[b]Greetings Commanders![/b]
If there's one constant in war: Galactic battlefield strategy must evolve.
Today we are releasing a small balance pass, resetting 1v1 ranks and reshuffling the ranked map pool.
To our Linux players, please read on to hear about how you can help our technical team improve Linux support!
Ranked Season 15
[img src="https://clan.akamai.steamstatic.com/images/9833776/3f11a021a857256732c3c2362b2725ee4a13a2ce.png"][/img]
Season 15 will run from March 16th 2026 to June 16th 2026
New Maps:
Coldbox (by Dreadnought)
Dire Strait (by Marshall)
Mukden (by Quildtide)
TheClassyBarren (By AndreasG)
Returning Maps:
Abyss LE
Blitz
Diahydri
Geonosis
Headwind
Hyde
Lock
Mantle
Rotunda
Shoreline (Hemispheric)
Sunbaked Gully
Tartarus
The Marne
Tropics LE
Utonaga
Balance
Land
[b]Bluehawk[/b]
[list]`max_range` decreased from 180 to 160
Bluehawks are intended to be mid-range skirmisher units that help initiate and force engagements. This range reduction will reduce their kiting effectiveness.
[/*][*][b]Gil-E[/b]
`acceleration` decreased from 120 to 60
`turn_speed` decreased 720 to 360
[b]Locust[/b]
`move_speed' decreased from 35 to 30
Locusts were too deadly in their previous state. This change should give opponents more time to react and mitigate the threat.
[/*][*][b]Drifter[/b]
`build_metal_cost` decreased from 225 to 210
Drifters are underutilised. This cost reduction should help them appear more in army compositions. Especially in use against T2 and on hybrid naval maps.
[/*][*][b]Vanguard[/b]
`rate_of_fire` increased from 0.75 to 1
We were expecting the Vanguard to overperform in the previous patch and attempted to reduce ites effectiveness in anticipation. We overcorrected and so this change returns it to its previous strength.
[/*][*][b]Leveler[/b]
`splash_damage` added and set to 300
`splash_radius` added and set to 3
`full_damage_splash_radius` added and set to 1
[b]Manhattan[/b]
`navigation` `type` changed from `amphibious` to `amphibious-large`
`allow_pushing` set to `false`
`push_sideways` set to `false`
Manhattan pushing has been a great meme, but its proven to be very difficult to stop in the mid-late, especially in FFAs. We will be keeping a close eye on the performance of this unit, so please make sure to share your feedback in the discord.
[/*][/list]Naval
[b]Typhoon[/b]
[list]Carrier Ammo `lifetime` increased from 3.0 to 5.0
Staged flight parameters adjusted for more consistent payload delivery
[b]Squall (Drone)[/b]
`move_speed` decreased from 80 to 40
`acceleration` decreased from 80 to 40
To fix the infinite range issue with Typhoons, Squalls will deploy closer to the target but will not be able to chase as far.
[/*][/list]Structures and Economy
[b]Advanced Energy Plant[/b]
[list]`max_health` decreased from 5000 to 3000
`build_metal_cost` increased from 2000 to 2800
`energy production` increased from 3750 to 6000
Net efficiency increased from 1.875 to 2.14
We were not happy with T2 power balance. While mathematically more efficient than T1, in reality it was almost always better to make T1 generators when stalling energy. These changes aim to make T2 generators higher risk, but higher reward. You will have to invest more upfront but the significantly higher efficiency means great payoff once the structure is up. That increased value and its HP reduction make them a more attractive target however. We hope this will add some depth to the late game, defense and decision making.
[/*][/list][b]Unit Cannon[/b]
[list]Now displays how many and which units are loaded
Now displays the icons of launched units currently in transit
This change will help you track how full your cannons are and exactly what you have waiting to rain on your opponent.
Note that this intelligence is also available to your opponents if they scout your cannons allowing them to react accordingly.
[/*][*][b]Radar Jamming Station[/b]
Removed Radar
Now that a dedicated indicator exists (see below), radar's inclusion to use the range indicator is no longer needed.
[/*][*][b]Solar Array[/b]
`energy production` decreased from 3200 to 2800
Net efficiency decreased from 2 to 1.75
Solar Arrays were the most space efficient and most survivable source of late-game energy. This change aims to create a tradeoff forcing players to choose between risky but efficient T2 power or safer but less efficient solar arrays.
[/*][/list]Miscellaneous Improvements
General and Graphics
Improvements to rendering status bars. (HP, Ammo etc)
New setting to allow status bars to be displayed in PiP
Added new cultured range indicators
[list]Radar Jamming
Anti Air Weapons
Mass Teleport
Units with weapons that can target air now have a distinct blue range outline, and units that can target both land and air will have a magenta outline.
[/*][/list][i]Note: The long standing "Comm Bug" and issue where units continue to fire at wreckage are being actively investigated with potential fixes identified. These are currently undergoing testing.[/i]
Mechanics and Modding
Added Shield system for initial testing - Stay tuned!
Added range restriction for mass teleporter
Added attachment bone array support for transporters: multi-unit transports can now have units attached at various points instead of stacking all of them on the same bone
You can find more information and examples of these new mechanics in the #making-mods channel in the [url="https://discord.gg/2K5uyKeKMB"]official discord[/url].
System Editor
Added Energy Spots to the system editor
[list]Default hotkey is E. Currently intended for modders, expect more functionality soon.
CSG no longer resets its vertical offset when grabbed.
[/*][/list]Linux Support - Calling all Linux Commanders!
We need your help testing Linux support for PA.
The transition to our new build and release pipeline shifted some dependencies. As a result, the Linux version may fail to launch for some players, while others may be able to launch but cannot start or play a game.
We’re investigating the cause, and we’re aware that the issue is not resolved in the latest release.
Regardless of whether the game works or fails on your system, if you’re running PA on Linux we’d greatly appreciate it if you could send us your game logs and your system specifications to the support channel in [url="https://discord.gg/2K5uyKeKMB"]discord[/url].
Our Community Commanders currently represent only a small portion of Linux users. We want to provide robust Linux support, but we need more real-world data from the community.
Your reports will help us identify the problem faster and improve Linux support. Thank you!
