Author Archives: jables

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

Release Build 82293 and Hotfix build 82369 Resume Anywhere!

Hotfix out: 

Fix for largest cause of “Lost connection to server” issues. We will continue monitoring the issue and make more fixes where needed. Sorry for the issue, and thanks for your patience!

Resume Anywhere now available!
How to:
-Load or start a game
-Open Chronocam
-Rewind back to where you want to go. You have to rewind at least 2 seconds
-Select the Play From Here (Beta) button and Yes when asked “Rewind history and restart battle?”
-Wait for simulation to load
–Older replays (before this update) will not support resume anywhere and the button will not appear
Hotfix changes:
Fix for largest cause of “Lost connection to server” issues. We will continue monitoring the issue and make more fixes where needed. Sorry for the issue, and thanks for your patience!

Balance changes:

-Ammo Gravity Scalar increased to 6 from 3
-Max Firing Velocity increased to 88 from 68
-Min Firing Velocity increased to 85 from 65
-Added a small explosion when ammo hits to better communicate its small amount of splash damage
– Now prioritizes turrets and commanders over its normal targeting priorities

Anti-nuke accuracy improvement
-Ammo Velocity increased to 1500.0 from 500.0

Unit Cannon now decays if you stop building it
-Atrophy Rate set to 140
-Atrophy Cool Down set to 15

Destroyer (Orca)
-Ammo Velocity decreased to 85.0 from 150.0

Battleship (Leviathan)
-Ammo Velocity decreased to 110.0 from 150.0

Fighter (Hummingbird)
– Anti-Air Splash Damage set to 20
– Anti-Air Splash Radius increased to 0.75 from 0
– Full Damage Splash Radius increased to 0.75 from 0

Interplanetary Fighter (Phoenix)
– Anti-Air Splash Damage set to 25
– Anti-Air Splash Radius increased to 0.75 from 0
– Full Damage Splash Radius increased to 0.75 from 0

– Anti-Air Splash Damage set to 25
– Anti-Air Splash Radius increased to 0.75 from 0
– Anti-Air Full Damage Splash Radius increased to 0.75 from 0

Missile Vehicle (Spinner)
– Anti-Air Splash Damage set to 20
– Anti-Air Splash Radius increased to 0.75 from 0
– Anti-Air Full Damage Splash Radius increased to 0.75 from 0

Missile Turret (Galata)
– Anti-Air Splash Damage set to 20
– Anti-Air Splash Radius increased to 0.75 from 0
– Anti-Air Full Damage Splash Radius increased to 0.75 from 0

Frigate (Narwhal)
– Anti-Air Splash Damage set to 20
– Anti-Air Splash Radius increased to 0.75 from 0
– Anti-Air Full Damage Splash Radius increased to 0.75 from 0
-Ammo Velocity decreased to 85.0 from 150.0

Missile Ship (Stingray)
– Anti-Air Splash Damage set to 25
– Anti-Air Splash Radius increased to 0.75 from 0

Bomber (Bumblebee)
– Removed death weapon

Fighter (Hummingbird)
– Removed death weapon

Missile Bomber (Hornet)
– Removed death weapon

Interplanetary Fighter (Phoenix)
– Removed death weapon

Bot Factory
– Placement Size changed to [40,55] from [30,55]
– Area Build Separation decreased to 2 from 10

Vehicle Factory
– Placement Size changed to [40,55] from [30,55]
– Area Build Separation decreased to 2 from 10

Naval Factory
– Placement Size changed to [40,50] from [20,50]
– Area Build Separation decreased to 2 from 10

Air Factory
– Placement Size changed to [40,40] from [30,30]
– Area Build Separation decreased to 2 from 10

Advanced Bot Factory
– Placement Size changed to [60,80] from [50,80]
– Area Build Separation decreased to 2 from 7

Advanced Vehicle Factory
– Placement Size changed to [60,80] from [50,80]
– Area Build Separation decreased to 2 from 6

Advanced Naval Factory
– Area Build Separation decreased to 5 from 10

Advanced Air Factory
– Placement Size changed to [60,60] from [50,50]
– Area Build Separation decreased to 2 from 7

