diff --git a/balance/3658.html b/balance/3658.html new file mode 100644 index 0000000..f622d8f --- /dev/null +++ b/balance/3658.html @@ -0,0 +1,499 @@ + + + + + + + Patch 3658 + + + +
+
+ +
+

Patch 3658

+

Date: August 30th 2016

+

Welcome to the patchnotes for the 3658 patch.

+

This balance patch is merely a hotfix so nothing major happening here.

+

We wish you good luck and much fun playing with the new patch!

+

-- The Balance Team

+
+ +

Land

+
+ +
+

Light Assult Bots

+
    +
  • BuildTime: 140 120
  • +
  • EnergyDrain: 25 75
  • +
+
+ +
+

Fire Beetle

+
    +
  • Now takes two transport slots the same as all other T2 units
  • +
+
+ +
+

UEF T1 Mobile Arty

+
    +
  • HP: 200 205
  • +
+
+ +
+

Scathis

+
    +
  • MassCost: 85000 110,000
  • +
  • EnergyCost: 1500000 2,000,000
  • +
  • BuildTime: 31500 50,000
  • +
  • WeaponRange: 330 300
  • +
+ +
+ +
+

Selen

+
    +
  • Reworked hiding ability into a button toggle:
  • +
  • When pressed, puts the unit in hide mode. The weapon is disabled, all commands are removed from the unit, and it comes to a halt. Counter-intel Stealth and Cloak come online once it's stopped.
  • +
  • Selens in hide mode have lowered selection priority: They cannot be selected alongside other units.
  • +
  • Introduced power drain in hide mode - 5 energy/second
  • +
+
+ +
+

Moblie T1 AA

+ +

All

+
    +
  • MassCost: 20 55
  • +
  • EnergyCost: 140 275
  • +
  • BuildTime: 140 220
  • +
+ +

UEF

+
    +
  • Health: 200 360
  • +
  • Speed: 2.8 3.3
  • +
  • Damage: 8 16
  • +
+ +

Cybran

+
    +
  • Health: 130 260
  • +
  • Damage: 8 16
  • +
  • Removed AA/AG toggle. The weapon will now auto-toggle between modes depending on what is in range, prioritising AA.
  • +
+ +

Aeon

+
    +
  • Health: 200 360
  • +
  • Speed: 3 2.8
  • +
  • Damage: 5 10
  • +
+ +

Seraphim

+
    +
  • Health: 200 360
  • +
  • Speed: 2.5 3.4
  • +
  • Damage: 4 8
  • +
+
+ +
+

Tech 2 Hover Tanks

+ +

UEF

+
    +
  • Speed on Water: 3 3.3
  • +
+ +

Aeon

+
    +
  • Speed on Water: 3 3.5
  • +
+ +

Seraphim

+
    +
  • Speed on Water: 3 3.5
  • +
+
+ +
+

Tech 2 Mobile Flack

+ +

UEF

+
    +
  • Speed: 2.8 3
  • +
+ +

Cybran

+
    +
  • Speed: 2.9 2.7
  • +
+ +

Aeon

+
    +
  • Speed: 3 2.6
  • +
  • Speed on Water: 3 3.5
  • +
+ +

Seraphim

+
    +
  • Speed: 3 2.5
  • +
  • Speed on Water: 3 3.5
  • +
+
+ +
+

Engineers

+ +

Tech 2

+
    +
  • EnergyCost: 700 650
  • +
  • MassCost: 140 130
  • +
  • BuildTime: 700 650
  • +
+ +

UEF

+
    +
  • HP: 300 400
  • +
+ +

Cybran

+
    +
  • HP: 290 390
  • +
+ +

Aeon

+
    +
  • HP: 240 340
  • +
+ +

Seraphim

+
    +
  • HP: 250 350
  • +
+ + +
+ +
+

Cybran Mobile SAM

+
    +
  • + Removed AA/AG toggle. The weapon will now auto-toggle between modes depending on what is in range, prioritising AA +
  • +
+
+
+ +

Air

+
+ +
+

Tech 1 Bomber

+ +

All

+
    +
  • EnergyCost: 2250 2400
  • +
  • MassCost: 80 120
  • +
  • BuildTime: 500 800
  • +
  • RateOfFire: 0.25 0.2
  • +
  • BreakOffDistance: 30 24
  • +
  • CombatTurnSpeed: 0.75 1.5
  • +
  • KTurn: 0.7 0.8
  • +
  • StartTurnDistance: 5 1.4
  • +
  • TurnSpeed: 0.75 1.5
  • +
  • RandomBreakOffDistanceMult: 1.5 1
  • +
  • Removed Radar ability
  • +
+ +

Cybran and UEF

+
    +
  • FiringRandomness: 3 0
  • +
+
+ +
+

Ahwassa

+
    +
  • StartTurnDistance: 15 1
  • +
  • TurnSpeed: 0.65 0.9
  • +
+
+ +
+ +

Naval

+
+ +
+

Cybran T1 Frigate

+
    +
  • AA MuzzleVelocity: 60 45
  • +
  • Removed AA projectile tracking
  • +
  • Removed AA projectile TurnRate
  • +
+
+ +
+

Salem

+
    +
  • AA damage: 10 5
  • +
+
+ +
+

Cybran T2 Cruier

+ +

AG Toggle Weapon

+
    +
  • Damage: 60 -> 40
  • +
  • RoF: 0.5 -> 1
  • +
  • RocketsPerSalvo: 6 -> 3
  • +
  • FiringRandomness: 0.3 -> 0.9
  • +
+ +
    +
  • Removed AA/AG toggle. The weapon will now auto-toggle between modes depending on what is in range, prioritising AA
  • +
+
+ +
+ +

Structures

+
+ +
+

Cybran T1 Static AA

+
    +
  • Fixed bug preventing it from shooting scouts on certain approaches
  • +
+
+ +
+

Tactical Missle Launchers

+ +

UEF

+
    +
  • + Clips Size: 12 6 +
  • +
+ +

Cybran

+
    +
  • + Clips Size: 10 4 +
  • +
+ +

Aeon

+
    +
  • + Clips Size: 16 6 +
  • +
+ +

Seraphim

+
    +
  • + Clips Size: 20 8 +
  • +
+
+ +
+

Tech 2 Static Arty

+
    +
  • + BuildTime: 1608 1200 +
  • +
+
+ +
+

Aeon TMD

+
    +
  • Adapted weapon collision to prevent flare failing to intercept missiles flying near the top of the range sphere
  • +
+
+ +
+

Factories Cost Changes

+ +

T2 Land HQs

+
    +
  • MassCost: 800 1520
  • +
  • EnergyCost: 7200 13300
  • +
  • BuildTime: 1600 2600
  • +
+ +

T3 Land HQs (Price increase due to the T2 cost increase)

+
    +
  • MassCost: 4540 4920
  • +
  • EnergyCost: 41100 43900
  • +
+ +

T2 Land Support Factories

+
    +
  • MassCost: 300 340
  • +
  • BuildTime: 1300 1600
  • +
+ +

T3 Land Support Factories

+
    +
  • MassCost: 750 860
  • +
  • BuildTime: 3000 4000
  • +
+ +

T2 Navy HQs

+
    +
  • MassCost: 1370 1700
  • +
  • EnergyCost: 6600 8500
  • +
  • BuildTime: 2400 3600
  • +
  • BuildPower: 60 90
  • +
+ +

T3 Navy HQs

+
    +
  • MassCost: 5450 7500
  • +
  • EnergyCost: 24472 35000
  • +
  • BuildTime: 8200 11250
  • +
  • BuildPower: 120 150
  • +
+ +

