Beta Overview

This is just a taste of the many new features in the Planetary Annihilation Beta.

  • SMASH PLANETS. Build on other planets. This is still work in progress, and you will see a great deal of iteration in the coming weeks and months. Go forth, Commanders, take over the solar system, fling asteroids at your enemies, dominate the skies.
  • Borderless full screen now supported! Alt-Enter (rebindable) to enter the mode. The game will now remember window position and what mode you’re in – full screen, windowed, window-maximized, etc.
  • Significant changes to client performance. If you haven’t been able to play much, now is a good time to try again and post in our beta forums with details about your experiences, ESPECIALLY if it’s worse for you now.
  • Major overhaul to metal density and clustering. Still very work in progress. Reduces overall metal. The actual placement still needs more iteration, as the current system results in too many unusable metal spots.
  • Overhaul of the system editor. Play around with it. Much improved flow, saving, loading and customization of planets and solar systems.
  • Big changes to landing selection. Still a work in progress. Small games should typically guarantee more reliable metal for all. Larger games can still result in limited immediately available metal. This will continue to be iterated.
  • Major changes to how we use video memory. In most cases, you should see a significant improvement in your video cards memory usage. This helps visuals, frame rate, etc.
  • Orbital: In addition to units being fleshed out quite a bit, orbital landers now work. With the lander selected, press L to move it to the ground and “load”, select the unit you want to load and right click on the lander to get on board (only some units currently support this – land fabs and the commander), then target another body. Keep in mind, celestial travel isn’t fast. Plan accordingly! Also, don’t let your commander die while on a lander. Game over man! Game over!
  • Tons of new art. Orbital units, updated land units, Delta V planet movers, and more.
  • The community bug tracker can now be opened in game by selecting Ctrl+F10 (Rebindable)
  • Water shader has more transparency now. Should make it easier to see some of your underwater units.
  • Torpedos work now. However, they don’t submerge yet.
  • ENERGY MATTERS. If you are running at an energy deficit, you’ll notice stuff that requires energy to work won’t, or will work much slower. We don’t have specific notifications about this currently, so keep a lot of energy storage or simply don’t run negative. You’ll regret it.
  • Features are now destructible. Sorry, you can’t see them start on fire yet.
  • Reclaim, wreckage and overkill are now all using a dynamic system, rather than hard coded numbers. The amount it will take to reclaim a live unit, or wreckage, are components of their total build cost, health and wreckage stability. Fabbers reclaim at a lower rate than they build at.
  • AI now builds air scouts
  • AI will seek out targets before sending bomber patrols; It will also wait to send a bombing run until it has enough to do an effective run
  • AI now builds radar
  • Significant Balance Changes, most not called out.
  • Tanks currently can’t shoot at air. We’re testing this change to see how it feels in comparison.
  • More units now can be built on land and water ; We don’t have a visual way to show this yet
  • Advanced radar satellite is really worth building now
  • Most orbital units can now move between planets

New Features

Replays can now be viewed from the main menu.
Game can now be run Full Screen
New Desert & Ice Planet Template

In-Game Changes

Queued waypoint visual connectors: Green = Move/Patrol, Blue = Use/Assist, Red = Reclaim/Attack
Wreckages are now properly reclaimable.
Selection indicator on bottom left
Right orders bar only shows valid orders for selected unit
System View shows planet list with # of metal spots
Basic Metal Extractors can be replaced with Adv Metal Extractors
Camera shake added to some impacts (Nuclear Missile)
Orbital units are launched on a rocket which falls back down to the planet after use.

Interface – Menu & Lobby Changes

Home Screen now has Beta symbol
Home Screen Background animates
Modified visual theme for menus
Additional Graphics settings

New Units

Torpedo Bomber – Albatross
Not buildable

Recluse
Not buildable

Flux
Not buildable

Halley

Umbrella

The Egg
Not buildable

Orbital Fabrication Bot
Not buildable

Astraeus

Orbital Laser Platform

Advanced Radar Satellite

Solar Array

Unit Changes

Basic Air Factory
Wait to Rolloff Time: 4 -> 2

Adv Air Factory
Wait to Rolloff Time: 4 -> 2

Air Scout – Firefly
Health: 2 -> 20
Damage: 1 -> 3

Basic Bomber – Bumblebee
Health: 8 -> 80
Damage: 100 -> 50
Splash Damage: 100 -> 50
Bomb Initial Speed: 150 -> 75
Bomb Max Speed: 150 -> 75
Bomb Lifetime: 2 -> 5
Range: 50 -> 70
Rate of Fire: 1 -> 2