-Radar fix for units not showing up even when in range
-Torpedoes now more accurately hit structures
-Removed Twitch integration as Twitch is no longer supporting it. Customers can still use a third party application, like OBS, to stream PA to Twitch
-Game should now crash with an explanatory error if the UI crashes, rather than just freezing.
-Linux fixes
–Fix some cursor bugs that Linux users with specific graphics drivers have been experiencing
–Support opening browser from PA on Linux. It should now open the user’s preferred browser (by relying on the `xdg-open’ command.)
–Fix invisible CSG for Linux users when playing on PlayFab or on someone’s Windows server, but not when playing offline. This should marginally reduce load times for all users.
-Added Cosmic backer name to credits and planet name
-Build item renames
-Enabled Resume Anywhere
-Fix the AllMetalSpotsFull build condition
-Changed reclaim on patrol to reclaim unless we are 100% metal efficient and have full storage
–Units are now able to reclaim wreckage while patrolling
–Patrolling units are now able to reclaim trees
-Set the default water depth for planets to 100%. This only affects Galactic War and will only affect new wars
-Revert a change which was causing the game to hang when leaving the game lobby on some machines
-The server will no longer broadcast custom csg to clients when the system is changed in the game lobby
-The system display widget will no longer show the missing image symbol when you rapidly change the system in the game lobby.
-Updates for save game labels positions in menus
-Make log filenames & first line of log contain date,which should help both sorting & figuring out which log matches what session
-More logging for FMOD initialization failures
-The pause simulation button will no longer reset the position of the planets
-Changed the way local GW saves are named to avoid filename issues
AI Improvements:
-The lobby will remember the last AI difficulty you selected and will use that level by default
-Added a new AI difficulty named ‘idle’. This AI will never take any action
-AI will take into account allied forces when calculating planet wide threat
-Added stuck detection for AI area build task
-Adjusted stuck AI stuck detection sensitivity
-Reduced AI factory buffer size
-AI will send more units at once through a teleporter from planets it has full control of
-AI will expand faster on planets it has full control of
-Adjusted how the AI sees armies occupying a planet
-AI will do a better job of balancing its economy
-AI can now use bomb bots
-AI can now build and use the Unit Cannon
-AI has improved its usage of Naval
-AI should try to get all of its units cannons in sync
-AI will once again send orbital radars to other planets
-AI will send fabbers with no build task back to a rally point, out of harms way
-AI should do a better job of not sending fabbers half way around the planet right after dropping them off at a planet
-AI will now enqueue orders on the sim rather than issuing them directly
-AI will build more AA vehicles if it is losing the air battle
-AI will build a deep space radar earlier when on a planet by itself
-AI will build an orbital launcher earlier when on a planet by itself
-AI will be more likely to place a teleporter on a planet, in anticipation of needing it later
-AI will keep a group of fighters and bombers at the ready when on a planet by itself
-AI will build at least one air factory when on a planet by itself
-Improved the AI’s handling of Gas Giants
-Normal AI adjusted to make it more passive while making its expansion and base building behavior less erratic
-Added “unable_to_expand_delay” as an AI personality setting. The AI will now accumulate time that it is unable to expand. Once they delay has been reached, it will set the unable to expand flag, allowing the AI to react accordingly
-Minor balance to get the AI building the Delta V Engine and Control Module again
-Fix for bug preventing the AI from using Delta V Engines
-Fix for the PlanetHasUseableWeapon build condition not working as expected
-The CanAffordBuildDemand build condition now supports build items with no spec to build. This will now just evaluate the condition using the fabber’s build arm drain
-AI platoon templates and unit map are now located in a separate folder in the AI content folder
-The AI can now load multiple platoon template and unit map files
-Added a cheaper path fixup function to nav. AI now makes use of the cheaper path fixup function
-AI no longer ticks platoons that are in celestial transit
-AI will not tick platoons in transit via the unit cannon
-Removed unnecessary AI build item
-Updated default personality values
-AI now can now create unit threat data on demand. This helps support units that are not included in unit_list.json
-Fix for some AI planet counting stuff
-Fix for AI not expanding on planets with little to no metal
-Fix for crash caused by aiBrain no longer being valid during sim shutdown
-Fix for typo in AI fabber air builds
-Fixes for cases where the AI would seem to lose track of a fabber
-Fix where the AI would get stuck on mixed terrain planets
-Added new AI build conditions:
UI Improvements
-Changing your primary color will no longer reset your secondary color
-Add a Game Menu button to the options panel
-You can now choose to exit the game or exit to the Main Menu after selecting the ‘exit’ option from the live game menu
-Selecting any menu item will now hide the menu
-Replay: Remove animated text that causes weird flashing in the background
-Armory: Remove title animation to fix flashing background
-Armory: Fix line height in KS credit to not overlap w/ commander visual
-Armory: Tweak indicator for default commander
-Quit menu: Tweak text on commit buttons
-Main menu: Added view intro button
-CSS fix so background images cover in irregular resolutions (portrait or square)
-CSS fix in nav items to properly highlight text when a sub menu is displayed
-Adjust CSS for messages that appear in dialogs
-Game Over: swap text from “View Final” to “View Winner”
-Fix for button jittering caused by timer display when simulating systems
-Improves spectator UI – removes unneeded UI elements


