BA 10.03 End-game rules, bugfixes and adjustments


Delta siege game with same colours team palette in BA 10.03

BA 10.03 is live!

We are only three weeks into playing the new fancy BA and already a third update hits the stage! BA 10.03 brings some minor graphical bugfixes, a new experimental setting and an improvement to the endgame condition script. As a result of the latest discussion on forums, we came to the conclusion, that the prevent_combomb script (a.k.a. 1v1 rule) needs a redesign in order to get more consistent.

“WTF?? Why did I lose?”

Every single player on his first FFA

The sole purpose of that modoption was to avoid silly game ends in duels and FFA by preventing the use of combomb or dgun on opponents commander. Therefore, if that wasn’t the case, 1v1 games could just be won by walking into your enemy’s commander and dgunning him. The problem was that it was on only for 1v1/FFA presets. This caused many moments of confusion when someone accustomed to team game rules and fell into this noob trap on FFA. In order to tackle that issue mo_preventcombomb will now work in team games as well, but only for the last two commanders.

Other than that, after testing 10.02 vehicle pathing the community decided that the recent stumpy nerf was a bit over the top. Therefore in 10.03 Stumpy and Raider got a bit more mobile again. What is more, we added a new experimental option to settings. You can set the color palette to display one color for the whole team now. It’s a neat setup that can totally change the perspective of the game, as you won’t be able to find out the identity of the player you are fighting with. You can toggle it in settings (under “Interface”). Finally, some minor bugs were fixed. As there is not much fancy graphics content related to that post I thought you might just enjoy some random cool screenshots from the latest games on BA 10.03 😉 Here you go!

  • Wreck pool

Balance changes:

  • Stumpy/Raider turnrate increased from 329/321 to 370/360
  • Prevent Combomb gadget is now always active but only cancels comblast damages/reflects dgun damages when the involved commanders are both last commanders
  • The previously added feature “TargetBorder” has been disabled. It seemed to remain unstable by times and will be disabled until we are completly sure it doesnt have a negative impact on the game
  • Given t2 mexes are on/off button again
  • Fixed Juggernaut explosion


  • Options: Added team color palette sub option: same team colors
  • LUPS: Shields only show when unit is Finished, and disable the dome when emp-d
  • Decreased Comblast/DgunRange circles activation distance
  • Lighting effects adjustments
  • Starburst missiles have been given a green exhaust trail
  • Fixed Arm Construction Seaplane wings animation overextending


BA 10.02: new effects, stumpy nerf and more!

Balanced Annihilation 10.02 is here!

Hi there! 2017 is slowly coming to an end. Meanwhile, after the few first games after the release of BA 10.00 it became obvious that vehicles benefit too much from the lately introduced pathing. Especially stumpy movement made it able to overrun any T1 counterpart in terms of efficiency. The recently released BA 10.02 version has these things sorted out. Stumpy movement was made closer to the one from BA 9.46. It means that there were given more inertia. As a result, they will feel heavier now suffering from slower turns and lower acceleration.

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OTA Music and BA 10.01

Total Annihilation Cover Art top

Hey folks, it’s been a great week for Balanced Annihilation. After the release of BA 10.0 we had some awesome games this Christmas. We received a lot of insightful feedback from you guys. Thanks for all the kind words on the new release! Finally, we can return to the old way of doing things which is having weekly releases with much fewer changes. In the meantime, we have got some other good news (and music) for you. Enjoy!

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Balanced Annihilation 10 launched!

Finally after countless hours of work and testing, we’re presenting you BA version 10. We used to have a somewhat weekly release with much fewer changes, but due to the scope of this release that wasn’t possible without breaking changes and uncompleted work. We aimed it to be ready much sooner, with fewer changes overall, our apologies for the long wait.

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Check out map packs!

Over the years the SpringRTS community has created hundreds of playable maps. On the other hand, their full scope may be a bit too overwhelming for players who are just beginning their journey with BA. Therefore we have chosen a list of quality ones, which are played most frequently. These packs include battlefields for duels, team skirmishes and FFA (free for all) matches. What’s more, we made sure that all of the maps inculded in the packet are up to date. Because some of them have many different versions, it is easy to get lost in it without such guidance. Hence, when a new version comes out and gets tested and accepted by the community it will be updated here.

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BA website is up!

Ballanced Annihilation official website is up!

Good news everyone! If you are a long time BA player you have probably always wondered why the game lacks a proper website. The answer is simple, it’s a ton of work and BA maintainers always focus mainly on game development. As a result, we had no official place to point to for instructions. Lacking info, no proper installer or guides made the game unenjoyable for new players. We are happy to announce that this issue ends on this very day.

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