] You can no longer alter the blueprint for a custom planet. The controls are hidden if changing the blueprint could cause malformed planets.

  • The planet terrain must be as you want it before going into advanced edit for metal/start/csg edits as there will be no going back once you enter advanced edits.

[System Editor] You can no longer operate in multiple edit modes. Activating one mode will disable the other modes, and may wait for the mode to finish cleaning up. This should prevent certain cases of data loss.

[System Editor] The system editor will no longer forget to save custom csg/metal spots if you load a system and then save it without ever previewing the planet.

[System Editor] The system editor will indicate how much custom data is currently stored for a planet.

[System Editor] CSG palette now in place

[System Editor] CSG brushes now show up on cursor when selected

[System Editor] Custom start spots now available in System Editor

 

[General] Naval sound pass

[General] Added Cosmic Edition names to credits

[General] Gunboat (previously Scout Boat) has a new model

 

[Bug Fixes] Fixed “My Replays” view to now show your replays

[Bug Fixes] Holding down backspace will no longer exit to main menu

[Bug Fixes] AI and Subcommanders should now be working again

[Bug Fixes] Fix system editor issue: Load planet bug

[Bug Fixes] Crash fixes for server

[Bug Fixes] Fix for AI getting stuck due to a desire to go a particular factory first, but being unable to do so due to unit restrictions being placed on it.

  • Example being a sub commander in Galactic War that has a high desire for vehicles, but being unable to build a basic vehicle factory.

[Bug Fixes] Torpedos should now only fire while the commander is on the seafloor layer.

[Bug Fixes] Fixed crash for out of game match notifications on Linux

[Bug Fixes] Fixed disconnected icon in game

[Bug Fixes] Fix for Bombers being able to sit above targets and bomb

[Bug Fixes] Fixed Bombers clearing their focus target when attack order is cancelled

[Bug Fixes] Fix for units not being at max health when a fabber with high build rate assist

PA FEATURE THUMB

Upcoming Update: New player experience and a bit more…

Hey all,

We’ve wrapped up the Fall sale over on Steam, and heading toward one of the biggest sales of the year on the Winter Steam Sale. During these two sales, we are getting quite a few new players in the game. With this in mind, we will be spending December concentrating on the new player experience!

This will be a first pass at updating tutorials and general menu flow to make it more intuitive for new players to get into the game as well as make it easier to get info from Uber to players.

What does this mean for you as a current player you ask? Well we’ll do a pass on overall bug fixes and polish throughout, as well as more balance tweaks! We have been listening and taken a look at overall map size for ranked maps. We like the response the current 3 have received, but are looking at some larger maps for the next round and will be adding 2 more Ranked 1v1 maps to the pool. We’ll look at adjustments based on feedback on the 3 current maps, as well as other smaller changes to help help push the metagame to a better level. Based on player requests, we’ll be re-adding the ability to select secondary color and custom landing spots. Oh and then there’s this little thing we’ve been working on…

[​IMG]

:O

We will get more information when we have a better idea on release date for the Unit Cannon, but it should be hitting PTE soon for balance testing.

We’re planning on getting the main update out by December 18th, though Unit Cannon may take a bit longer depending on balance tweaks needed (please keep in mind that we are Pacific Time Zone, so those in the rest of the world, may be getting this late in the night or on the 19th your time).

As usual, I will post more details to keep you updated as we move toward the 18th, and feel free to join in the discussion on the Uber forums!

PA FEATURE THUMB

1v1 Competitive update is live!

[​IMG]

Build 75539 is live!

Leaderboards are live! Starting now you can see where you stack against the world. Work your way up, and take the number 1 Uber spot!

We’re happy to announce the release of the full 1v1 Competitive Update! We started working toward this with our 1v1 ranked games and matchmaking in our last update, and have moved it to the full experience by including the Leaderboards allowing you to see the top of each rank and where you land in the world of rankings, as well as bringing in 3 new symmetrical 1v1 maps custom made for our ranked play!

With this in mind, we have also reset the rankings to start the Leaderboards fresh. You’ll need to play your 5 provisional games to get your new rank.