Release Build 80187

We continue pushing on our save/load work, which as a big addition to the game is taking a while, but we are glad to now have added in first pass for local Galactic War save/load! We’ve also added AI improvements, Commander economy adjustments, Pathfinding improvements, and fixes for the “Lost connection to server” issues we had reported to us in Galactic War. If you find yourself getting these issues still, please contact so we can try to track down the repro to fix it! Thanks, and enjoy 🙂

Build 80187 4/07/15


– Build Arm Energy Demand decreased to 1750 from 2000


– Fix for known Galactic War issue: lost connection to server
– Updated AI neural net data
– AI pathing improvements
– General unit pathing improvements
– Fix for chronocam vision after game has ended
– Fix for save game filenames
– Fix dynamic alliance
– Updated AI land neural net data
– Updated AI air neural net data
– Fix to how AI expands to other planets
– Fix for units not being able to assist factories building submarines
– Fix for AI build items that do not require either energy or metal
– Fix for AI economy calculation with teleporters
– Local Galactic War save/load (first pass, will only work on local games, not playfab)
Start a new, local Galactic War and play
Select ESC to bring up menu options
Select Save Game (Beta) and Yes to save game
Select Quit to surrender and exit to the desktop (Abandon War will not work to save game)
When you return to Galactic War, your game will be listed under the Active Wars tab
Select your game and Go To War
An option to either Restart or Continue your saved game will be available​

Single Player Save/Load first pass!

Known Issues currently being worked on for hotfix asap
-Currently only alphanumeric characters are supported for Non-local save/load names.
-Losing Connection to Server in Galactic War is being investigated. We’ll have a fix out as soon as we have it tracked down.

Hey all! Over the last month, we’ve been pushing on getting save/load working in the single player side of PA. We’ve also done tons of balance tweaks based on feedback and our balance folks watching replays and streams, added 2 new maps (1 for ranked play and 1 for general play), did some fairly big performance improvements for large army fights, and hit as many bugs and polish items as we could.

This is the first pass of our save/load work, so you’ll see it missing items we want in the final. That being said, we are currently working on those elementsl, but since this version was working, we wanted to go ahead and get it out so you could use it. I’ve explained what is in this version below (single player AI skirmish saving), as well as what we hope to get in next (galactic war mid game saving and resume from anywhere in a replay loading). Take a look, and if you want to join the conversation, or run into any issues, please join us over on the Uber forums!

Hotfix build 79600

Air death weapon

-Radius decreased to 0.75 from 1.5

Gunboat (Piranha)
-Will no longer attempt to fire at units on the sea floor.

-Improvements on neural network for AI
-Fix for performance hit when doing planet wide patrol
-Fix for metal spots being unbuildable
-Fixed AI nuke crash
-Fixed crash for save/load
-Fix for nav crash
-Fix for spectators being able to pause the games
-Removed Galactic War Save button until it is functional
-Fix for uneven starting metal on pacific
-Fix for units not attacking sometimes
-Fix for platoon crash

Hotfix Build 79380

-Replays are once again functioning (though replays created from the previous  build will not work as they are corrupted)
-Fix to issues with auto attack
-Orbital Fabber restrictions can no longer be bypassed

Release Build 79317

Save/Load (first pass)
-Very first pass on Save/Load now in game in its beta form (there will be some bugs, but we wanted to get this out for players to make use of asap)
–Save/Load now works with AI Free For All skirmish
—Currently it will not remember dynamic alliances
—Currently has issues with alliances ending the game
–Save/Load currently does not function for Galactic War
–Spectating won’t work after you lose a loaded game
–The sim will freeze while saving. This could take shorter or longer depending on amount of stuff being saved
–You can also view save files as a replay
—In the future this will allow you to pick a spot in chronocam and load the game there, though it is not yet functioning
-Next passes will be adding some of the missing functionality from above, including Galactic War and resume from anywhere in a replay.

