Author Archives: mkrater

Hotfix 88288

Hotfix update 88288 – 9/23/15

Fix for the infinite load bug.

Hotfix update 88163 – 9/21/15

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

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

Hotfix 87296

Hotfix update 87296 – 9/9/15

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

HOTFIX 86765

Hotfix update 86765 – 8/26/15

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

Build update 86422

Build update 86422 – Launched 8/18/15

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

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

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

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

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

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

The Asteroid Update: Release build 85138 and Hotfix build 85423


Hotfix Build 85423 – 8/5/15

Fix for Galactic War crash when playing old saves

Asteroids! Now spawning in a system near you!

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

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

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

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

RELEASE BUILD 85138 – 7/31/15

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

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

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

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

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

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


Release Build 82834 and Hotfix 83796

Hotfix build 83796 – 7/7/15
– Fix for large number of “Cilantro” errors

Hotfix build 83391 – 6/24/15
– Fix for a Mac crash in the server browser when there was no network connection
– Better error messages when failing to set up a server on Playfab
– Logs now also include coherent crash dumps, which will improve our ability to track down issues

Hotfix Build 83074
– 6/16/15
-Fix for unit selection breakdown displaying incorrectly
-Player has the ability to get a random commander instead of a selected favorite
-Changing server name does not unready players
-Allow players to filter replays by type of game
–The current filters are Multiplayer, Versus AI, and Galactic War
-Fixed Galactic War to correctly handle using Chrono Cam to change the outcome of a battle
-Fixed commanders in the armory not clearing their hover style
-Fixed the Armory back button not showing up correctly

Live Build 82834
– 6/9/15

Galactic War Updates:
– Tech Discovery Redesign
–You will now be able to choose one tech from a group of three when you explore a system.
–You will no longer be given techs that you already have as one of the three choices.
–You will now only be given techs that you can use–IE no bot buffs without the ability to build bots.
– Rebalanced chances to discover various techs
– Improved AI difficulty ramping
– Improved system difficulty ramping
– New and improved redesigned boss fights for all factions
– Galactic War now defaults to a system size of Medium instead of Epic
– You now have the option to toggle “Hardcore mode” on and off when starting a new war
–Losing a match in Hardcore Mode will end the active Galactic War, as it did in previous Galactic War iterations.
–Losing a match outside of Hardcore Mode will allow you to load a save from before moving into the hostile system.
– Galactic War now has two neutral stars that always spawn next to the starting point
– The two easier difficulty Galactic Wars now use a different set of possible system templates
–The easier system templates don’t go more than a planet and a moon. They also have more metal.
-Exiting from the GW star map takes you back to the main menu
-The in-game menu for a normal GW now contains a surrender option instead of an abandon war button. Hardcore GW will still have the abandon war button.
-Normal AI Difficulty Tuning
-GW star system tuning
-Fix to the Galactic War intro video not playing
-When the player commander is destroyed, all remaining subcommanders will also be destroyed. This only affects GW.
-Removed the factory wait time on relentless AI difficulty

Gameplay changes:
– Units are now setup to allow their wreckage to be pathed through and shot through
– Fix for custom alert behavior (the first custom alert would work, but all the ones after that would fail)
– Added in persistent alerts for special weapons (halleys and lazer).
– Hide special alerts that are triggered while in chronocam
– Updated icons used for special weapons in special alerts
– Major rework for how recon works for blips
– Updates to visuals and layout of celestial/planets panel to closer align w/ new special weapon alert UI
– Resume Anywhere fixes
– Added music cue for the Target Planet scene
– Units flagged as not collidable with projectiles as wreckage will no longer have the attack cursor come up on the client
– The control group and idle unit widgets are hidden when you are spectating. Chronocam will also ignore unit alerts while you are spectating.
– Fix for a case where a unit would stop and lose its nav move
– Mines can now, once again, be shot by projectiles
– Resume from here dialog will now pause the game
– Fix for (selection/control group/idle) type indicators
– Fix for some units failing to attack during an attack move

AI Improvements:
– AI now can now create unit threat data on demand
— This helps support units that are not included in unit_list.json.
– Deep Space Radar will no longer be seen as an orbital threat by the AI
– Fix for units going in circles
– Fix for a rare (1 in ~1400) AI crash
– Fix for AI crash when a platoon tries to retreat when there are no active AI bases left
– AI should be more diligent about building anti nukes
– Adjusted AI planet landing spot selection
-AI perf improvement
-Reduced the spikiness of AI perf some more