T2 Navy Support Factories

+
    +
  • MassCost: 500 800
  • +
  • EnergyCost: 2500 4000
  • +
  • BuildTime: 2000 3000
  • +
  • BuildPower: 60 90
  • +
+ +

T3 Navy Support Factories

+
    +
  • MassCost: 800 1100
  • +
  • EnergyCost: 3429 5500
  • +
  • BuildTime: 4000 3500
  • +
  • BuildPower: 120 150
  • +
+
+ +
+ +

ACUs

+
+ +
+

Tech 2 Upgrade

+ +

UEF,Aeon,Seraphim

+
    +
  • Health: 3000 -> 1500 (UEF, Aeon, Seraphim)
  • +
  • Removed health regen bonus
  • +
+ +

Cybran

+
    +
  • Health: 3500 -> 2000
  • +
  • Removed health regen bonus
  • +
+
+ +
+

Tech 3 Upgrade

+
    +
  • Removed health regen bonus
  • +
  • Decreased health increase to respect the T2 adjustment
  • +
  • Decreased buildpower 126 -> 100
  • +
+
+ +
+

Enhanced Sensor System Upgrade

+
    +
  • MassCost 400 -> 350
  • +
  • EnergyCost 10000 -> 5000
  • +
  • OmniRadius 100 -> 80
  • +
  • VisualRadius 50 -> 80
  • +
+
+ +
+

Cybran ACU

+
    +
  • HealthRegen: 17 -> 15
  • +
  • VetRegen: 21/24/27/30/33 -> 19/23/27/31/35
  • +
+
+ +
+

Stealth Field Generator

+
    +
  • EnergyCost 5250 -> 5000
  • +
  • BuildTime: 350 -> 500
  • +
+
+
+ +
+ +
+ + + diff --git a/balance/3774.html b/balance/3774.html new file mode 100644 index 0000000..c40d70d --- /dev/null +++ b/balance/3774.html @@ -0,0 +1,269 @@ + + + + + + + + Patch 3774 + + + + +
+
+ +
+

Patch 3774

+

Date: November 15th 2023

+

Welcome to the patchnotes for the 3774.

+

This patch contains the HP changes that have been in testing and discussion for a long time, and some Ythotha buffs on top. As always, you can post your feedback and opinion on the forums.

+

We wish you good luck and much fun playing with the new patch!

+

-- Balance Team

+
+
+ +

Land

+ +
+ +
+

Ythotha

+

A buff to the Ythotha has been long planned and wished, but buffing it in a way that makes the unit more dynamic and interesting turned out to be difficult. We have decided to improve it by making it more nimble and also allowing it to shoot 45 degrees backwards so that it can be microed to a much greater degree. It also gets a slight range increase to help with this goal. We will closely observe if this new microability in certain situations gives the Ythotha the power it should have, or if further adjustments are needed.

+
    +
  • TurnRate: 40 60
  • +
  • EyeWeapon Range: 45 47
  • +
  • LeftArm Range: 45 47
  • +
  • RightArm Range: 15 47
  • +
  • AA Range: 45 47
  • +
  • AA AOE: 1.5 4
  • +
  • RightArm, LeftArm and EyeWeapon can now shoot 45 degrees behind them.
  • +
  • AA can shoot at a slightly greater angle to eliminate blindspots.
  • +
  • Added UseFiringSolutionInsteadOfAimBone = true for better AA performance. Credit to EQ for this AA change.
  • +
+ +
+ +
+ +

Air

+ +
+ +
+

Janus

+

The Janus change in the last patch worked well but was found to be too strong. The napalm's burn time is increased to allow players to react and move out of the damage radius before all damage has been dealt. The initial damage of the bombs is also decreased.

+
    +
  • DoTTime: 4.2 6
  • +
  • InitialDamage/bomb: 30 15
  • +
+ +
+ +
+ +

Structures

+ +
+ +
+

HP Reductions (Part 1)

+

The goal with all the HP reductions in general is to allow more options for aggressive play, especially in the lategame and to bring the game closer to how it is working with the current low t2 pg HP and its impact on the game.

+

The goal with increasing the HP differences between the factions is to make them a relevant and interesting part of the game, rather than a visual difference without much impact. The changes are aimed to increase faction diversity and attempt to even out the current differences in power between the factions by giving them more unique strengths and weaknesses, rather than making them more equal. This are rather big changes, but we believe they will make the game more diverse and interesting.

+

To compensate cybran a bit for the rather large nerfs, and to accompany their new weakness with a strength that fits to them, all their nerfed buildings do (very slowly) regenerate health now in return. They are more vulnuable, but if you don't kill them they will be back at full HP after about 10 minutes for each building.

+ +

T1 Land/Air/Navy and T2 Land/Air Support Factories

+
    +
  • UEF HP: 4100 / 4100 / 4800 and 4500 / 4500 → 4000
  • +
  • Aeon HP: 3700 / 3700 / 4400 and 4100 / 4100 → 3100
  • +
  • Seraphim HP: 3700 / 3700 / 4600 and 4300 / 4300 → 3100
  • +
  • Cybran HP: 3500 / 3500 / 4200 and 3900 / 3900 → 2500
  • +
  • Cybran HP regeneration: 3 hp/s
  • +
+ +

T2 Land/Air HQ and T3 Land/Air Support Factories

+
    +
  • UEF HP: 9000 and 4500 / 4500 → 8000
  • +
  • Aeon HP: 8200 and 10000 → 6200
  • +
  • Seraphim HP: 8200 and 10500 → 6200
  • +
  • Cybran HP: 7800 and 9500 → 5000
  • +
  • Cybran HP regeneration: 10 hp/s
  • +
+ +

T3 Land/Air HQs

+
    +
  • UEF HP: 22000 → 16000
  • +
  • Aeon HP: 20000 → 12400
  • +
  • Seraphim HP: 21000 → 12400
  • +
  • Cybran HP: 19000 → 10000
  • +
  • Cybran HP regeneration: 20 hp/s
  • +
+ +

T2 Navy Support Factories

+
    +
  • UEF HP: 9000 → 6000
  • +
  • Aeon HP: 8000 → 5000
  • +
  • Seraphim HP: 8500 → 5000
  • +
  • Cybran HP: 7500 → 4000
  • +
  • Cybran HP regeneration: 6 hp/s
  • +
+ +

T2 Navy HQs / t3 Navy Support Factories

+
    +
  • UEF HP: 18000 / 20000 → 13000
  • +
  • Aeon HP: 16000 / 18750 → 10000
  • +
  • Seraphim HP: 17000 / 19000 → 10000
  • +
  • Cybran HP: 15000 / 17000 → 8000
  • +
  • Cybran HP regeneration: 15 hp/s
  • +
+ +

T3 Navy HQs

+
    +
  • UEF HP: 40000 → 26000
  • +
  • Aeon HP: 37500 → 20000
  • +
  • Seraphim HP: 38000 → 20000
  • +
  • Cybran HP: 34000 → 16000
  • +
  • Cybran HP regeneration: 30 hp/s
  • +
+
+ +
+

HP Reductions (Part 2)

+

If you look at the values, you will notice that we tried to make the new HP values as consistent and intuitive as possible. Mex and PGs now have equal HP, and most support factories have the same HP as the lower tech HQ. Meanwhile every HQ upgrade will double its HP.