Orbital Deepspace Radar
-Metal Cost increased to 600 from 300
-Orbital Sight Radius increased to 1000 from 500

Air Scout (Firefly)
-Sight Range increased to 250 from 200

-Radar Range increased to 450 from 400
-Orbital Sight increased to 600 from 500

Advanced Radar
-Radar Range increased to 900 from 800
-Orbital Sight increased to 1200 from 1000

-New model to better communicate that your units can shoot through it
-Mesh Bounds changed to [5, 3, 14] from [5, 5, 7] (Taller, more narrow)
-Metal Cost increased to 50 from 25
-Health decreased to 3000 from 5000
-Atrophy Cooldown decreased to 0.5 from 15.0 (this is the time it takes for unit being built to die if you abandon it before it is finished)
-Atrophy Rate increased to 20.0 from 0.416667

Unit Cannon
-Health increased to 18,000 from 9,000

Orbital Factory
-Health decreased to 9,000 from 15,000
-Orbital Sight Radius increased to 250 from 100

Orbital Mining Platform (Jig)
-Nuke Radius increased to 250 from 200
-Area Build Separation increased to 100 from 50

Assault Bot (Dox)
-Move Speed decreased to 18 from 20

Boom Bot
-Damage decreased to 600 from 700

Combat Fabricator
-Can no longer build walls.

Added air_pbaoe ammo (air units with this will do AE damage on death)
-Damage set to 30
-Splash Radius set to 1.5
-Splash Damages Allies set to True

Fighter (Hummingbird)
-Added air_pbaoe as death weapon
-Health decreased to 150 from 200

Bomber (Bumblebee)
-Metal Cost increased to 280 from 240
-Rate of Fire decreased to 7.5 from 10.0
-Added air_pbaoe as death weapon

Interplanetary Fighter (Phoenix)
-Health decreased to 200 from 300
-Ammo Lifetime decreased to 2 from 5
-Added air_pbaoe as death weapon

Tactical Missile Bomber (Hornet)
-Added air_pbaoe as death weapon

Battleship (Leviathan)
-Ammo Lifetime decreased to 4 from 10

-Ammo Lifetime decreased to 5 from Infinite
-Velocity increased to 500 from 400

Defense Satellite (Anchor)
-Metal Cost increased to 2200 from 1800

-All radar units that require energy to see the surface layer now require energy to see the underwater layer

Defense Satellite (Anchor)
-Orbital Sight Radius increased to 600 from 280

Ion Defense (Umbrella)
-Orbital Sight Radius increased to 500 from 300

Orbital Fabricator
-Orbital Sight Radius increased to 250 from 100
-Can now reclaim features and wreckage
-Can now assist and repair units and structures in the orbital layer
-Can now assist and repair teleporters

Orbital Lander
-Orbital Sight Radius increased to 300 from 100

Orbital Fighter
-Orbital Sight Radius increased to 400 from 250

Vehicle Factory
-Area Build Separation increased to 6 from 3

Air Factory
-Area Build Separation increased to 6 from 3

Bot Factory
-Placement Size changed to [30,55] from [30,60]
-Area Build Separation increased to 6 from 3

Naval Factory
-Placement Size changed to [20,50] from [20,47]
-Area Build Separation increased to 10 from 3

Advanced Naval Factory
-Placement Size changed to [50,125] from [50,70]
-Area Build Separation increased to 10 from 7

-Firing Arc Type changed to High from Low
-Max Firing Velocity increased to 68 from 53
-Min Firing Velocity increased to 65 from 50
-Range increased to 125 from 105
-Vision Range increased to 130 from 120

Heavy Tank (Leveler)
-Hit points increased to 1500 from 1000
-Turn Radius decreased to 60 from 90
-Yaw Rate increased to 30 from 15
-Splash Radius increased to 3 from 0
-Full Damage Splash Radius increased to 1 from 0

Gunship (Kestrel)
-Metal Cost decreased to 600 from 720

-Build Energy Draw increased to 2000 from 1500
-Energy Production decreased to 2000 from 3000
-Metal Production decreased to 20 from 30
-Metal Storage increased to 1500 from 1000
-Energy storage increased to 45,000 from 20,000

-Commander and missile turret weapons now prioritize pelicans over other non-prioritized air units

