Translations, AI and Modern Update 113044 / 113034 / 113025-pte / 112882-pte / 112967-pte

Discussion in 'PA: TITANS: General Discussion' started by panews, February 23, 2019.

  1. panews

    panews Planetary News Official PA

    Likes Received:
    Hello Commanders,

    With the successful launch of 1v1 ranked season 2 and new leaderboards it’s back to toiling away in the update mines.

    In the background work continues on our tech upgrade and the work necessary to transition to the new PAnet infrastructure. While these 2019 long-term goals remain long-term, we still want to deliver some additional improvements to the game that is currently in your hands, and ensure support for the widest playerbase possible.

    You should try out our modern build branch, which will eventually replace the legacy branch, if you’d like to enjoy some performance and stability enhancements right now including an update to Coherent UI, the framework for our moddable user interface.

    With 113132 we have switched to the modern build as our default client and we hope you enjoy the performance enhancements of the modern toolchain. If you have any issues with the modern build you can fallback to the legacy build.

    See our Happy New Year update for a reminder of the details.


    We’ve seen an increase in the number of non-English speaking players playing our game and we want to make sure we’re giving you our full support. We have engaged with a new translation team to update and improve the existing translations, replace community translations, and add support for Japanese. We’re also updating Community Mods to allow for mod translations.

    As you can imagine this is a big job so we’ll be doing it in a number of passes, focusing first on adding missing strings.

    In this patch we’ve included updates for:
    • French
    • German
    • Russian
    • Simplified Chinese
    • Traditional Chinese
    • Korean
    • Japanese
    • Italian
    • Spanish
    • Polish (incomplete in 113132)
    Report issues with existing translations in this thread.

    Work in progress:
    • Official translation support for mods
    Also in the works are plans to add servers in South-East Asia (SEA) once we complete our migration to PAnet.

    TITANS 1v1 Ranked Mid-Season 2 Winners

    We’re roughly halfway through season 2, which means it’s time for mid-season prizes. Congratulations to all those who fought the good fight, blew up a whole lot of robots, and are walking away with their well deserved spoils.

    Uber #1 (US$500): [TNC] [Nik] NikolaMX (whew, this guy is just too good)

    Most active players (US$100 each)

    • [TNC] [Nik] NikolaMX
    • [BSE] Diskraip
    • [ICARUS] nimzo
    • [WAF] Viroo
    • PAG_Clopse
    • Sinoccence
    • [BSE] Qivy
    • [GPP] Isaac Arthur
    • Alive In
    • muhr
    • go
    • e1vis
    • FrigoPorco
    • TotalAnnihilator
    • ΗΑΖΞ

    Winners will be contacted shortly to arrange payment of their prize.

    Now we enter the second-half of the season, and that means there’s US$1000 up for grabs for the Uber #1 spot. We’ve seen the return of some big names from the past, so we expect the battle to be hard fought. There will also be another round of most active prizes for each league. You can check out the full prize details in our season 2 announcement post.

    We’re also making a few map adjustments based on feedback and game review. These are intended to improve the flow of play and your general 1v1 ranked experience.


    It wouldn’t be PA if we didn’t keep improving the AI. Some of you noticed it was seeming a little under the weather recently, but we found the cause and administered treatment. Now the AI should be face rolling you once more. This includes improved air and naval attacks. You may also notice it’s more prone to bombarding you from the coast too. Ooooo, nasty.

    As many of you will know, the AI’s Commander often liked to plant both feet in the soil, hold the line, and then explode in combat against forces it should never have fought. These Commanders are expensive to replace, so we’ve taught it that discretion is the better form of valour, leading to less unnecessary deaths, and it surviving to deliver the late game awesomeness we know you want.

    Lastly, we did some work on enhancing the speed with which the AI processes all this information, making it more efficient than before.

    TITANS Balance

    Air has been a continuous thorn in the side of balance, often overwhelming the defences intended to stop it due to the ability for a player to commit their full strength to every engagement. In an effort to combat this we have boosted the strength of all land anti-air, including the Commander, with the intent to allow a greater diversity of play and hopefully reduce the massive fighter blobs. No longer will your Dox fight in the shade.

    The Locust has also seen a further nerf, with a reduction to health. This allows for units like the Laser Defense Tower to kill them with a single shot. They’re still devastating if undetected, but easier to stop once spotted.