+

These changes have many interesting side effects and small direct or indirect buffs to specific units and factions. Some examples? +

    +
  • Tired of getting first bombed, or losing your t2 PGs to corsairs? You can pick UEF now, and enjoy their additional toughness.
  • +
  • Or you always felt bad for the Notha (Seraphim Fighterbomber) to be just a less fancy version of the corsair? While corsairs are still better at what they excel at, Nothas can kill t2 mex with 2 bombs now, something Corsairs can only do if they are very lucky and hit all their bombs.
  • +
  • Or you have enough of cybran players TMLing your stuff over and over, even when you have TMD? They can keep doing this, but many of their buildings are very vulnerable to TMLs themself now..
  • +
+

+

The last building that got its HP changed are Walls. They found increasing popularity in the past year, and with that also causing increasing annoyance and they proved that they are very powerful. Walls take twice the time to build now (which is still very fast), and while UEF walls are almost as hard to destroy as before, Cybran walls are much less of a obstacle.

+ +

T1 Mass Extractors and T1 Power Generators:

+
    +
  • UEF HP: 600 → 760
  • +
  • Seraphim HP: 600
  • +
  • Aeon HP: 600
  • +
  • Cybran HP: 600 → 500
  • +
  • Cybran HP regeneration: 1 hp/s
  • +
+ +

T1 Mass Storage:

+
    +
  • UEF HP: 1600 → 760
  • +
  • Aeon HP: 1600 → 600
  • +
  • Seraphim HP: 1600 → 600
  • +
  • Cybran HP: 1600 → 500
  • +
  • Cybran HP regeneration: 1 hp/s
  • +
+ +

T2 Mass Extractors and T2 Power Generators:

+
    +
  • UEF HP: 3000 / 2160 → 2500
  • +
  • Aeon HP: 3000 / 2160 → 1900
  • +
  • Seraphim HP: 3000 / 2160 → 1900
  • +
  • Cybran HP: 3000 / 2160 → 1800
  • +
  • Cybran HP regeneration: 3 hp/s
  • +
+ +

T3 Mass Extractors and T3 Power Generators:

+
    +
  • UEF HP: 8400 / 9720 → 9000
  • +
  • Aeon HP: 8400 / 9720 → 6200
  • +
  • Seraphim HP: 8400 / 9720 → 6200
  • +
  • Cybran HP: 8400 / 9720 → 6000
  • +
  • Cybran HP regeneration: 10 hp/s
  • +
  • Explosion Damage (only t3 Power Generator): 8000 → 5500
  • +
+ +

HydroCarbon PowerPlants:

+
    +
  • UEF HP: 1600 → 1800
  • +
  • Aeon HP: 1600
  • +
  • Seraphim HP: 1600
  • +
  • Cybran HP: 1600 → 1400
  • +
  • Cybran HP regeneration: 1 hp/s
  • +
+ +

Walls:

+
    +
  • BuildTime: 10 → 20
  • +
  • UEF HP: 4000 → 3000
  • +
  • Aeon HP: 4000 → 2000
  • +
  • Seraphim HP: 4000 → 2000
  • +
  • Cybran HP: 4000 → 1500
  • +
  • Cybran HP regeneration: 3 hp/s
  • +
+
+
+ +

Mechanics

+
+
+

Stun

+
    +
  • Stun effects will no longer affect air units.
  • +
+
+
+
+ + +
+ + + + \ No newline at end of file diff --git a/balance/3776.html b/balance/3776.html new file mode 100644 index 0000000..c429b10 --- /dev/null +++ b/balance/3776.html @@ -0,0 +1,188 @@ + + + + + + + + Patch 3776 + + + + +
+
+ +
+

Patch 3776

+

Date: December 1st 2023

+

Welcome to the patchnotes for the 3777.

+

The focus of this patch is working on improving the implementation of the previous patch. Cybran regen is improved, Seraphim get a buff to their hps, as well as some smaller changes and fixes.

+

We wish you good luck and much fun playing with the new patch!

+

-- Balance Team

+
+
+ +

Air

+ +
+
+

bombers

+

Janus gets a slight buff again to improve it slightly vs units.

+
    +
  • InitialDamage: 15 20
  • +
  • TotalInitialDamage: 300 400
  • +
  • DamageOverTime: 1500 1600
  • +
+
+
+ +

Structures

+
+ + + + + +
+

Mass Storage

+

Mass storage hp has been given some hp back, so that it is more in line with their cost.

+
    +
  • UEF HP: 760 1200
  • +
  • Seraphim HP: 600 1100
  • +
  • Aeon HP: 600 1000
  • +
  • Cybran HP: 500 800
  • +
  • Cybran HP Regeneration: 1 4
  • +
+
+ +
+

Seraphim Structures

+

In the HP nerf patch Seraphim were given the same HP as Aeon. However we now decided to buff their HP so that they have more than Aeon, but still less than UEF. Seraphim have less unit choices and are not one of the stongest factions so some buffs are warranted and this also increases faction diversity.

+ +

T1 Buildings

+
    +
  • Air/Land/Naval Factory HP: 3100 3500
  • +
  • Power Generator HP: 600 650
  • +
  • Hydrocarbon Power Plant HP: 1600 1700
  • +
  • Mass Extractor HP: 600 650
  • +
  • Wall Segment HP: 2000 2500
  • +
+ +

T2 Buildings

+
    +
  • Air/Land Factory HQ HP: 6200 7000
  • +
  • Naval Factory HQ HP: 10000 11000
  • +
  • Air/Land Support Factory HP: 3100 3500
  • +
  • Naval Support Factory HP: 5000 5500
  • +
  • Power Generator/Mass Extractor HP: 1900 2000
  • +
+ +

T3 Buildings

+
    +
  • Air/Land Factory HQ HP: 12400 14000
  • +
  • Naval Factory HQ HP: 20000 22000
  • +
  • Air/Land Support Factory HP: 6200 7000
  • +
  • Naval Support Factory HP: 10000 15000
  • +
  • Power Generator/Mass Extractor HP: 6200 7000
  • +
+
+ +
+

Cybran Structure Regeneration

+

The initial Cybran regen values were found to be too low to be a relevant feature, so we have increased Cybran regen across the board.

+ +

T1 Buildings

+
    +
  • Air/Land/Naval Factory: 3 6
  • +
  • Power Generator/Mass Extractor: 1 2
  • +
  • Hydrocarbon Power Plant: 1 6
  • +
  • Wall Segment: 3 6
  • +
+ +

T2 Buildings

+
    +
  • Air/Land Factory HQ Regen: 10 20
  • +
  • Naval Factory HQ Regen: 15 30
  • +
  • Air/Land Support Factory Regen: 3 6
  • +
  • Naval Factory Regen: 6 12
  • +
  • Power Generator/Mass Extractor Regen: 3 6
  • +
+ +

T3 Buildings

+
    +
  • Land Factory HQ Regen: 20 40
  • +
  • Air Factory HQ Regen: 20 40
  • +
  • Naval Factory HQ Regen: 30 60
  • +
  • Air/Land Support Factory Regen: 10 20
  • +
  • Naval Factory Regen: 15 30
  • +
  • Power Generator/Mass Extractor Regen: 10 20
  • +
+
+ +
+

T2 Radar

+

We have reduced the maintenance cost of T2 radars to encourage this intel option in the midgame.

+
    +
  • Mainentance Cost: 250 200
  • +
+
+ +
+ +

Miscellaneous

+
+
+

Wall Segments

+

Destroying Wall Segments now grants 0.1 veterancy instead of 1. Killing walls for vet was an abuse which became more prevalent since the wall hp nerf.