Metal Extractor
– Metal Cost increased to 170 from 150

-Phoenix, Barracuda, Kraken and Unit Cannon enabled in Galactic War


-Added new ranked system Amplus to the matchmaking pool
-Added new systems Amplus and Blitz to the default system list
-Updated every ranked system with new iterations
-Removed Battlefield and Inner Sol System from the pre-made system list
-Adjusted the recommended players for all of the ranked systems and the PAX system
-Fixed issues of Assisting/Repairing failing (most commonly seen from Factories with Patrol not having fabbers it built assist it)
-Fixed for units under construction by orbital factory moving when factory is being assisted by orbital fabbers
-Adjustments to how AI prioritizes based on planet resources
-Fix for rare cases where units would not fire
-Fix for a few coherent crashes
-Fix for missing vision on reconnect
-Beta tag added to Save/Load buttons on the main menu
-Fix for build orders not loading (not factory queues, but actual build orders like from Commander or Fabber)
-Fix for weird floating units after load
-Annihilazer should now load correctly (unless it’s mid-fire, you will need to fire it again in that case)
-Craters now load correctly
-Alliances restored during save/load
–Loaded games don’t end properly when allied victory is true (upcoming)
-Credits system added for our writer
-Coherent fix for crashes
-Fix for crash in AntiWeapon code (should fix that anti-nuke not firing issue)
-AI unit cap is now adjustable via the ai_config file
-Online (PlayFab) save games are found under Replays (Local saves still found in same spot, this will be better in future pass)
-Save games filter added to Replay browser
-Units falling behind the group will now pathfind much better
-Performance improvements for large army battles and large numbers of units
-Optimization pass on weapon tasks
-Improvement for dark side of the planet with shadows turned off
-Upgrade to Coherent 2.5.4
–Update to UI framework that should improve stability of the game on Mac & Linux
-Change Gamma display name from Delta to Gamma
-Improvements to AI threat handling
-Added Submarine influence for the AI
-AI will scout smarter depending on difficulty
-Factory build task improvements
-Fix for cases where army vision was not granted correctly
-AI will now realize if its nukes are destroyed mid flight and react
-Random planets will no longer spawn to where they will collide with one another
-Fixed landing zone bug on random planets
-Increased average metal on random planets
-Fixed case where shift key would get stuck while panning the mouse
-Fixed crash from patrolling with large amount of subs
-AI will now use subs
-Fix for amphibious units not using patrol correctly
-Completely re-worked neural networks for the AI
-Fix for an instance of AI getting stuck
-AI will now defend base for longer before abandoning it
-Minor changes to how AI will invade a planet
-Added Random System picker to the game lobby

Mid-Month Bugfix and Polish pass

Release Build 78071

Tank Commanders
-Turn In Place set to False

Unit Cannon
-Health increased to 9000 from 3000

-Surface and Air Radar range decreased to 400 from 600
-Orbital Radar removed
-Orbital Sight range increased to 500 from 300

Advanced Radar
-Metal Cost decreased to 2400 from 4800
-Energy Draw decreased to 4000 from 4500
-Surface and Air Radar range decreased to 800 from 1200
-Orbital Radar removed
-Orbital Sight range increased to 900 from 300

Orbital Deepspace Radar
-Orbital Sight range increased to 500 from 300

Radar Satellite (ARKYD)
-Energy Draw increased to 700 from 300
-Orbital Radar removed
-Orbital Sight range increased to 600 from 100

Advanced Radar Satellite
-Orbital Radar removed
-Orbital Sight range increased to 1200 from 600

Ion Defense (Umbrella)
-Surface and Air Sight range decreased to 100 from 260
-Underwater Sight range decreased to 100 from 260
-Orbital Sight range increased to 300 from 260
-Orbital Range increased to 300 from 280
-Orbital Rate of Fire increased to 2.5 from 2.0

Defense Satellite (Anchor)
-Terrestrial Laser Range decreased to 100 from 120
-Orbital Laser Rate of Fire decreased to 2.5 from 3.0

Orbital Laser (SXX)
-Laser is now a Beam weapon
-Ammo Capacity increased to 12000 from 6000
-Ammo Per Shot increased to 12000 from 6000

-Mines can now only be seen by Combat Fabricators and Advanced Combat Fabricators