Our System Designer now has the ability to make symmetrical planets, do CSG editing, and add custom metal placement for all you modders and planet creators out there! This is the first steps on this, and we plan on expanding the functionality of the designer even further in the future!

There’s been a ton of changes, tweaks, and bugfixes in this one, so keep reading for a more detailed list, and if you would like to discuss the update, head on over to the forums!

[General] You are now able to chat after games, even in chronocam mode
[General] Added in backer names on more commanders in the Armory
[General] More backer names are now in for planets and Galactic War credits
[General] Nukes now have a specific effect if they happen in space
[General] Jigs have a new custom explosion effect

[Balance] Jigs now explode in a nuke sized explosion (drag select will space these to be safe, but you can hand place them closer if you feel lucky)
[Balance] Change to Dox vision from 150 to 100
[Balance] Commander torpedoes rate of fire reduced from 2.0 per second to 1.0 per second
[Balance] Commander torpedoes range reduced from 200 to 160
[Balance] Dox will now correctly fire on factories
[Balance] Nuke damage will now expand out to match the effect

[Ranked] Leaderboards are now online (found under Multiplayer off the main menu)
[Ranked] Players can watch the last replay of the top 10 of each rank in the Leaderboards
[Ranked] 3 new custom made 1v1 planets for Ranked play, to replace the old pool
[Ranked] You can no longer pause in ranked games
[Ranked] Disconnecting in a ranked game now pauses it and gives the disconnected player 180 seconds to reconnect before they forfeit
[Ranked] A player has 30 seconds to show up for a ranked lobby before the game is abandoned
[Ranked] A player disconnecting from a ranked lobby now immediately abandons the game (and applies a penalty to the abandoning player, like before)
[Ranked] Players are now notified when they have a match and are tabbed away (flashing icon and sound)
[Ranked] A new and louder sound now plays when you find a match.

[System Designer] We’ve implemented symmetrical planet creation
[System Designer] You can now edit CSGs (move, add, delete, copy, paste, rotate, raise, and lower them)
[System Designer] You can now place or remove metal spots
[System Designer] All System Editor hotkeys can be found under settings and changed if you like
[System Designer] Orbiting bodies are not allowed to be more massive than what they are orbiting (As a placeholder fix, the system designer will move the orbiting planet to orbit the sun if you increase mass higher than the planet it orbits)
[System Designer] Water flows into custom CSG

[UI] Lots of small changes to bring more continuity through the UI
[UI] When first entering game, we have a bar added to give new players an idea of the initial controls
[UI] Top 3 players from the Leaderboard are listed on main menu along with their last replay
[UI] The message telling you that your opponent abandoned the ranked lobby will no longer disappear after 5 seconds.

[AI] Now uses Gas Giants
[AI] Neural net tweaks
[AI] Will now build Annihilaser
[AI] Better handling of platoons
[AI] All known issues of AI getting stuck now fixed
[AI] Added a large set of new AI names
[AI] Now better performance in the late game due to smarter pathing choices

[Bug fixes] Changing economy after everyone has clicked ready will unready everyone
[Bug fixes] Your rank changes will now immediately update after a match
[Bug fixes] Replaced the messed up “5” in the font
[Bug fixes] Landing zone low resolution circles now removed
[Bug fixes] Straight line graphics bug when you look up through atmosphere into space is now fixed
[Bug fixes] Linux should now correctly load all translated locales
[Bug fixes] You should now be able to see the quit confirmation even if the game is paused
[Bug fixes] Nukes and commander explosion damage should now better match the visual effect
[Bug fixes] Fixed some of the instances of jerky movement
[Bug fixes] Orbital Fabbers will now correctly build on planets other than their current planet
[Bug fixes] Fixed detection that the planet you are orbiting was destroyed while attempting to move somewhere else
[Bug fixes] Commander AA now prioritizes air correctly
[Bug fixes] You should no longer be incorrectly prompted to reconnect to an old game
[Bug fixes] Attempting to requeue after playing matchmaking should no longer prompt you to reconnect to the game you just played
[Bug fixes] Connecting to a matchmaking game should be more reliable

[Armory] New Commander: Berlinetta
[Armory] New Commander: Banditks

PA FEATURE THUMB

Offline Play Is Coming This October 9

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Online? Offline? However you want to play Planetary Annihilation, it’s your choice. Starting this week, you can take your battles completely offline.