+
+
+
+ + +
+ + + \ No newline at end of file diff --git a/data/patches.json b/data/patches.json index 89da041..baf6e53 100644 --- a/data/patches.json +++ b/data/patches.json @@ -446,6 +446,181 @@ "patch": "3702", "link": "game/3702.html", "date": " - December 28 2018" + }, + { + "patch": "3701", + "link": "game/3701.html", + "date": " - October 29 2018" + }, + { + "patch": "3700", + "link": "game/3700.html", + "date": " - October 20 2018" + }, + { + "patch": "3699", + "link": "game/3699.html", + "date": " - October 20 2018" + }, + { + "patch": "3698", + "link": "game/3698.html", + "date": " - September 19 2018" + }, + { + "patch": "3697", + "link": "game/3697.html", + "date": " - August 17 2018" + }, + { + "patch": "3696", + "link": "game/3696.html", + "date": " - May 27 2018" + }, + { + "patch": "3695", + "link": "game/3695.html", + "date": " - January 17 2018" + }, + { + "patch": "3694", + "link": "game/3694.html", + "date": " - December 25 2017" + }, + { + "patch": "3693", + "link": "game/3693.html", + "date": " - December 3 2017" + }, + { + "patch": "3692", + "link": "game/3692.html", + "date": " - December 1 2017" + }, + { + "patch": "3690", + "link": "game/3690.html", + "date": " - November 16 2017" + }, + { + "patch": "3689", + "link": "game/3689.html", + "date": " - October 1 2017" + }, + { + "patch": "3686", + "link": "game/3686.html", + "date": " - August 13 2017" + }, + { + "patch": "3682", + "link": "game/3682.html", + "date": " - May 16 2017" + }, + { + "patch": "3681", + "link": "game/3681.html", + "date": " - May 12 2017" + }, + { + "patch": "3680", + "link": "game/3680.html", + "date": " - May 11 2017" + }, + { + "patch": "3677", + "link": "game/3677.html", + "date": " - May 3 2017" + }, + { + "patch": "3676", + "link": "game/3676.html", + "date": " - February 27 2017" + }, + { + "patch": "3675", + "link": "game/3675.html", + "date": " - February 5 2017" + }, + { + "patch": "3672", + "link": "game/3672.html", + "date": " - January 24 2017" + }, + { + "patch": "3671", + "link": "game/3671.html", + "date": " - January 19 2017" + }, + { + "patch": "3670", + "link": "game/3670.html", + "date": " - January 17 2017" + }, + { + "patch": "3669", + "link": "game/3669.html", + "date": " - January 17 2017" + }, + { + "patch": "3668", + "link": "game/3668.html", + "date": " - January 17 2017" + }, + { + "patch": "3667", + "link": "game/3667.html", + "date": " - December 22 2016" + }, + { + "patch": "3666", + "link": "game/3666.html", + "date": " - December 21 2016" + }, + { + "patch": "3665", + "link": "game/3665.html", + "date": " - December 25 2016" + }, + { + "patch": "3664", + "link": "game/3664.html", + "date": " - December 21 2016" + }, + { + "patch": "3664", + "link": "game/3664.html", + "date": " - December 21 2016" + }, + { + "patch": "3663", + "link": "game/3663.html", + "date": " - November 12 2016" + }, + { + "patch": "3660", + "link": "game/3660.html", + "date": " - October 24 2016" + }, + { + "patch": "3658", + "link": "game/3658.html", + "date": " - August 30 2016" + }, + { + "patch": "3656", + "link": "game/3656.html", + "date": " - August 8 2016" + }, + { + "patch": "3654", + "link": "game/3654.html", + "date": " - May 30 2016" + }, + { + "patch": "3652", + "link": "game/3652.html", + "date": " - May 2 2016" } ] } \ No newline at end of file diff --git a/game/3652.html b/game/3652.html new file mode 100644 index 0000000..196aa0c --- /dev/null +++ b/game/3652.html @@ -0,0 +1,201 @@ + + + + + + + Game Patch 3675 + + + +
+
+
+

Game Patch 3675

+
+
+ +

Lobby

+
+
    +
  • Name filter when selecting map
  • +
  • Prevent host from changing player teams while he is ready
  • +
  • Game quality in lobby now visible again
  • +
  • Reduced autobalance random variation to get team setups with better overall quality
  • +
  • Default to score off
  • +
  • Stopped the map filter preventing the map selected in prefs from prior games from showing
  • +
  • Tiny fix to flag layout
  • +
  • Fixed descriptions for the AIx Omni option and Lobby Preset button
  • +
+
+ +

UI

+
+
    +
  • Introduced Russian translations of many FAF additions to the game (Exotic_Retard and PerfectWay)
  • +
  • Translate some FAF additions to Italian
  • +
  • New keybindable action: 'soft_stop'
  • +
  • Soft-stop will cancel all orders of a factory except their current one, if you soft-stop a factory with only one order it will get cleared
  • +
  • Hold down Alt when giving a factory order to soft stop factory before issuing next order
  • +
  • Multi-upgrade: Added UI support to upgrade structures several levels at once (i.e: cybran shields, hives, mexes, factories etc)
  • +
  • Auto-overcharge: It's now possible to let overcharge fire automatically whenever you have the required power
  • +
  • Order repair on a wreck to rebuild it if possible by some of the selected engineers. Those not able to rebuild the wreck will assist after the build starts.
  • +
  • Units explicitly repairing (not assisting) a structure that dies will automatically try to rebuild it
  • +
  • Refactor the income economy overlay not to show reclaim values appearing in the generated income column and do correct rounding of the numbers.
  • +
  • Fixed bug with unit regen debuff not being visible in UI
  • +
  • Fixed bug with buildpower not visible in unitview
  • +
  • Score display in the top-right no longer counts reclaim into the Mass/Energy income shown in observer mode
  • +
  • Allow Hotbuild to find Support Factories
  • +
  • Allow the UI code to search active mods for unit icons. Mods will have to have the icons in the right place (/modname/icons/units/xxx_icon.dds). Confirmed working for Total Mayhem at least, and probably many more.
  • +
  • Show ren_networkstats in Connectivity Screen (F11)
  • +
  • Show name of the one resuming a paused game
  • +
  • Reverted the change to T1 PD icons from 3641, so now they don't give free intel on mouse-over when trying to fake PD-wall with all-wall radar ghosts.
  • +
  • Render build range of engineers using native overlay system instead of decal hack
  • +
  • Enabled Pause button in replays
  • +
  • In Units Manager, added more preset restrictions (e.g. No T1 spam, No Snipes, No TMLs)
  • +
  • In Units Manager, separated some existing preset restrictions (e.g. game-enders, nukes) for better selection
  • +
  • In Units Manager, added custom restrictions for all FA units
  • +
  • In Units Manager, added custom restrictions for modded units when mods are activated
  • +
  • In Units Manager, added mechanism for restricting units using preset restrictions and/or custom restrictions
  • +
  • In Units Manager, added grouping of units based on faction, type, purpose, and tech level
  • +
  • In Units Manager, added detailed tooltips with stats for weapons, defense, and eco for all units
  • +
  • In Units Manager, added visualization of modded units using small purple icon with letter M
  • +
  • In Units Manager, improved description of preset restrictions
  • +
  • In Mods Manager, added filters for UI/Game/Disabled mods
  • +
  • In Mods Manager, improved sorting mods by their activation status and names
  • +
  • In Mods Manager, added cleanup of mod names with mismatching mod versions
  • +
  • In Mods Manager, added mod versions next to mod names
  • +
  • Added pre-loading and caching of blueprints for usage in the Units Manager
  • +
+
+ +