-Observable layer set to Mine from Surface and Air
-Ignore Sight set to False

Combat Fabricator
-Set Mine Sight range to 100

Advanced Combat Fabricator
-Set Mine Sight range to 100

Land Scout (Skitter)
– Added Mine Sight vision layer
– Mine Sight set to 200

Combat Fabricator
– Energy Draw set to 800

Advanced Combat Fabricator
– Energy Draw set to 2000

Bug fix/Polish
– Planet smash work
— Craters are now unpathable by naval or land (whether there is water in them or not)
— Units will no longer float above the crater as if it were not there
— Planets smashing into others will now kill units as they are intended to do
– UI: HUD: Added control groups, ability to sub-select within control groups
– UI: HUD: Added controls to select idle fabbers/factories
– UI: HUD: Added quick select buttons based on unit category (bot, land, air, etc.)
– UI: HUD: Updated unit selection display to show total units selected, and allow for sub-selection based on unit category
– Improvements to physics update performance
– Improvements to Navigation performance
– Performance work on voxels
– Improvements on log handling for underwater units
– Updated AI to handle building on islands smarter
– Unit groups of different movement types will now try to stay together
— Unit groups will be split based on Land, Water, and Air/Orbital movement.
– Fix for units getting stuck when pathed or pushed into invalid terrain.
– Fix for units failing to path when given a move order while bordering invalid terrain.
– Improvements on units spinning around when reaching goal
– More improvements on AI not heading to where it knows it will be destroyed
– Improvements on units avoiding running into walls
– Fix for a SimPlanet crash
– Minor update to Anchor ground laser effect
– Changing SXX attack to a beam
– Tweaks on server clean up
– Fix for an invalid replay loading issue
– Crash fixes
– Normal AI and Hard AI are now easier
– Adjustments to how landing zones are handled in the system editor
– You can now confirm live game popups using the enter key
– Mouse scrolling will now only work on the panel you are focused on
– Fixes for some Steam Achievement bugs
– Changed the default minimum radius from 100 to 250
— This only affects new planets created in the system editor
– AI won’t transport commanders in an orbital lander anymore
– Control group UI will now scale to number of units selected
– Art pass on Idle buttons
– Planet smashes no longer deal damage way outside of crater range
– Air units will no longer attempt to hover below the normal ground height
– Air units will no longer land on unpathable terrain
– Bug fix for editor lighting issue on high height range planets
– Selection UI will no longer show type filters if there is only one type
– Quick select “All” buttons will no longer select fabbers unless it’s the fabber button
– Fixed issues of select all advanced button selecting fabbers
– Idle fabber/factory button now selects all target units on screen with single click, and all target units on planet with double click
– You can now track a control group by double clicking
– Fix for game resetting to FFA when you select a planet
– Fix for game crashing on 11+ player games
– Factory’s given rally/move/patrol points will still be idle if idle
– Improvements on AI when making attack choices
– Fixed a few instances of Join Game button not working

Submarines and Interplanetary Fighters!

Servers back up. Enjoy the game!
Hotfix build 77725
– Fixed broken replays
Hotfix build 77673
– Fix for asynch parallel crash
– Fix for nav crash
– Fix for lobby crash
– Reduction in memory footprint of Save Replay
– Fix “Chat” showing up for contacts you can’t chat with
Hotfix build 77582
-Stability fixes for Server.exe and PA.exe crashes
-Fix for Orbital Launcher on water

Release Build 77443

Hey all! We’ve been working hard to get a full balance pass in place over January. You’ll notice there have been a huge amount of changes based on feedback we’ve received from our players and replays. We’ve also added in 3 entirely new units to the game, including 2 new submarines and a T2 fighter that can travel between planets!

subs 2

Take a look below for the full list of changes including the balance, bug fixes, polish, and performance improvements, and as always, head over to the Uber forums to join in the discussion!


*new unit*
– Advanced Interplanetary Fighter (Phoenix)
— Can move between planets
— Health set to 300
— Metal Cost set to 720
— System Velocity Multiplier set to 15.0
— Gravwell Velocity Multiplier set to 6.0
— Move Speed set to 80
— Turn Speed set to 270
— Surface/Air/Underwater Vision set to 150
— Damage set to 80
— Range set to 120
— Rate of Fire set to 3

*new unit*
– Submarine (Barracuda)
— Health set to 550
— Metal Cost set to 500
— Spawns and moves on the Underwater layer
— Rate of Fire set to 0.6
— Damage set to 250
— Range set to 150
— Vision set to 150
— Acceleration set to 40
— Brake set to 120
— Move Speed set to 12
— Turn Rate set to 60

*new unit*
– Stealth Submarine (Kraken)
— Health set to 2100
— Metal Cost set to 1800
— Spawns and moves on the Underwater layer
— Torpedo Rate of Fire set to 0.6
— Torpedo Damage set to 250
— Torpedo Range set to 150
— Missile Rate of Fire set to 5
— Missile Damage set to 200
— Missile Range set to 150
— Vision set to 200
— Acceleration set to 40
— Brake set to 120
— Move Speed set to 12
— Turn Rate set to 60
— Cannot be detected by radar

– Destroyer (Orca)
— Removed torpedo weapon
— Rate of Fire increased from 0.5 to 0.6
— Range increased from 180 to 200