    The Icarus has had a minor change made to its attack behaviour so that it attacks like a gunship. Will this make it a powerful weapon of destruction? Nope. Will it make it look so much cooler before it explodes? You bet. It will also be slightly harder for Dox to hit.


    We, and our community testers, have spent many hours hammering away, looking for any defects so that we could reap a bountiful harvest of logs and crash dumps. These have been used to squash a number of crash root causes, including the single largest cause of server crashes.

    In our modern build we have also updated Coherent UI to resolve a defect we identified which could cause client crashes.

    Stability remains a big focus going forward, and an area we continue to work on. Thanks to everyone who helped us by running the PTE build.


    This is an update about language and you skipped it? Are you aware of irony?
    • First pass of new and improved translations
    • South East Asia (SEA) servers planned
    • Improved AI
    • Balance changes
    • Improved stability and modern Coherent UI update

    Technical Notes

    Aww yiss, this is the good stuff.


    New translation handling:
    • new prefix in literal strings that support knockout bindable HTML:
      • !LOCID:locId:locText
    • new data-loc-id and data-loc-no-style attributes that support knockout bindable HTML without styling:
      • <loc data-loc-id="locId" data-loc-no-style>locText</loc>
    TITANS 1v1 Ranked Map Pool Updates

    • Platforms opened to amphibious and hover units
    • Removed spawn platforms
    • Added 2 metal near the base
    Lost Temple
    • Reduced the amount of water metal
    • Increased the starting platform size
    • Moved metal closer to the base and into tighter clusters for defense
    • Increased base space by shrinking lava crevasse
    • Moved some metal points at the equator
    • Lowered the CSG around the air only metal
    • Reduced crater metal from 6 to 4
    TITANS Balance Changes

    • AA rate of fire increased from 1 to 2 shots per second (reducing early game air snipes)
      • Target priorities changed to equal priority for main threats:
      • Air & ( Transport | Bomber | Gunship | Titan)
      • Mobile & Air
    Spinner Vehicle Anti-Air
    • Rate of fire increased from 2 to 3 shots per second (open up ground pushes against heavy air)

      • Target priorities changed to equal priority for main threats:
      • Air & ( Transport | Bomber | Gunship | Titan)
      • Mobile & Air
    Locust Nanoswarm
    • Health decreased from 80 to 60 (easier to kill and will require more micro if rushed)
    Icarus Solar Drone
    • Attack behaviour changed to aggressive circle-strafe (similar to Kestrel gunship)
    • Target priorities changed to:
      • AirDefense | ( Land & Mobile ) | ( Naval & Mobile )
      • Air
      • Fabber | EnergyStorage | MetalProduction
      • Land & Naval
    Galata Turret Anti-Air
    • Rate of fire increased from 3 to 4 shots per second
    • Target priorities changed to equal priority for main threats:
      • Air & ( Transport | Bomber | Gunship | Titan )
      • Mobile & Air
    Bot / Vehicle / Air / Naval Advanced Factories
    • Cost increased from 4,500 to 4,800 (slowing the T2 rush)
    Client Improvements
    • Increased maximum eco modifier to 10x
    • Improved sandbox mode no longer requires a mod to show user interface for units, vision and control (will also be obvious if you join a sandbox game)
    • Improved stability when marshalling data between Coherent UI and engine
    • Improved performance and stability of pushing unit specs when starting live game
    • Modern: updated to Coherent UI which may improve rendering on Linux
    Client Fixes
    • Fixed missing languages in Steam client
    • Fixed initial language not being set based on Steam client language setting
    • Fixed commander selection in 1v1 ranked new game lobby
    • Fixed a material library threading crash
    • Fixed windows crash handler failing triggering a Window Error Report (WER) which was masking the material library crash
    • Fixed a navigation cost cell integrator crash in pathing
    • Modern: updated to Coherent UI with fix for memory allocation crash
    • Modern: possible fix login failures on Windows 7
    Server Fixes
    • Fixed our #1 server crash. We now know this was caused by creative use of multiple anti-entity target weapons in the Legion Expansion Rampart shield generator when encoding deltas for the ammo capacity history curve
    • Fixed a crash if a seeking projectile was fired at a unit that as it leaves the planet
    • Fixed a navigation cost cell integrator crash in pathing
    AI Improvements
    • AI performance improvement pass focusing on AI data updates, build location updates, and attack location selection
    • Improved the AI’s ability to use naval against land targets
    • Improved the AI's use of space near it's starting base on some planets
    • Improved the AI's handling of slow air platoons e.g. zeus + angel
    • Small improvements to the AI’s nuke and Unit Cannon targeting
    • AI Commander should no longer charge the front lines to its death
      AI platoons should spend less time stuck against terrain trying to attack something
    AI Fixes
    • Fixed a math error causing the AI to only evaluate half the planet for military targets
    • Fixed an error causing the AI to underutilise its air force
    • Fixed AI not attacking on gas giants
    • Fixed AI incorrectly marking bases as unable to deploy vehicle/naval units
    • Fix for crash if a mod enables an AI controlled Unit Cannon to build fabbers
    • Hardened the Fabber and Factory manager system to prevent a crash
    Crash Reporting
    • Added --enable-full-memory-minidump (windows only) to be used when requested by support
    • Work in progress: new unit specs API to replace Blueprint Info Framework
    Other Modern Updates
    • libcurl 7.64
    • lz4 1.8.3
    • miniz 2.0.8
    • zlib 1.2.11
    • libpng 1.6.36
    • libsquish 1.15
    • stb_truetype 1.21
    • stb_image 2.21
    • breakpad
    • libsdl 2.0.9 for Windows (macOS was already 2.0.9 and Linux is system version)
    113044 reverts to libsdl 2.0.8 for Windows. 113046-legacy fixes missing unit selection ring.