Save game changes
1) All saved games are now in one place. This includes GW saves.
2) You no longer go to the GW page to continue an existing GW. That page is only for creating new GWs. Use ‘the saved games’ page instead.
3) There is now a resume last saved game button from the main menu. It is basically a continue button.
4) You can now change your commander in GW while offline.
5) The ‘continue recent game’ button will only appear if your most recent saved game is more recent than your last completed game.
– Selecting any menu item will now hide the menu
– Fix to layout of in-game menu in GW and live game, added offline state for uberbar
– Fix a Linux crash we have been seeing
– Fix to anim event bug
– Better error messages and logging when encountering UI crashes to help track down common problems
– Improved offline main menu
— Hide leaderboards if we can’t fetch it.
— Hide update news if we can’t fetch it.
— Show a placeholder “null message” for YouTube videos if we can’t retrieve them.
— Hide the “show leaderboards” button when you’re not signed in (it doesn’t work.)
— Reduce the size of the leaderboard entries when they don’t have a “view replay” button on them.
– Added a message box when you can’t start a game
— This shows up if you’re not signed in to ubernet and you won’t be using an offline server.
– UI more responsive when connecting to a server
– The stats panel will now show the max tick time in parenthesis, along with the average tick time
– Reduced load times of UI, especially the main menu
– Misc layout updates to be more consistent w/ landing page template, removed unused planet UI
– Layout fixes for shared resources indicators
– Updated start menu for displaying last saved
– The paused popup will no longer appear at the same time as the building planets popup
– Fix metal not updating during replays
– Fix the lobby option ‘listen to spectators’
– Minor perf improvement for units with auto attacking weapons
– Perf improvement for bomb bots with orders
– Fix inviting users to private games
– Show immediate progress information when accepting uberbar game invite
-Added a button to delete saved games
–Can’t delete save games stored on Playfab. You can delete local and galactic war saves
-Deleting the most recent save will clear out the “resume last saved game’ button
-Fix for units being able to remove orders flagged as blocking from their order queue
-Fix for a case where units would continuously run into the side of a structure
-Fix for some weird and wacky pathing behavior from units
-Fix for corrupted audio file on anti air
-Fix for weapon prioritization bug
-All the csg transformation keybindings will now behave correctly when the key is held down
-Fix Jig not atrophying if a fabber stops building it
-Fix one-time memory leak after viewing intro video
-Reduced load time of intro video, and reduced memory usage during intro playback
-Remove beta tag on save game in menu
-Better feedback when attempting to reconnect to a game in progress, and when joining a non-LAN game from the server browser
-Don’t jump back to the main menu if a server connection attempt from the server browser fails
— go back to the server browser.
-Better progress indication when everyone has accepted a matchmaking match
-Disabled the main menu button while the game is saving
-Fix to add button for player guide in menu
-Improve load times of UI even further
-Fix the youtube list in the main menu
-Even more perf improvements
-Fix the crash on reconnect issue
– Pathing crash fix
-Enable custom commanders Stelarch and Spartandano

Shipping Physical Rewards FAQs

It’s been 3 weeks since we began shipping out physical rewards. We still have thousands more to ship so if you haven’t received yours yet, please know that it’s on its way! We’ve been receiving a lot of questions regarding rewards and shipments. Here are some of the most frequently asked questions.

Where’s my rewards?
Rewards are still being shipped. We have thousands of backers to send rewards to all over the world. We have a small, but efficient fulfillment team working hard to get packages out as quickly as possible. They’re just as excited to ship your rewards as you are to receive them. ^_^

Is there a tracking number?
No, there’s no tracking numbers, sorry. We’re shipping with USPS and do not have tracking for these packages.

Why do I have to pay more to receive my shipment?
If you live outside of the United States, you may be charged customs/import fees to receive your package. The packages are shipped via USPS from PMC in Redmond, WA and have the estimated value of the products posted on the outside of the box. If customs request further information regarding the contents and their value, please email

What do I do if my address has changed?
Please email to let us know what your new address is and we’ll try to get it changed before it’s shipped. If it ships before the address is changed and the package is returned, we’ll make sure to re-ship it to the new address.

Where’s my USB drive?
Did you receive a rubbery black and blue Progenitor? That is the USB drive! Clever, isn’t it? 😉 To access the USB, gently pull up where the red dot is. You may need pliers or fingernails the first time you pull it out. The USB drive is 8 GB and arrives empty. At the time of manufacturing, we were still creating the game and the Launcher. Instead of loading an outdated Launcher on the drive, we decided to mail a game key card to allow access to the latest Launcher.

Some of my miniatures arrived bent. How do I fix them?
The miniatures were manufactured through Reaper Miniatures.
Through their Forums, we’ve discovered that you can place them in hot water, carefully remove them, and bend them back into place. Running them in cool water can help set the piece.

What do I do if something is missing or broken?
Please email and let us know and we’ll work to replace the missing or damaged item.

If you have any other questions or issues, please email