BA 10.06: Widgets, BAR, tips and more fanciness!

BA 10.06 update – I don’t even know where to start…

There’s been a lot of things happening lately in the world of BA. First of all, we are finally dropping Balanced Annihilation version 10.06, and hell boy, this one is BIG! The amount of goodies that BA 10.06 brings is beyond any minor update that happened in the last couple of months. Starting from fancy new widgets, through a significant boost in noob-friendliness, partial integration of BAR models, ending on awesome new graphic effects and much more. And that is only the tip of an iceberg of great news we have for you, so without further delay, let’s break it down. Enjoy!

~TL;DR – Just give me that download button!

Fancy selected units

Thanks to a widget that was originally developed for BA:Reloaded we are now equipped with a new tool that is both greatly useful and adds a nice graphical touch to the game. It draws team-coloured platters under units you have selected. What is more, different types of units get their own shapes, which helps distinguishing units from each other. Platters are animated and connect if units are close to each other. It’s also customizable, so you can tweak its opacity etc. to suit your taste. This is only one of the neat widgets introduced in BA 10.06, for the full list see: new widgets.

Trees are alive!

Another neat piece of BAR work is now included in the game. New shaders make the trees slowly weave in the wind and when they are damaged, they fall to the ground. It’s just another one of these little details that make up for a great overall gaming experience. As Chris Taylor once said in an interview, this kind of tiny things is what made OTA so outstanding among other RTS’es at the time. This works with the majority of newer maps. You can find many of those in our map packs.

Noob-friendliness in BA?

Yes, we can! We have finally put some effort into making the game more easily accessible for new players. While the game is loading you are going to be presented with tactical tips, unit info, and famous quotes :D. For starters, we put in about 40 tips covering most basic game mechanics and controls. 50 descriptions currently introduced to the game make up for most T1 land mobile units. This knowledge base will grow in the releases to come. What is more, we added some more noob-friendliness in the game itself. When your Commander is getting hurt you are going to see a red vignette around your view. This will make it easier for new players to keep their Coms safe ūüôā


Balance tweaks

This update introduces some a little bit of balancement as well. The main focus was set here on clearly overpowered units. We introduced Bantha speed reduction, EMP bombers cost increase, some sea balancement and few minor changes. For the full list, check: balance changes.


Last two weeks sought a major increase in promotional actions for BA. We now have a brand new Facebook page dedicated for Balanced Annihilation.¬†¬†It’s a place to go if you want to have a close look at what is going on in the world of BA. New maps, real-time announcements and updates are going to be frequently posted there.¬†Like it, share it, and help us spread the word about Balanced Annihilation!

Thank you for testing!

As always, we would like to show our appreciation for helping us test the new version out. We had some awesome large-scale games on test-version again and received tons of useful feedback. This makes our workflow really swift and assures that the coming release is going to live up to your expectations. Due to the sheer size of this update consider reading the full changelog too. You will find even more cool stuff we have done, like the possibility of switching to BAR models, but that is just too much stuff to¬†cover in one post. More details are coming soon ūüôā

  • BA 10.06: Krogoth surrounded by Razorbacks
    "Dancing with the razors"

Full changelog:

Balance changes:

  • Bantha speed reduced 8%, harder to paralyze 30%
  • EMP bomber more expensive: metal 33%, energy 11%
  • Prevents paralyzer units attacking anything other than EMP-able units
  • Dragonteeth and Fortification walls are no long EMP-able
  • Fixed T2 crawling bombs not blowing on attack commands. (issue on maintenance engines)
  • Footprints adjusted: armfus 7×4->6×5, armvp 8×6->7×6, corvp 7×7->7×6
  • Increased Gimp’s torpedos max speed 30% and acceleration 400%
  • Arm/Core destroyers: Increased default depthcharge damages +25% and decreased damages vs subs -10%
  • Arm/Core Support Frigates: Disabled AA, enabled surface units targetting. Damages vs subs: 216 (vs 240) and damages vs default and commander: 100 (vs 140)
  • Arm/Core patrol boats: buffed range (450 -> 700) and damages (+50%) as they now become the only t1 aa ship available.
  • Reduced Comblast Edgeeffectiveness from 0.40->0.317 Does 3.5k damage to commanders at dgunRange (was 3.850k)
  • Added a test option “seamex”: underwater|surface (default underwater)

Unbalanced Commanders (when mo_unba is enabled):

  • Dgun reloadTime reduced by 0.025s at each level (0.9->0.65)
  • Laser reloadTime reduced by 0.025 at each level, capped at 0.2 (was 0.4)
  • UWLaser reloadTime reduced by 0.05 at each level, capped at 0.5 (was 1)
  • Commander BuildSpeed increased by 50 at each level until level 7, then increased by 100 (300->1000)
  • Commander Shield wont block torpedos anymore

