Online? Offline? However you want to play Planetary Annihilation, it’s your choice. Starting now, you can take your battles completely offline.
We’re happy to announce the release of the offline server. Offline server allows you to take over the galaxy in Galactic War without connecting to the Internet. You can also battle against your frenemies or the AI over a LAN.
You'll also see your massive armies moving around much better now. After almost two months, and a team focused on improving pathing, you should see major improvements on unit pathing, reliability and performance across the board. And as always, each build includes a host of bug fixes, performance improvements, and ever more polish.
Notes for offline play:
- We have had a few reports of people unable to launch offline server mode. If this happens to you, please go to settings and turn off Local Server. We are exploring the issue internally, and will be getting out a fix ASAP. Thanks for your patience.
- Local Server Settings: Auto will determine the best mode to use based on your system specs and requested game mode. On will always try and use local server for any supported game modes. Off will force your client to still connect to our servers for all game modes.
You can always find more information and help in our FAQ, located here: http://support.uberent.com/kb/faq.php?id=82
For more detailed build notes, please keep reading:
[Server] Turned off the idle timer for local games.
[Server] Turns off local server when use is not "recommended". Current threshold is 4+ cores & 8+GB memory. (Matches our Steam recommended spec.)
[Server] The server is 64-bit only. Due to memory restrictions and a number of other technical roadblocks, there is no 32-bit server version. (This only affects Windows, since Windows is the only platform that still supports a 32-bit client)
[Server] The spec that the server looks for to run locally is the same as our recommended spec - 8GB of RAM and quad core. You can override this by setting Local Server to "On", which means it will try and use a local server for everything - except online hosted games, which still go through Uber's online server management.
[System Editor] Planets now look exactly the same in game as they do in the system editor.
[System Editor] Metal spot placement now looks exactly the same in game as it does in the system editor.
[UI] Spectator UI upgrades
[UI] System editor UI polish
Detail Pathing Notes:
- Flow Field Integration has much improved CPU and Memory performance
Sectors are now independent from terrain meshes resulting in much smaller sectors.
- Better Path Planning
Smaller sectors make the higher level path graph more granular which results in more 'accurate' path planning. In the past units might go 'right' when they should have gone 'left' around a rock, this change fixes that.
- Dynamic Walls support
If you surround yourself using dynamic wall pieces the pathfinder behaves correctly.
We now rebuild the path graph and small / large pathable islands so 'pathability' queries are correct.
- Faster Nav startup time
Nav Voxels now use an inlining OctTree container which improves start up time as well as run time and memory usage.
- General nav bug fixes and improvements
(lots of little things here, hard to say unless I look over the last couple months of checkins)