Gameplay

+
+
    +
  • Teamkill is now detected and a player can make an explicit report
  • +
  • Air units are now able to fire at water-landed transports
  • +
  • Hoplite now calculate their aim correctly when firing at a fleeing target
  • +
  • Slightly increased unit size(not hitbox) of T3 sniper bots, Othuum and Rhino to alleviate their weapon's ground-hitting ability
  • +
  • Seraphim Experimental Nuke now deals damage to itself
  • +
  • Cybran drones no longer leave wreckage when killed
  • +
  • Defense structures now start rotated at their nearest enemy when built, if no enemies found they default at middle of map
  • +
  • Removed friendly fire on Atlantis AA
  • +
  • Locations of enemy civilian structures are now revealed at start of the game (lobby option)
  • +
  • Navy units now should respect their max-range better when having move-attack order
  • +
  • Set GuardReturnRadius to 3 as default, will make guarding / patrolling / move-attacking units less prone to move off their designated mission while hunting something
  • +
  • Units moving on sea bottom now leave tread marks - they disappear faster though
  • +
  • Re-enabled death animation on non-naval units
  • +
  • Seraphim GW now uses all its 3 exits
  • +
  • Spread attack targets are now spread more uniformly among all units during the initial attack orders, further ones are random.
  • +
  • Diplomacy now allowed in Coop mode
  • +
  • Allow Fatboy, Atlantis, Tempest and Czar to fire while building units
  • +
  • Beam weapons now kill missiles they impact instead of wasting DPS for several ticks
  • +
  • Aeon ACU upgrade "Chrono Dampener" won't stun allied units any more. Additionally, it will fire at predetermined ticks so the effects of multiple acu's do not stack.
  • +
  • Increased TMD range by 1 and ROF by 0.2s to prevent a single TML killing a single TMD by using ground-fire to impact before the second TMD shot fires.
  • +
  • Fixed Cybran T3 MAA doing friendly damage on 1 of its 2 AA weapons
  • +
  • Fixed Cybran T3 MAA hitbox/bones making lots of units miss
  • +
  • Fixed Seraphim T1 sub not being hit by torpedoes 80% of the time while surfaced.
  • +
  • Enemy civilians are now colored in a unique red color
  • +
  • Fixed bomb drop code and enabled it for Janus, and UEF/Cybran T1 Bombers to attempt improvement to bomb drop characteristics
  • +
  • Allowed Aeon Aircraft Carrier to build Bombers and Gunships, same as the others.
  • +
  • Fixed restriction system on Sim side such that it cannot be compromised by UI mods
  • +
  • Fixed restriction system that prevented removing restrictions on already restricted units in scenario scripts
  • +
+
+ +

Bug Fixes

+
+
    +
  • Fixed free mass exploit with Megalith eggs
  • +
  • Fixed bug with Cybran SCUs getting EMP for free
  • +
  • Fixed bug with units getting invincible after a visit to their nearest carrier
  • +
  • Fixed bug with not able to target a blip of a given / upgraded structure
  • +
  • Fixed bug which caused silo missiles to disappear at launch stage
  • +
  • Fixed bug with water sounds not playing while a unit was submerged
  • +
  • Fixed bug with omni buff instead getting radius of radar
  • +
  • Fatboy and Cybran cruisers shouldn't engage enemies way outside their range anymore
  • +
  • Fixed bug with commander not always being selected at start
  • +
  • Fixed wrecks not giving resources in Coop mode
  • +
  • Fixed Coop missions getting stuck at completion
  • +
  • Added missing Seraphim objective icons
  • +
  • Shields now overkill damage correctly based on their type
  • +
  • Fixed nukes overkilling bubble shield base structure when out of range and shield up
  • +
  • Fixed Continental taking damage from AOE when it has the shield up
  • +
  • Fixed regen buffs from different sources not stacking properly. This should mean every possible interaction between veterancy, upgrades, and the Seraphim Regen Aura field all play nice
  • +
  • Fixed Underwater Vision not being initialized on unit completion
  • +
  • Fixed Engineers not properly reclaiming the target of an assisted, then stopped, Engineer
  • +
  • Fixed UEF Drones being untargetable by Interceptors
  • +
  • Fixed UEF Drone collision detection, making it much easier for ground-based AA to hit them
  • +
  • Fixed UEF AI unit templates in coop mode
  • +
  • Fixed an exploit with being able to upgrade restricted enhancements
  • +
  • Fixed a rare bug with builders getting near zero HP after a naval building gets destroyed the same tick as it finishes.
  • +
  • Fixed shields sometimes not turning off due to lack of Energy
  • +
  • Fixed buffs from enhancements being applied too often after unit transfer
  • +
  • Fixed submersible naval units leaving full reclaim mass
  • +
  • Nuclear explosions now behave predictably, always bypassing/ignoring bubble shielding
  • +
+
+ +

Perfomance

+
+
    +
  • Optimization of score accumulation
  • +
  • Tweaks to hive build effects to reduce performance impact
  • +
  • Cleanup of enhancement sync code to make it faster and more secure
  • +
  • Entities now re-use repeated sound FX instead of creating new ones every time
  • +
  • Reduce load on render thread
  • +
  • No net_lag in single-player to increase UI response speed
  • +
+
+ +

Other

+
+
    +
  • Added game-side support for future achievement system
  • +
  • Tech-level filter in debug window now works as intended
  • +
  • Log-spam from various known events heavily reduced
  • +
  • Lots of work adapting and improving AI behavior for coop gameplay (speed2)
  • +
  • Scale aeon build effects according to build progress
  • +
  • Show wreckage debris in reclaim beam
  • +
+
+ +

contributors

+
+
    +
  • Sheeo
  • +
  • IceDreamer
  • +
  • Crotalus
  • +
  • speed2
  • +
  • Exotic_Retard
  • +
  • duk3luk3
  • +
  • HUSSAR
  • +
  • Downlord
  • +
  • madformuse
  • +
  • quark036
  • +
  • CodingSquirrel
  • +
  • PerfectWay
  • +
+
+ +
+ +
+ + + \ No newline at end of file diff --git a/game/3654.html b/game/3654.html new file mode 100644 index 0000000..b7674d9 --- /dev/null +++ b/game/3654.html @@ -0,0 +1,77 @@ + + + + + + + Game Patch 3675 + + + +
+
+
+

Game Patch 3675

+
+
+ + +

Reverted

+ + +

UI

+ + +

Bug Fixes

+ +
+
    +
  • Reclaiming something under construction won’t stall out any more
  • +
  • Drones no longer display build-range rings
  • +
  • UEF Drones no longer leave wrecks
  • +
  • Fixed Seraphim Regen Aura level two not applying to newly built units
  • +
  • Fixed Billy using the full ‘Ignore shields’ nuke code
  • +
  • Fixed a typo in the Seraphim ACU which prevented the Gun upgrade from being completed
  • +
  • Fixed Chrono Dampener getting jammed by Overcharge
  • +
  • Fixed FX bug on Deceiver
  • +
+
+ +

Other

+
+
    +
  • Crotalus
  • +
  • duk3luk3
  • +
  • IceDreamer
  • +
  • Sheeo
  • +
  • Softly
  • +
  • Uveso
  • +
+
+
+ +
+ + + \ No newline at end of file diff --git a/game/3656.html b/game/3656.html new file mode 100644 index 0000000..25bfff0 --- /dev/null +++ b/game/3656.html @@ -0,0 +1,40 @@ + + + + + + + Game Patch 3675 + + + +
+
+
+