We’re happy to announce the release of the offline server. Coming in an update this Thursday (October 9), offline server allows you to take over the galaxy in Galactic War without connecting to the Internet. You can also battle against your frenemies or the AI over a LAN.

DRM free offline play has always been an important feature of the Planetary Annihilation experience. Down the road, we’ll be adding the ability to run your own online servers as well.

As we’ve said in the past, launch is simply another phase of development and the beginning of another adventure. Look forward to another update on an exciting in-development feature in the near future.

PA FEATURE THUMB

A Note To Planetary Annihilation Fans About Human Resources

tl;dr: today, we announced a new Kickstarter for a strategy game. Plans for Planetary Annihilation’s development will be unaffected. Human Resources’ team is a separate team.

Today, we busted out a new Kickstarter for a new strategy game called Human Resources. Built on the same engine that you helped us create for Planetary Annihilation, Human Resources expands on the scale and destruction you’ve come to love in exciting and different ways. We realize that some of you might take this news as concerning, so we wanted to come out and say this: work on Planetary Annihilation will not stop if Human Resources funds; both games will have a team dedicated to these separate projects.

In other words, things will stay the same. A Planetary Annihilation team will continue its amazing work on the game, and you’ll keep receiving new updates with new features, fixes, and mechanics. Meanwhile, a separate team will roll into pre-production on Human Resources.

What’s pre-production? It’s the first phase of game development. It’s the time where we sandbox and define features, game mechanics, and systems. Then, we begin to build any new technology that we need to support it. We’ll sketch out how we can accomplish our goals and when. It’s a pretty exciting phase where we create new worlds and possibilities.

Games are evolving. You don’t just “finish” them anymore. We see them as services, as active things that grow over a length of time. Planetary Annihilation’s vision has been achieved or else we wouldn’t have launched it, but that was just one journey. We embarked on a more adventurous one the second we updated it to 1.0.

This is a very, very exciting time for us. Words suck at expressing how much we love all you guys for your incredible passion and support. Planetary Annihilation wouldn’t exist without you — and we plan to keep it going. If you’d like to check out Human Resources and become one of humanity’s new overlords, please do so. We’d love your support.

Prepare to have your eyes melted.

Thanks,

Uber Entertainment <3

PS: Sorry for the eye melting.

PPS: But it was worth, right?

PA FEATURE THUMB

New Planetary Annihilation Update Released

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Starting now, Planetary Annihilation will allow you to flash some fancy cheevos and trading cards if you exhibit the intensity and ability to earn them. Welcome to our latest update, the Steam Community Update, which adds new ways to impress your friends with your digital feats of strength, cunning, and obliteration.

That’s right: Planetary Annihilation supports Steam trading cards, badges, and achievements. To check out the latter just visit the “achievements” tab in Steam. There are 19 total that can be unlocked by playing single-player or with your frenemies in multiplayer. Trading cards and badges can be unlocked by simply playing.

Go ahead — give a couple a shot. We’ll be watching, waiting to see who can grab them all.

PA FEATURE THUMB

Planetary Annihilation Has Officially Launched

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Planetary Annihilation has officially released across PC, Mac, and Linux. You can now download the full game on Steam, Humble Bundle, Origin, or through the Uber launcher.

For those of you who already have Planetary Annihilation, getting the gold version of the game is as easy as updating.

We think you’ll love the new features. Our single-player component, Galactic War, has seen notable enhancements, including bigger map sizes. Resource-rich gas giants have been added as well, giving you more reasons to race to the stars quicker than ever before. If total obliteration is more your speed, the game-ending celestial weapon of doom, the Annihilaser, does the job nicely.

Years ago, we started making our take on a next-generation RTS with massive scale and incredible tools. Without your generous help and support throughout development, this game wouldn’t have been possible.

The entire Uber Entertainment team thanks you. <3

PA FEATURE THUMB

Planetary Annihilation Launches On September 5

Today, we’re proud to announce that Planetary Annihilation will officially release on September 5.

The launch edition of the game includes a number of upgrades, including enhancements to both single-player and multiplayer. It will also include two new features: resource-rich gas giants and the “Annihilaser,” a celestial laser of doom that obliterates planets with each tremendous blast.