Adv Bomber – Hornet
Health: 40 -> 400
Damage: 1000 -> 350
Splash Damage: 1000 -> 350
Bomb Initial Speed: 150 -> 75
Bomb Max Speed: 150 -> 75
Bomb Lifetime: 2 -> 5
Splash Radius: 2 -> 10
Range: 50 -> 70
Rate of Fire: 1 -> 3
Ammo capacity: 12000 -> 20000 (3000 per shot)
Can now target Seafloor layer

Basic Fabrication Aircraft
Health: 2 -> 25

Adv Fabrication Aircraft
Health: 10 -> 100

Basic Fighter – Hummingbird
Health: 5 -> 50
Damage: 10 -> 80

Adv Fighter – Peregrine
Health: 25 -> 250
Damage: 40 -> 400

Basic AA Missile Vehicle – Spinner
Damage: 2 -> 10
Target Layers: Air only

Basic Missile Defense Tower
New Name (Formerly Air Defense Tower)
New Description: Missile Defense: Anti-Tank Missiles, Anti-air missiles
Metal Cost: 200 -> 300
Damage: 5 -> 20
Rate of Fire: 1 -> 2
Initial Projectile Velocity: 155 -> 224
Max Projectile Velocity: 155 -> 224
Turret Turn Rate: 450 -> 600

Adv Artillery – Holkins
New Name (Formerly Lobber)

Basic Artillery – Pelter
Can be built on water

Basic Assault Bot – Dox
Max Speed: 15 -> 12
Damage: 5 -> 10

Adv Assault Bot – Slammer
Max Speed: 15 -> 11

Basic AA Bot – Stinger
Max Speed: 15 -> 12
Damage: 2 -> 20
Target Layers: Air only

Adv Artillery Bot – Stomper
Max Speed: 12 -> 11

Basic Bot Factory
Factory Cooldown Time: 3
Wait to Rolloff Time: 4 -> 1.5

Adv Bot Factory
Factory Cooldown Time: 3
Wait to Rolloff Time: 4 -> 1.5

Basic Energy Storage
Consolidated blueprints (land & sea are a single blueprint)
Buildable by Adv Fabrication units

Basic Land Barrier
Consolidated blueprints (land & sea are a single blueprint)

Basic Laser Defense
Consolidated blueprints (land & sea are a single blueprint)
Metal Cost: 600 -> 1000
Damage: 75 -> 125
Range: 100 -> 120

Adv Laser Defense
Consolidated blueprints (land & sea are a single blueprint)
Metal Cost: 1800 -> 2500
Damage: 375 -> 500
Range: 110 -> 120

Basic Metal Storage
Consolidated blueprints (land & sea are a single blueprint)
Buildable by Adv Fabrication units

Radar
Radar Range: 300 -> 360
Required energy efficiency: 0.9

Adv Radar
Radar Range: 200 (Orbital)

Tactical Missile Launcher
Ammo per shot: 5000 -> 1000

Adv Tank – Leveler
Target Layers: Land and Water only

Basic Tank – Ant
Target Layers: Land and Water only

Basic Vehicle Factory
Factory Cooldown Time: 5
Wait to Rolloff Time: 4 -> 2

Adv Vehicle Factory
Factory Cooldown Time: 5
Wait to Rolloff Time: 4 -> 2

Orbital Fighter – Avenger
Metal Cost: 9750 -> 2950
Acceleration: 75 -> 35
Brake Rate: 100 -> 45
Move Speed: 35 -> 90

Orbital Launcher
Metal Cost: 30000 -> 6500
New Model

Radar Satellite
Metal Cost: 24600 -> 12500
Energy Consumption: 10000 -> 7500
Acceleration: 75 -> 1
Brake Rate: 5 -> 2
Sight Radius: 70 -> 100

Source