New widgets:

  • Fancy Selected Units (options widget has various options for it)
  • Show Builder Queue – Shows ghosted queued up buildings (for all allied teams)
  • Commander Hurt Vignette – red screen borders when com isn’t in view and gets damaged
  • Unit Reclaimer (Hover over unit and drag an area-reclaim circle to reclaim all units within)
  • Auto Cloak Popups – (default disabled) – Auto cloaks Pit Bull and Ambusher


  • You can toggle off Highlight Selected Units via options widget
  • Auto Group: disabled immediate mode (like in 9.46), re-enable it via options widget
  • EcoStats shows reclaimed metal/energy income (as less vibrant part of the bar)
  • Unit Outline has thickness slider added to options widget and takes resolution into account
  • Accurate Comblast and Dgun Range widget. Showing ranges for damage values: 3.5k, 3k, 2k, 1k and 0.
  • Added “Scroll inversed” toggle to options widget
  • Loadscreen shows tips, unitinfo and quotes
  • Ignore Ships vs Shipyard colisions when finished for 15 seconds: No more rotation when exiting lab.
  • More “RockOnWaves” animations to t1 sea floating buildings (tidals/metalmakers/dragonteeth)
  • Fixed Air mesh not refreshing when map_waterlevel is used.
  • Flak and mercury/screamer projectile explosions are visually bigger
  • Vehicle minimap/overview icon adjusted to match kbots icon design
  • Trees wave in the wind and fall when they die due to damage (only centain tree types)
  • Included barmodels modoption (default disabled) Remodeled Units!

BA 10.05: Vehicle balance and tons of bugfixes

BA 10.05 release

BA 10.05 update – this one is big!

How is it going, folks? Finally, the fifth iteration of Balanced Annihilation 10 arrives. It features a major vehicle balance nerf, adjustments in Unbalanced Commanders game mode and a lot of bugfixes. So prepare your Dguns and brace yourselves for BA 10.05!

Vehicle nerf

Yes, another one. Last weeks of playing have repeatedly shown us that the role vehicles play on the battlefield is still too overwhelming. It turned out that adjusting the turrnspeed solely was not enough to provide a proper vehicle/Kbot balance. After some discussion, we came to the conclusion that what really matters here is the maximum velocity. Having higher max velocity have made vehicles better in two ways. First, of course, is that they can move faster. The less obvious one is resulting from the fact that it enabled vehs to get faster to the rally point, effectively increasing the number of units that you can simultaneously have on the front. In a game where having one unit more can completely change the course of the battle, this aspect plays a great role.

As a result, a general decrease of max velocity was proposed.  For details see: Balance changes. Long story short, the most significant nerf was introduced to the units which gave the biggest balance concerns. From the tests we have performed, it seems that vehicles got finally balanced. If any more changes in that regard are there to come, they are probably going to be cosmetic.

Thank you for testing!

Thanks to you guys in the last couple of days we had the luxury of performing lots of big-scale test¬†sessions. You have no idea how helpful it was. It allowed for a really thorough inspection of bugs. And hell, we have found some ūüėČ What is more, we received¬†tons of constructive feedback from you guys and based some of the changes on what you have proposed. It is really precious to have good devs-players relations, together we can make BA great again!

  • When two lolcannons is not enough - 2h DSD game :O
    When two lolcannons is not enough - 2h-long DSD game :O

Balance changes:

  • Reduced vehicle max-speed: Flash 3%, Instigator 3%, Raiders 6%, Stumpy 6%, Panther 5%, Croc 5%, Bulldog 5%, Reapers 5%, Scouts 2%, Weasel 2%
  • Fixed: HLT’s, corvp/corap/coralab have larger explosion
  • Arm EMP building has 10% less range
  • Leveler and Pyro can only shoot at surface units
  • Reduced Maverick dps 5%, and gets less range when gaining experience
  • Nerfed ArmRoy damages to submarines (390 -> 300) and corroys damages to submarines (410 -> 315)
  • Reduced Support Frigates AA missiles reload time (2 -> 1.5s) and increased damages (110 -> 140)
  • Arm/Core T2 Torpedo Launcher HP buffed (1500 to 2500) reloadTime reduced (arm: 3.1->1.75 core: 5.6->3.16) + removed special damages to commanders

Unbalanced Commanders (when mo_unba is enabled):

  • Added evolving build menus: disabled upgrademex/areamex for commanders when mo_unba is enabled
  • Unit Stats: Shows Commanders’ currently used Weapons, current BuildSpeed and current Level when experience is known to the user.
  • Using lower values for ResourcesUse to Exp ratios, higher for ResourcesMake to Exp ratios, and a better Damages to Exp ratio.