    • First pass of Polish translations (incomplete)
    • Fixed AI commander getting stuck against terrain while trying to navigate back to safety
    • Fixed AI unit cannons not building anything in some circumstances
    • Fixed AI sometimes getting stuck not using its unit cannons
    • AI building placement perf improvements
    • Fixed a client crash during live game that was impacting high spec high core systems
    • Modern: Fixed Windows 7 login issue
    • Modern build is now the default client (you can switch back to legacy if needed)
    cdrkf, Remy561, NikolaMX and 5 others like this.
  2. nimzodragonlord

    nimzodragonlord Member

    Likes Received:
    uh oh, I need more bumblebees now for my vanguard drops...
  3. panews

    panews Planetary News Official PA

    Likes Received:
    Mid season rebalancing might include some changes to target priorities o_O
  4. nimzodragonlord

    nimzodragonlord Member

    Likes Received:
    Hehehe time to meatshield for those bomber snipes :D
    n00n and matizpl like this.
  5. FSN1977

    FSN1977 Active Member

    Likes Received:
    There is no PTE build option in the PA launcher. Only "stable" and "modern"
  6. liamdawe

    liamdawe Active Member

    Likes Received:
    I've tested the new build on Ubuntu 18.10 and the Coherent UI update seems to have caused a few issues (I did verify files too). This is on NVIDIA, where I've never really had a problem before.

    When loading the game, it now spawns a bunch of extra windows which show up as a small black line, enabling me to expand them like so:

    Once actually in-game, it spawns even more of these (I counted around over 20!).

    The actual in-game UI seems fine though on NVIDIA, I just assume all these extra windows are supposed to be hidden to the OS.

    As for Mesa, testing on my Intel-only laptop with Mesa 18.3.3, the UI hasn’t improved at all still seeing UI elements not being in the right place, popping into place when you try to use them and so on. Don’t have an AMD GPU to test.
  7. panews

    panews Planetary News Official PA

    Likes Received:
    Should be fixed now.
    FSN1977 likes this.
  8. panews

    panews Planetary News Official PA

    Likes Received:
    Hope to have a fix for the extra windows soon (otherwise may have to keep Linux on the Coherent UI 2.5.8 release for a while longer).

    Those are the historically hidden CoherentUI_Host windows for every UI panel / view in game (there are 28+ in live game!). Being based on Chromium, Coherent UI is a multi-process architecture using shared memory for communication between views and the engine (unlike Coherent GT).

    There is one major issue with the Coherent UI 2.6.2 / Chromium 40 based release and once resolved we will be upgrading modern to 2.6.x (legacy will stay pinned to 2.5.x). We do lose software rendering and some web audio functionality (replaced by audio modding) with the 2.6.x release. At that point we'll take another pass at Mesa.