– Gunboat (Piranha)
— Move Speed increased from 15 to 20
— Acceleration increased from 150 to 200
— Brake increased from 50 to 75

– Frigate (Narwhal)
— Added torpedo weapon
— Torpedo Damage set to 250
— Torpedo Rate of Fire set to 0.4
— Torpedo Range set to 150
— Shell Rate of Fire reduced from 1.5 to 1.0

– Advanced Torpedo Launcher
— Rate of Fire reduced from 3.0 to 2.5

– Torpedo Launcher
— Health increased from 1500 to 2000
— Metal Cost decreased from 400 to 350
— Rate of Fire increased from 0.5 to 0.8

– Missile Ship (Stingray)
— Missile model changed from missile_tactical to missile
— Health increased from 1000 to 3000
— Missile Rate of fire increased from .2 to .25
— Missile Range increased from 180 to 225
— Missile Damage increased from 500 to 1000
— May now target orbital units
— Deals 50% damage to AT_Orbital armor types
— Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

– All torpedoes no longer deal AOE damage

–All units with surface_or_air vision can now see underwater as well

-t1 Energy Plant
— Health decreased from 3000 to 1000
— Metal cost decreased from 450 to 400

-t2 Advanced Energy Plant
— Health decreased from 13500 to 5000

– T1 Bot Fabber
— Energy Draw decreased from 1000 to 800

– T1 Vehicle Fabber
— Energy Draw decreased from 1000 to 800

– T1 Naval Fabber
— Energy Draw decreased from 1000 to 800

– T1 Air Fabber
— Energy Draw decreased from 1100 to 900

– t1 Artillery (Pelter)
— Health increased from 500 to 1000

– t2 Artillery (Holkins)
— Health increased from 1500 to 5000
— Rate of Fire increased from 0.05 to 0.07

– t2 Tactical Missile Launcher (Catapult)
— May now target orbital units
— Deals 50% damage to AT_Orbital armor types
— Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

– Gunship (Kestrel)
— Health increased from 300 to 350
— Metal Cost decreased from 960 to 720

– Tactical Bomber (Hornet)
— Spread Fire set to True

– Bomber
— Guard radius increased from 60 to 120

– Anchor
— Now has two anti-orbital guns and one anti-terrestrial
— Metal Cost reduced from 3600 to 1800
— Health increased from 2000 to 3000
— Surface/Air/Underwater Vision increased from 0 to 120
— Damage set to 65
— Orbital Rate of Fire set to 3.0
— Orbital Range set to 150
— Terrestrial Rate of Fire set to 2.0
— Terrestrial Range set to 120

– Jig
— Explosion radius increased from 150 to 200
— Explosion damage deals 5% damage to AT_Oribtal armor type (AKA blows up structures, but not your fighters)

– All oribital stuctures now have armor type AT_Structure

– Orbital Fabricator
— Can no longer reclaim

– Orbital Laser (SXX)
— UNITTYPE_Important removed
— Health increased from 1500 to 1600
— Metal cost decreased from 24,000 to 6,000
— Damage decreased from 2500 to 1250
— Full Damage Splash Radius increased from 2 to 3
— Range increased from 15 to 40
— Acceleration increased from 10 to 25
— Brake increased from 10 to 25
— Ammo Capacity reduced from 40,000 to 6,000
— Ammo Demand reduced from 20,000 to 3,000
— Ammo Per Shot reduced from 40,000 to 6,000

– Astraeus
— Metal cost decreased from 600 to 400
— System Velocity Multiplier increased from 7.5 to 10.0
— Gravwell Velocity Multiplier increased from 3.0 to 5.0
— Vertical Speed increased from 100 to 200

– All Orbital units
— Guard Radius increased from 50 to 100

– Assault Bot (Dox)
— Vision Range increased from 100 to 105
— Projectile lifetime decreased from 2.0 to 1.0

– Tactical Missile Bot (Bluehawk)
— Range decreased from 180 to 160
— May now target orbital units
— Deals 50% damage to AT_Orbital armor types
— Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

– Grenadier
— Metal cost decreased from 120 to 100
— Vision Range increased from 85 to 110
— Range increased from 95 to 105

-Combat Fabricator
–Cost decreased from 720 to 250

-Advanced Combat Fabricator
–Cost decreased from 6000 to 2500

– Pelican
— Now buildable by T1 Air Factory
— Health decreased from 90 to 40
— Metal cost increased from 45 to 100
— Acceleration decreased from 45 to 30
— Break decreased from 45 to 20
— Move speed decreased from 90 to 70