  • Units that only can shoot at surface category units won’t chase when targetting non-surface units (bladewings benefit from this)
  • Disallowed build commands for disabled build options in the unlikely case user widgets could allow overriding the limitation
  • Shields are more transparent and have less ‘burst’-line parts
  • Starburst missile trail color changed to red (was green)
  • Worker type unit explosion has been tinted green
  • Added option: ‘use¬†teamcolor’ option for highlighted selected units


  • Faction change widget:¬†guishader¬†works now
  • Top-bar text elements being out of place after a resize/alt-tab
  • Highlight selected units failing to show¬†in¬†rare occasions
  • Tombstone color-shifting at certain angles
  • Modrules¬†loading error when mo_unba is enabled
  • Unit Stats: Show real-time values rather than UnitDefs’ values when available (maxHP, armor, speed/accel/turnrate)
  • “Burst”-line parts of plasma shields disappear¬†now when the shield gets EMP’ed

New map!

Small Supreme Battlefield Special¬†– The classic BA map based on Supreme Commander’s ‚ÄúSeton‚Äôs Clutch‚ÄĚ, now with a middle part of the landbridge floded in a way that connects southern and northern seas. The shallow water there allows for a passage of Kbots and vehicles too. Great deal of new strategies available there!

BA 10.04: performance, unBA Coms, new icons

Check out BA 10.04!

Hello again folks! Better late than never, here comes the news about the new BA version. It’s been another great week of interesting games in Balanced Annihilation. In the meantime we are dropping another small update, welcome to BA 10.04! The dev team lately has set its¬†focus on increasing the performance of default and frequently used widgets and balancement of the unBA¬†coms game mode.

Unbalanced Commanders

We have played some nice games lately with the mo_unba modoption¬†enabled. It is an experimental game mode in which the Commander’s power scales up with its experience. This idea has been introduced¬†to make commanders useful in all stages of the game. Normally, their¬†use is relevant only in the early game and in late-game when defending the base from T3 units. Meanwhile, with¬†mo_unba enabled, Commanders receive better weapons, armor¬†and other small buffs during the play, therefore they prove useful in every stage of the game.

After testing this mode on a larger scale it turned out that the scaling factor is over the top. Some games ended with a well-microed commander simply walking from one corner of the map to another, at the end having the power of T3 gantry units. As a result of these tests little normalization has been introduced, see the changes here.

Quick update: Do not use mo_unba for now, we have overlooked a bug in it that crashes¬†modules, breaking a lot of stuff. It’s been fixed already and will be stable in the upcomming release. If you want to play unBA Coms, use BA 10.03 version.

Performance increase and new options

Additionally, BA 10.04 brings significant increases in the performance of popular widgets, like Team Platters, selfD icons etc. These optimizations are quite substantial, because such widgets apply to all in-game units, hence their use of resources scales up with playtime quite quickly. What is more, you have now more customization powers with the newly introduced sliders and toggles.

Important: BA 10.04 is intended to run on the newer version of the engine: 104.0.1-138-gf19449b maintenance

  • Bombed Advanced Fusion

Balance changes:

  • Offshore Nano Platforms energy costs increased from 2000 to 2600e (arm and core).
  • Fixed BlackHydra flagship cost (M and E got swapped)

Unbalanced Commanders (when mo_unba is enabled):

  • Experience to power scale increased: Units will earn more exp from killing experienced units, and less exp from killing unexperienced units
  • HealthScale and ReloadScale increased: Units will earn more bonus HP and firerate from gaining experience
  • Commander power heavily increased: Commander will overall earn less experience from damaging/killing units
  • Commander experience from resourcing and moving increased: Gives more viability to commanders in base

Performance Increases:

  • Team Platters: 500%
  • Enemy Spotters: 25%
  • Health Bars: 25%
  • Top Bar: 50%
  • Self-D icons/Given unit icons: 2000%
  • Selected Unit Buttons: 150%
  • Other less noteworthy increases…

New options:

  • Health bars scaling slider
  • Team platter opacity slider + skip own units toggle
  • Selected units opacity slider + shader toggle


  • Fixed gadget profiler
  • Some new icons added:

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 ūüėČ Here you go!

  • ARM attacks

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.

Continue reading “BA 10.02: new effects, stumpy nerf and more!”

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!

Continue reading “OTA Music and BA 10.01”

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‚Äôt 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.

Continue reading “Balanced Annihilation 10 launched!”

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.

Continue reading “Check out map packs!”

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.

Continue reading “BA website is up!”