As a thank you to our generous backers and early access supporters, we’re giving you all access to these features shortly via a game update.

Additionally, the release build of Planetary Annihilation will be available on the show floor at PAX this August 29 through September 3.

Thank you again for all your support throughout development. We’re thrilled to deliver on our vision for an RTS with massive scale and even more massive battles, easy-to-use tools, and incredible moments. We can’t wait to show you what’s next.

PA FEATURE THUMB

Uber Entertainment at PAX Prime!

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Buckle up: Uber Entertainment is heading PAX Prime 2014 on August 29-September 1 — and its taking Planetary Annihilation with it.

This year, we’ll be in BOOTH #3209 and showing off something we think you’ll love: the launch (or “gold”) edition of Planetary Annihilation. The launch edition has never-before-seen features like gas giants, a new celestial annihilation option (!), and numerous game enhancements on top of experience upgrades.

Throughout the event, we’ll be casting competitive matches of the launch edition with pro broadcasters and members of our dev team. A full schedule will be available at the show.

We’d love to see you this year! Come check out Planetary Annihilation — and watch some awesome matches.

PA FEATURE THUMB

Uber Weekly Update – August 13, 2015

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Years ago, we opened our studio and embarked on a journey.

With some help from our fans and friends we started making Planetary Annihilation. It began with a foundation. Only the sturdiest and most durable materials would do. This project was a dream come true, and it needed the perfect engine, a capable and strong engine created by talented developers, to power it.

Later, we expanded upwards with a robust unit roster, celestial annihilation, massive battles, strategically interesting play and more. We insulated our walls with easy-to-use interface elements and satisfying explosions.

Now, we’re decorating. We’re finishing the “thousands of little things,” as our VP of biz dev Adam likes to say, in order to deliver the best experience at launch.

We’ve talked quite a bit about what we’re doing at the moment. We’re squashing bugs, solving issues, and tightening up all the bolts. We’re evaluating flows, finding new ways to improve performance, designing new annihilation options, adjusting how units path through the world, and so on and so on.

At the moment we’re writing this, we’re creating unique assets for the Mac installer. We’re making adjustments to balance, as we watch people play and hear feedback. We’re making gas giants brighter, enhancing mod support, and continuing our work on offline play. There’s a lot of motion, a lot of polishing happening right now as we speak.

Thanks for joining us on this ride and supporting the game. We can’t wait to show you what we’ve been working on — and what’s next. For now, enjoy the experience as it gets better and better.

Moving

 

In between busting out new builds, we’re prepping to move.

After a long and fun run at our current digs, we’re packing up our stuff and heading to a bigger studio with hallway space for days and ample walls to fill with art and awards. Moving a studio isn’t easy. Like the floor in our kitchen, our desks have accumulated a scary amount of stuff over the years. But, also, we’ve got to keep rolling on Planetary Annihilation. There’s too much momentum, too many balls in the air, to get sidetracked. Thankfully, we’re in great hands.

We look forward to inviting you into the new office alongside us and giving you a tour when we’ve settled. In the meanwhile, we wanted to share one of the coolest gems we’ve discovered while moving: https://twitter.com/Ekanaut/status/499286979435978752

That’s the first piece of concept art Uber Entertainment produced. Specifically, it’s the concept that eventually led to the Sniper in Monday Night Combat. It’s fun to look back and forth between this concept and the final Sniper model. A lot of details made it through.

And Now For Some Questions

 

To the art department: Can you guys give a little news/hint on what you are working on next over the next month or two?

Right now, the art team’s polishing up Gas Giants, polish, and working on [REDACTED], which will be a really cool feature.

Why remove unit wreckage?

After a lot of thought and a lot of observation, we decided to pull wreckage. It caused more problems than it solved but, more importantly, playing with it wasn’t fun. You can still totally turn it on with mods, though, so we’re excited to see what people are going to come up with.

Where’s Toy Rush for Android?

It’s coming this week! Follow @ToyRush on Twitter to get the latest.

Will the units ever leave tracks or footsteps on the surface of the planet?

We have the technology, and it’s something we’ve often discussed. Who knows!