Planetary Annihilation: TITANS
Steam News 16 March 20262mo ago

Ranked Season 15 Begins + Linux Support Update

Greetings Commanders! 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…

Update log

Full Planetary Annihilation: TITANS update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Greetings Commanders!

Extracted changes

0 fixes2 additions30 changes1 removal
  • Maps
  • Events
  • Gameplay
  • Performance
  • Balance
changedToday we are releasing a small balance pass, resetting 1v1 ranks and reshuffling the ranked map pool.
changedRanked Season 15Season 15 will run from March 16th 2026 to June 16th 2026
changedNew Maps:Coldbox (by Dreadnought)
changedNew Maps:Dire Strait (by Marshall)
changedNew Maps:Mukden (by Quildtide)
changedNew Maps:TheClassyBarren (By AndreasG)
Bluehawk `max_range`180 to 160Gil-E `acceleration`120 to 60Gil-E `acceleration` decreased from 120 to 60 `turn_speed`720 to 360Locust `move_speed'35 to 30

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

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

  • Bluehawk

    • `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.

  • Gil-E

    • `acceleration` decreased from 120 to 60

    • `turn_speed` decreased 720 to 360

  • Locust

    • `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.

  • Drifter

    • `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.

  • Vanguard

    • `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.

  • Leveler

    • `splash_damage` added and set to 300

    • `splash_radius` added and set to 3

    • `full_damage_splash_radius` added and set to 1

  • Manhattan

    • `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.

Naval

  • Typhoon

    • Carrier Ammo `lifetime` increased from 3.0 to 5.0

    • Staged flight parameters adjusted for more consistent payload delivery

  • Squall (Drone)

    • `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.

Structures and Economy

  • Advanced Energy Plant

    • `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.

  • Unit Cannon

    • 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.

  • Radar Jamming Station

    • Removed

Source

Steam News / 16 March 2026

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