    The Coherent UI updates are a stop gap while we continue the engine, UI, modding and web framework changes required for Coherent GT and eventually GameFace:
  9. liamdawe

    liamdawe Active Member

    Likes Received:
    Great to hear all that, fantastic to know some more details about your plans for all this. Hopefully later this year it will work well for those on Mesa.

    Thank you for the continued effort.
  10. panews

    panews Planetary News Official PA

    Likes Received:
    If you poke around in the system monitor or command line you'll see:
    • CoherentUI_Host (two top level)
    • CoherentUI_Host --type=gpu-process (usually a fatal parsley crash if killed)
    • For each UI panel / view: CoherentUI_Host --type=renderer (these try to reload automatically if killed)
    • CoherentUI_Host --type=zygote (forks new processes)
    In live game you might see 33 renderers which also includes wrapper views for main, game, uberbar, strategic icons, special icons, etc.

    For Linux support we implemented shared memory across all platforms and that actually hurts performance on Windows / macOS where shared textures would have improved UI rendering performance.

    Coherent GT / GameFace replaces the multi-process architecture of Chromium with multi-threaded renoir custom renderer backends. GameFace goes even further by replacing the WebKit layout engine with a custom HTML/CSS layout engine.
    Remy561 and sevmek like this.
  11. DeathByDenim

    DeathByDenim Post Master General

    Likes Received:
    Just to add another report on this. I somewhat see this to on Kubuntu 18.04 with the nvidia-415 drivers and also with the Intel drivers. I don't directly see the windows, but they do pop up in the taskbar for KDE.
    Of course you don't see those when you click anywhere on the screen because then the borderless window gets the focus and the taskbar disappears.
    NikolaMX likes this.
  12. n00n

    n00n Active Member

    Likes Received:
    Nobody I've talked to understands why this would be change.

    Preliminary tests are showing much improved response times on selections with this update. I'm now getting frame dips instead of the sometimes multi second delays.
    nimzodragonlord and NikolaMX like this.
  13. acesoyster

    acesoyster Active Member

    Likes Received:
    To say nobody understands why the change has been made isn’t fair on the people you’ve spoken to. It’s clearly been made to attempt to make pelican drops harder. It might not achieve that, but you can’t deny that the motivation is transparent.
    Quitch likes this.
  14. grandhomie

    grandhomie Active Member

    Likes Received:
    (Warning: I haven’t thought about this for more than a few seconds)

    From what I can tell, vanguard drop snipes are a bit too powerful right now. A drop used to be risky, you had to time it well (by possibly baiting the enemy’s air force away from the base) but now you can just pretty much brute force in. What used to be a “waow” snipe (like Clopse’s comeback win a few years ago on Berg) is now a cheap move (sorry Nimzo, <3).

    This change counters this while keeping the pelicans tough enough to make them useful (good way to break a turtle turrets/artillery expansion) and spice up the gameplay (ex: Andreas’ most recent stream where he used them throughout the game or Admiral’s drops of single slammers left and right).

    Of course like any changes there are side effects but I feel like the pros outweighs the cons.
    nimzodragonlord likes this.
  15. NikolaMX

    NikolaMX Active Member

    Likes Received:

    Re Anti-Air. We've heard that ground based AA should be getting a buff at some point, I will just put into context what the commander AA buff actually means:

    Pelican: unchanged. Bomber priority means most if not all pelicans will survive to drop as long as there are living bombers in range of the AA

    Wyrm: used to be able to deliver at least 2 bombs (10 000/12 500 damage)
    now a single wyrm can only deliver 1 guaranteed bomb vs an undefended commander. 0 if the commander is microed or there is at least 1 galata turret right next to the commander

    Bombers: it still takes roughly 24 with excellent micro (hovering them over the commander so more bombs land directly on him. the number is likely to go up by 10 when in a base with other buildings that draw the first bombs from the clip

    Previously you could do that with roughly 18, again, depending on how good one's micro is and how damaged the bombers are from previous engagements

    Kestrels: 10 are no longer enough. I've done it with 8 in perfect conditions. Now it takes around 14-15 for a guaranteed kill when there is at least one clear approach direction (no building next to the commander from that specific angle.