— Metal Cost increased from 400 to 800

– Unit Cannon
— Metal Draw decreased from 120 to 60
— Energy Draw decreased from 4050 to 3050

— Will now fire in a 30 meter spread around target

– Fix for random landing spot generation not creating valid landing spots
– Holkins art fixed
– Can now do multi-node jumps in Galactic War instead of having to move nodes 1 at a time
– Kickstarter credit updates
– SpiderofMean Commander name change to Xenosentry based on backer request
– Random fixes for non-English languages
– Additional logging added for crash tracking improvements
– Improvements to logging
– Fix for Galactic War cards overlapping and obstructing buttons in some localizations
– Adjusted AI nuke targeting logic
– Adjusted Order Bar sizing
– Added support for Command key on Macs
– Metal spots now added to ocean floor
– Fix for custom metal spots orientation
– Layout fix for multiple chat windows styling
– Fixed 1px shift on chat messages
– Fix for the “Team Games” achievement
– Remedy a very uncommon crash affecting some Mac OS X users running firewall software
– Fix for AI getting stuck sometimes on mixed terrain planets
– AI will now handle water maps better by not building in small lakes
– Sound and audio work
– AI performance improvements
– Moved air transports to bottom of build bar
– Fix for AI land and naval rally point selection
– Update for naval platoons to use the new AI rallypoint work
– AI should be less likely to transfer its commander to a planet under heavy enemy control
– Dox ammo is set to half the lifetime to stop overshooting
– Fix for nav related crash
– Fixed some effects bugs that were causing lag
– Fix for AI overbuilding fabbers
– Fix for torpedoes exploding on hitting water surface
– AI will look at anti-orbital thread when deciding on where to land on a planet
– Art pass on icon sizes for sea units and orbital
– Fixed bug where changing alliances would start multiple countdown timers
– AI will now build factories closer together
– Fix for crash from texture pool accessing non-existent textures in .papa files
– Fix for disconnection errors leading to no game over screen

New Commanders in Armory:
– AceAI
– Enzomatrix

Polish and general bugfix update!

Release Build 76766

We’ve taken a break from new features for a bit to do a polish and bugfix pass. We’ll be having new features coming up soon, but we wanted to get these items out now instead of waiting on the bigger items to get it in your hands faster. Hope you enjoy!


– If player is inactive for 7 or more days, you will no longer show up on Leaderboards


– Current game list should have improved responsiveness (changed games list to make use of compression to reduce bandwidth requirements).

– Improved server browser behavior (sorting is now by time arrived instead of by game name)

– Adjusted start position for Unit Cannon so it looks right

– Umbrella adjusted for visual improvements

– New icons for nuke and anti-nuke ammo to reflect current color scheme

– Naval Umbrella redesigned to better match visuals of land version

– Art pass for Holkins (land and naval)

– New build bar icon for Holkins to match new look

– Server backend perf tweaks

– Improved support for non English alphabets in directory names

– Improvements on path handling overall

– Crash logging improvements

– Fixed a bug on player surrender

– AI fabbers will now try to avoid building where they are standing (should fix long delay for AI to start doing stuff at start of game)

– Neural net data updated

– AI will prioritize areas where a commander is present

– Nav crash fix

– AI fix for building too many fabbers

– AI now anticipates upcoming economy income for area builds

– AI should expand faster

– AI will no longer believe Dox can attack while underwater

– Minor changes on how AI prioritizes planets

– Added stuck detection fro AI platoons attempting to use a teleporter

– AI now will use “Feeder Planets” when available to safely store units and feed them into more dangerous zones of battle

– Layout polish on Kickstarter dialog

– Recent contacts in chat list are now sortable

– Opening new player guide when you are playing against AI will pause the game

– Water depth parameter in editor

– My planets now work with custom planets

– Can now delete more than 1 landing spot in editor

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!


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

Updated hotfix notes:

Build 76557 hotfix

[Bug Fix]

  • Fix for AI pathfinding failure on specific land configurations

Build 76554 hotfix

[Bug Fix]

  • Fix for crash in relation to SimWeapon

Build 76547 hotfix

[Bug Fix]

  • Fix for nukes not firing
  • Multiple antinukes will no longer fire at the same nuke
  • You can once again join as a spectator for in progress games (if they set it up to allow spectators)
  • Fixed lobby bug making it so people did not see public games if passwords were deleted on them
  • Server crash fixed
  • Nav crash fixed
  • Fix for crash when Unit Cannon is fired at an AI commander

Hotfix Build 76514 


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


  • 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


[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

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…



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!