Game Patch 3675

+
+
+ +

Bug Fixes

+ +
+
    +
  • Fixed the game reporting incorrect army indexes to the server on game start, leading to incorrect rating calculations on game end
  • +
+
+
+ +
+ + + \ No newline at end of file diff --git a/game/3658.html b/game/3658.html new file mode 100644 index 0000000..2a6721e --- /dev/null +++ b/game/3658.html @@ -0,0 +1,100 @@ + + + + + + + Game Patch 3675 + + + +
+
+
+

Game Patch 3675

+
+
+ +

Exploits

+
+
    +
  • Fixed an exploit where Factories and QGates could be made to build units at half-price
  • +
+
+ +

UI

+
+
    +
  • UEF T2 Gunship will now display the transport icon when selected and hovering the mouse over one of your units
  • +
  • Fixed typo in Seraphim ACU description
  • +
  • Hydrocarbon Plants now use the amphibious background in the build menu
  • +
  • Added rehost functionality to allow easy rehosting with the same game settings
  • +
  • Enabled tooltips on queuestack, unitstack, and attachedunit entities (Shows tooltip when hovering over just about any unit build queue icon now)
  • +
+
+ +

Lobby

+
+
    +
  • Fixed observer messages not showing in chat
  • +
  • AI can now be swapped with real players
  • +
  • The map previews now show the rating for each player slot currently assigned, and AI Names
  • +
  • You can now set up your games via the map previews. Click on two players to swap them. Click an empty spot to occupy it.
  • +
  • Fixed map preview highlights not going away when you exit the player switch drop-down menu in certain ways
  • +
  • The colour of your rating text now changes colour, getting darker with higher deviation. This should make identifying smurf accounts easier.
  • +
  • Added new spawn options: Fixed, Random, Optimal Balance, Flexible Balance
  • +
  • Added message "Player kicked by host" to chat
  • +
+
+ +

Bugs

+
+
  • Fixed death animations for Cybran T1 mobile artillery and Seraphim T3 mobile artillery
  • +
  • Fixed soundbank errors in several units
  • +
  • Fixed torpedoes colliding with missiles and destroying them
  • +
  • Paragon no longer does low damage to buildings and ACUs
  • +
  • Fixed Size 4 buildings such as T2 PD and Flak getting a Rate-Of-Fire adjacency buff from PGens
  • +
  • Fixed bug in AI Engineer behaviour which let to an engine crash
  • +
  • Fixed templates not working if a unit added by a mod was the first built in the selection used to form the template
  • +
  • Fixed Selen radar not enabling on build
  • +
  • Fixed possible desync trigger in AI games
  • +
    + +

    Gameplay

    +
    +
      +
    • The Ythotha now spawns the energy being no matter the method used to kill it
    • +
    • The Ythotha energy being only spawns for a completed unit
    • +
    • Added pause button for Nuke Subs and Seraphim Battleship
    • +
    • Nuke Launched warning now plays for Observers
    • +
    • Overhauled bomb-drop aim calculation code. It now takes the Y axis into account, and spaces multi-projectile drops properly. In theory, this should be the last word in bombers missing stupidly.
    • +
    • Improved AI base management in campaign scenarios
    • +
    • Sub dive toggle now prioritizes dive in mixed groups
    • +
    +
    + + + +

    Bug Fixes

    + +
    +
      +
    • Fixed the game reporting incorrect army indexes to the server on game start, leading to incorrect rating calculations on game end
    • +
    +
    +
    + +
    + + + \ No newline at end of file diff --git a/game/3660.html b/game/3660.html new file mode 100644 index 0000000..ede1fc7 --- /dev/null +++ b/game/3660.html @@ -0,0 +1,148 @@ + + + + + + + Game Patch 3675 + + + +
    +
    +
    +

    Game Patch 3675

    +
    +
    + +

    Bug Fixes

    +
    +
      +
    • Fixed units carried by UEF T2 Gunship from firing from inside a carrier
    • +
    • Fixed Salvation fire rate slowing at max adjacency instead of speeding up
    • +
    • Fixed units being able to fire at aircraft docked inside carriers, damaging the carrier
    • +
    • Fixed games not ending properly with AIs
    • +
    • Fixed Continental not dying to nukes (Again)
    • +
    • Fixed upgraded structures not being targetable via radar blip
    • +
    • Fixed shared unit cap taking civilian armies into account when sharing on player death
    • +
    • Fixed UEF sACU AOE upgrade removal reducing the AOE too far
    • +
    • Fixed the Spiderbot's laser beam getting stuck on temporarily while the unit executed the death animation
    • +
    • Fixed the Cybran ACU wandering off long distance when told to assist various buildings with an enemy in the rough vicinity. It will still happen if the unit is much closer, but we should no longer have ACUs walking across the map to go kill themselves on enemy PD
    • +
    • Fixed Seraphim ACU weapon trail showing when zoomed out
    • +
    • Fixed Neptune Class weapon getting stuck on during death sequence
    • +
    • Fixed a large number of projectiles showing the trails through fog of war
    • +
    • Fixed T3 Mobile Artillery not quite being able to fire to the edge of their radius in some circumstances
    • +
    • Fixed Siren ground toggle weapon using air weapon target priorities
    • +
    • Fixed an error in timer resolution in coop mode
    • +
    +
    + +

    Gameplay

    +
    +
      +
    • Improved Selen toggle. It now behaves with no abilities by default, then when toggled on it hides and shows based on motion as before
    • +
    • Added dummy weapon to Aeon T2 Transport to allow LABs to be targeted to specific enemies
    • +
    • Allowed UEF T2 Transport to be given targets while landed on water
    • +
    • Enabled templates to be created with modded units as the primary unit
    • +
    • New feature: Delayed Unit Transfer. Hold shift while giving a unit to another player to have it transfer once it finishes the command queue. Partiicularly useful when used with transports
    • +
    • New feature: You can now cap mass extractors with storage by right-clicking a T2 or T3 mex, or double-shift-right-clicking an upgrading T1 or T2 mex, with an Engineer
    • +
    • New feature: All ACUs now begin the game pointed towards the centre of the map, making things fairer between north and south on most maps
    • +
    • Greatly improved teleport visuals for all ACUs and sACUs. Some of these effects are only used in coop
    • +
    • T2 Artillery should more rarely shoot the floor in front of themselves in odd terrain situations
    • +
    • Fixed Mermaid being unable to be hit by Neptune and Seraphim Destroyer fire
    • +
    • Share Until Death now kills your walls as well. All other modes leave them intact
    • +
    +
    + +

    UI

    +
    +
      +
    • Fixed UEF Engineering station strategic icon not matching the tech level
    • +
    • Added missing strategic build icons used in "Bigger" mode
    • +
    • Fixed displayed abilities on several units
    • +
    • Fixed unit descriptions on support factories displaying for the wrong ones
    • +
    • Fixed game quality displaying a corrupted string
    • +
    • Fixed the scroll button in ACU enhancements freezing the tooltip popup action
    • +
    • Added mod icon support for various UI elements
    • +
    • Added build mode support for SCU presets
    • +
    • Fixed a large number of tooltips not having proper localization
    • +
    • Added some tooltips to features previously missing them
    • +
    • Added ability to toggle reclaim labels. Set to Alt-R by default. You may have to bind this manually in the F1 menu.
    • +
    • Massively improved reclaim label implementation to remove lag when zooming or panning
    • +
    • Fixed a bug which caused the menu to block the top-left of the screen in ladder games
    • +
    +
    + +

    COOP

    +
    +
      +
    • Fixed cinematics playing in coop games
    • +
    • Improved AI sACU usage
    • +
    • Fixed objective protection timer
    • +
    • Fixed information sent to the server for leaderboard purposes
    • +
    +
    + +