    This is where the big change is at. A Zeus titan used to be able to down a commander and survive with roughly a third of its hit points left.

    Now it will be left on 12% if caught within the commander core explosion radius and 28% if it avoids it.

    The more important experiment: Zeus vs commander and galata

    1or 2galata: no difference if Zeus target fires them or not, it will survive the kill

    3-5 galata: if Zeus target fires at least 2, it will survive. However, if Zeus ignore the galata, it will die. the death explosion will still kill the commander

    6-12 galata Zeus will die and the death explosion will finish off the commander.

    13 and on: commander survives with at least 14% of its health, even after Zeus death explosion

    Those experiments were performed under ideal conditions. If the Zeus is damaged, or the line of fire of the galata /commander is obstructed, or if the galata is spread out too far from where the zeus passes over, results can vary.
    But in a nutshell, this is what the patch does. Previously it would have taken 4-5 more galata to achieve the same results (Zeus survives at up to 7, Commander dies at up to 18-19)

    To get the results for spinner, multiply the number of needed galata by 1.33
    Quitch likes this.
  16. nimzodragonlord

    nimzodragonlord Member

    Likes Received:
    While I agree that Vanguard drops are very potent, I feel that people just don’t respond well to them. I have never been able to Vanguard drop Sinoccence because he keeps tabs on my air force with radar and makes sure to protect his commander with enough aa to counter even a massive air force. Nik can make his base a no-fly zone as well, and I had a game against Viroo yesterday where I turtled up my base against air. Bot 1 has been able to manually target my pelicans to kill them. What I’m getting at is that vanguard drops are like any other cheese: very counterable as long as you know it’s coming.

    On the other hand, the increase in commander fire rate introduces complications. Bombers fall like flies around a commander now. In my game against Viroo, he went in for a snipe on my t2 fab with 10+ bombers and left with none without even sniping my fab. Commander pushes will be extremely potent against air players because the entire air force will be forfeit flying over the comm, even going solely bombers. Early game inferno drops hardly ever happened before the change. Early game spark and fabber drops happen outside the range of the commander. The change doesn’t impact the early game much at all. Instead, it seems fix a problem for which there were already solutions.
  17. panews

    panews Planetary News Official PA

    Likes Received:
    The commander AA change is not intended for the <0.1% of players who will quickly adapt their unit composition and micro to any change.

    The vast majority of players will never know the minimum number of bombers required, hover micro, what meat shield to use or even how to focus fire. You are more likely to see a *big enough* blob of bombers early game, wyrm / angel or zeus / angel attack with little fighter protection against an opponent with minimal micro skills.
    MrTBSC, Remy561, NikolaMX and 2 others like this.
  18. sevmek

    sevmek Active Member

    Likes Received:
    After a couple of hours running it my first impression :
    It is more responsive and load much faster ; my system complains about the software "not responding" when using the normal build and with PTE there is no more such message. Everything seems fine for now. Thank you so much for taking care of your baby and makes it grow even more !

    My system is :
    Linux Fedora 28 (Gnome 3)
    Nvidia Driver 415.27
    Last edited: February 26, 2019
  19. grzegorz2121

    grzegorz2121 Member

    Likes Received:
    I see that you are planing on changing the unit definitions are you?
    I already have a project underway that was supposed to make modding much easier.
    (Just a very specific JSON editor for editing unit properties with extra checks and fancier GUI than a notepad)

    I wouldnt want my project to go to waste. It is not in good enough condition to publish yet because it lacks a lot of features that i planned. Since the game didnt have any upgrades my project was pretty slow because i didnt have to worry about the game structure change.

    If it is possible I would like to contribute to that as well. Im not a master in modding but i want to create a program that will make the modding easier. I think our cooperation might benefit both of us. Im willing to do that project as a hobby, coding practice and that for the greater good of community. Please consider that proposal.
    NikolaMX likes this.
  20. panews

    panews Planetary News Official PA

    Likes Received:
    112967-pte is now live with:
    • Fixed a material library threading crash
    • Fixed windows crash handler failing triggering a Window Error Report (WER) which was masking the material library crash
    • Fixed a navigation cost cell integrator crash in pathing
    • Modern: possible fix login failures on Windows 7

Share This Page