    Lobby

    +
    +
      +
    • Fixed team number switching slots alongside a player
    • +
    • Added new feature: Kick Reasons. When kicking a player from your lobby, you get a new dialog. You may type in a reason for the kick to notify the player. If you blank it, or leave the message as presented, it will play the old message.
    • +
    • Fixed Cheat and Build multipliers for AIs showing 1.0 - 1.9 two times
    • +
    • Fixed rating labels being shown on the minimap when teams are not set to 'Fixed'
    • +
    • Made it clearer that there's a search filter in the map selection
    • +
    • Added new unit share conditions for interesting new gameplay. "Full Share" and "Share Until Death" have been joined by "Traitors", which gifts all your units to the player who killed you (Very interesting for FFA games), "Defectors", which is the opposite of Full Share, gifting your units to the highest scoring enemy, and "Civilian Desertion", which gifts your units to a neutral civilian AI, if there is one.
    • +
    • Improved the tooltip when hovering over your score in the lobby. It will now show a more detailed explanation including your rating deviation
    • +
    • Fixed the position of the load button in Skirmish mode when launching offline
    • +
    • Fixed 'Odd vs Even' autoteam button for random faction being the same as the 'Top vs Bottom'
    • +
    • Fixed new players joining a lobby being unable to see closed slots as being closed
    • +
    • Fixed auto team settings not working for games with >8 players
    • +
    • Changed 'Remove Player' to 'Kick Player' for clarity
    • +
    • Removed nonfunctional 15 and 30 minute no-rush options
    • +
    • Fixed the game crashing if you attempted to save a new preset
    • +
    +
    + +

    Other

    +
    +
      +
    • Removed obsolete strategic icons and corrected file paths inside Hotstats module
    • +
    • Fixed custom FAF player colours conflicting with Steam launcher
    • +
    • Added German translation to FAF
    • +
    +
    + +

    Contributors

    +
    +
      +
    • Crotalus
    • +
    • Exotic-Retard
    • +
    • IceDreamer
    • +
    • Ithilis
    • +
    • Justify87
    • +
    • SlinkingAnt
    • +
    • Speed2
    • +
    • Uveso
    • +
    +
    +
    + +
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    Game Patch 3675

    +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed a small oversight which led to non-cloaked units getting the cloak FX in a power stall
    • +
    • Added cloak FX support for cloakfields (Mods only, FAF itself has no unit with this ability)
    • +
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    Game Patch 3675

    +
    +
    + +

    Bug Fixes

    +
    +
      +
    • Removed deploy ability tooltip from Aeon T3 Mobile Artillery
    • +
    • Fixed typos in two keybind descriptions
    • +
    • Fixed Selen cloak being enabled out of the factory while moving, and further improved usability.
    • +
    • Fixed civilians not always revealing for all players on map start
    • +
    • Fixed beam weapons sometimes colliding incorrectly with projectiles
    • +
    • Fixed sim slowdown when ordering mex cap with hundreds of engineers
    • +
    • Fixed reclaim beam not penetrating water
    • +
    • Fixed some remaining issues with the Reclaim overlay: Shifting while zooming/panning, and 'ghost' labels for props that are gone, as well as large performance improvement
    • +
    • Fixed invalid preferences entries invalidating the game's share condition
    • +
    +
    + +

    Gameplay

    +
    +
      +
    • Changed the ground weapon to be primary on Cybran switch-tech mobile AA units (T1, T3, Cruiser). This has no effect other than to allow attack-moving to work properly, stopping at the right range better.
    • +
    • Ground fire is now set as the default firing state for all units
    • +
    • Added a dummy weapon to units such as T2 Flak and Mobile Shields. This allows them to not run blindly in when a group of units is told to attack-move.
    • +
    +
    + +

    UI

    +
    +
      +
    • New feature: Options setting is now available which will allow you to select your language from those available in FAF. Prompts for game restart.
    • +
    • New feature: Options setting is now available that lets you choose the maximum number of reclaim labels allowed on-screen. Higher values cause significant FPS slowdown while the overlay is active.
    • +
    • Removed Options toggle for reclaim overlay enable/disable. Simply unbinding it achieves the same thing.
    • +
    • Redefined the default key bindings for Hotbuild to match a widely used community standard. This won't affect people who have non-default bindings set. Details found here
    • +
    • New feature: Icons in the build and command menus for units will now show the keyboard shortcut assigned to them. Thanks to Brainwashed (AKA Washy/Myxir)!
    • +
    • New feature: Icons in the selection menu are now sorted according to tech level and unit type. More thanks to Brainwashed!
    • +
    +
    + +

    COOP

    +
    +
      +
    • Fixed a whole bunch of videos
    • +
    • Fixed score screen so it works with coop
    • +
    • Added a Feedback button for easier reporting of issues
    • +
    • Giving units to an ally no longer breaks objectives
    • +
    • Allowed armies to participate properly in objective requirements
    • +
    • Fixed all AIs being set as UEF in coop
    • +
    • Fixed Aeon Palace Shield breaking when given to an ally, and rebalanced it a little
    • +
    • Fixed players other than the primary being unable to complete certain objectives
    • +
    +
    + +

    Lobby

    +
    +
      +
    • New feature: Ability to click on the game title to update it, both in the lobby, and in the client's Find Games tab
    • +
    • New feature: Closed slot - Spawn Mex. This option is used for the adaptive maps, letting a slot be turned on for mexes but not a player spawn
    • +
    • Improved lobby setting persistence interaction with maps that introduce their own options
    • +
    • Corrected "to observers" tooltip occurring twice
    • +
    • Display mean rating in the rating tooltip, rather than minimum. Also use player name in that tooltip.
    • +
    • Fixed closed spots showing an empty box for newly joined players, breaking the lobby
    • +
    • Renamed 'Random' spawn option to 'Random - Unbalanced' for the sake of clarity
    • +
    • Added ability for certain maps to modify the reclaim value of props
    • +
    • Private messages now show 'From' and 'To' to make communication clearer
    • +
    +
    + +

    Other

    +
    +
      +
    • Added Tamazight translation to FAF
    • +
    • Improved a large number of Spanish translations
    • +
    • Updated maps blacklist
    • +
    • Fixed a shader error which cause water to render with jagged edges on some maps
    • +
    +
    + +

    Contributors

    +
    +
      +
    • Arifi
    • +
    • Brainwashed
    • +
    • CookieNoob
    • +
    • Crotalus
    • +
    • Downlord
    • +
    • Exotic-Retard
    • +
    • IceDreamer
    • +
    • Speed2
    • +
    • TheKeyBlue
    • +
    • Uveso
    • +
    +
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    Game Patch 3675

    +
    +
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    Bug Fixes

    +
    +
      +
    • Fixed a small error that cause the Unit Manager to hard crash
    • +
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    Game Patch 3675

    +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • The negative reaction of the community to the new Hotbuild bindings as defaults was severely underestimated. Attempting to reverse the change.
    • +
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    Game Patch 3675

    +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed a typo which was setting the default labels to show onscreen to 10 rather than 1000
    • +
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    Game Patch 3675

    +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed the game reporting incorrect army indexes to the server on game start, leading to incorrect rating calculations on game end
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    Game Patch 3675

    +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Reverted that last one for a bit to fix an idiot bug
    • +
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    Game Patch 3675

    +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed the game reporting incorrect army indexes to the server on game start, leading to incorrect rating calculations on game end
    • +
    +
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    Game Patch 3675

    +
    +
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    Bug Fixes

    + +
    +
      +
    • Fixed an unintentional bug with hosting games with an AI introduced with the rating bug fixes below
    • +
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    Game Patch 3675

    +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed non-default team balance option breaking the anti-rating-bug code
    • +
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    Game Patch 3675

    +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed a small bug that led to the game not ending properly when a player died with Share Unit Cap turned on
    • +
    +
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    + +
    + + + \ No newline at end of file diff --git a/game/3676.html b/game/3676.html new file mode 100644 index 0000000..777473e --- /dev/null +++ b/game/3676.html @@ -0,0 +1,74 @@ + + + + + + + Game Patch 3699 + + + +
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    +
    +

    Game Patch 3696

    +
    +
    + +

    Gameplay

    + +
    +
      +
    • Fixed several unit restriction settings restricting units that did not make sense
    • +
    • Hotbuild power generators key now also cycles through to power storage
    • +
    • Fixed hotbuild select nearest scout not selecting the nearest one, and not selecting spy planes
    • +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed a typo that is probably responsible for the rare sim freeze bug that has been happening since 3680
    • +
    +
    + +

    UI

    +
    +
      +
    • Added a new button to the F10/Main Options dropdown ingame to access the key bindings popup directly in case you remapped F1
    • +
    • Updated the wording of several loading tips
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • CookieNoob
    • +
    • Fast-Thick-Pants
    • +
    • Hussar
    • +
    • IceDreamer
    • +
    • PhilipJFry
    • +
    • Speed2
    • +
    • MrNukealizer
    • +
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    Game Patch 3696

    +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Added code to log and potentially fix an issue with army index assignment which may be causing rating irregularities
    • +
    +
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    Contributors

    + +
    +
      +
    • duk3luk3
    • +
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    + +
    + + + \ No newline at end of file diff --git a/game/3680.html b/game/3680.html new file mode 100644 index 0000000..f567660 --- /dev/null +++ b/game/3680.html @@ -0,0 +1,163 @@ + + + + + + + Game Patch 3699 + + + +
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    Game Patch 3696

    +
    +
    + +

    Gameplay

    + +
    +
      +
    • New feature: Dead air unit wrecks now bounce off shields. The amount of bounce depends on the unit's momentum and angle of approach. Some of the crash damage is transferred to the shield. Unit wrecks can only bounce once. Doesn't affect Experimentals.
    • +
    • Allow units in a transport which is shot down to leave wrecks at the crash site
    • +
    • Allow the Novax to build a new Satellite if the old one dies. This can only happen if it is impacted by a Nuke or ctrl-k'ed
    • +
    • Introduced code to slightly improve the way Tempest and Atlantis behave, particularly in being able to fire, in shallow waters
    • +
    • Enabled fire states on TML and SML structures and units. This allows you to command multiple launchers to fire simultaneously at multiple targets
    • +
    • Increased reconnect timeout from 45 to 90 seconds to better allow router reboots
    • +
    • HARMS now sinks to a greater depth on completion
    • +
    • Assist-Mex-To-Cap is now on by default
    • +
    • Increased Auto-Overcharge rate of fire from 3.3s to 5s
    • +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed ACU reclaiming while shooting
    • +
    • Fixed ACU building while shooting
    • +
    • Fixed Auto-Overcharge stopping working randomly until toggled
    • +
    • Fixed Auto-Overcharge firing while building
    • +
    • Fixed SML hitboxes so some are no longer immune to T2 PGen explosions
    • +
    • Increased Beetle hitbox size and declared new targetbones to stop everything missing it if it strafes
    • +
    • Fixed two move-while-building exploits
    • +
    • Gave Force damage to several AOE weapons so they now kill trees properly
    • +
    • Fixed ambient movement sounds continuing to play for sinking units
    • +
    • Fixed air units occasionally granting infinite intel at the crash site
    • +
    • Fixed unit restrictions not updating correctly when HQs are transferred between players
    • +
    • Fixed ancient bug which didn't deselect factory units properly, leading to accidental pausing of those units
    • +
    • Fixed the 'Select Onscreen Land/Air/Navy' hotkey also selecting the factories of that type
    • +
    • Fixed the Mex Cap feature somehow allowing storage to be built inside units built via upgrade
    • +
    • Fixed bug where the Aeon shields didn't visually rotate properly
    • +
    • Fixed adjacency visual effect being placed on the water surface when dealing with underwater mexes or hydros
    • +
    • Fixed ships sometimes sinking through land
    • +
    • Attempted a safety check to try and fix Aeon T2 shields getting the shield up despite having been destroyed in construction
    • +
    • Fixed cluster bombers (Janus etc) gaining a new target halfway through a bombing run
    • +
    +
    + +

    Lobby

    +
    +
      +
    • Fixed 'Random' faction using 'Random - Unbalanced' tooltip
    • +
    • Allow filtering of 13-16 player maps in map selection
    • +
    • Fixed 'Autoteams: Manual' resulting in all players being allied
    • +
    • Fixed autobalance functions crashing when used with uneven team numbers
    • +
    • Improved the ping/cpu display column, splitting it into two. The ping column only shows when it matters.
    • +
    • Observers are now kicked before checking connection issues when Allow Observers is false. This means they will no longer stall game launch if one or more have a connection issue.
    • +
    • Improved performance of Unit Manager, as well as layout, tooltips, and some icons
    • +
    • Fixed faction selector panel not updating properly
    • +
    • Removed ability for people to spam the lobby chat with the observer button
    • +
    • Fixed several cases of CPU rating not being broadcast properly
    • +
    • Added a 'New Message' button to the lobby which jumps to bottom of chat, and disabled the chat auto-hopping to bottom with every new message, if you have scrolled up
    • +
    • Fixed the number of active mods not updating for non-hosts when they enable/disable a UI mod
    • +
    • Fixed double clicking various elements in the lobby bypassing various restrictions
    • +
    • Added a tooltip to the map preview top right
    • +
    +
    + +

    UI

    +
    +
      +
    • Added new option to change the minimum reclaim label size shown in the overlay
    • +
    • Enabled the STOP button for shields which can be upgraded
    • +
    • Removed the tech level tick from Mass Storage strategic icon to match energy storage
    • +
    • Fixed hotkey labels not moving properly when scrolling the build menu
    • +
    • Pause button is now visible and active in the Enhancements and Selection tabs
    • +
    • Allowed multiple nuke pings to display simultaneously
    • +
    • Corrected several incorrect tooltips on SCUs
    • +
    • You can now search for bindings or actions in the F1 key binding menu
    • +
    • The buttons for adding and removing key bindings have been moved to be on the same line as the binding
    • +
    • Added Hotbuild Preset button. This will automatically set your bindings to the Hotbuild Preset. There is also a button to set back to Default Preset.
    • +
    • Fixed Hotbuild conflicting with other binds
    • +
    • Fixed keys being able to be bound to two actions at once
    • +
    • Keybinding UI will now auto-assign shift-bindings to match a newly bound action, if the shift-bind is not in use
    • +
    • Fixed hotbuild labels in the construction UI not updating when they are re-assigned
    • +
    • Lots of text around the UI will now change colour to reflect your faction skin again
    • +
    • New Feature: Helpful tips and tricks will now show briefly on the loading screen
    • +
    • Fixed language changes not always taking effect on game restart properly
    • +
    • Removed nonfunctional language change hotloader
    • +
    • Fixed buttons with a countdown not counting down
    • +
    +
    + +

    Other

    +
    +
      +
    • Added some mods to blacklist
    • +
    • Allowed hooking of schook files to help future patch mechanism
    • +
    • Allow hot-reloading of UI files with EnableDiskWatch
    • +
    • Uncapped max framerate for people with monitor refresh rates 100
    • +
    • Fixed desync in COOP
    • +
    • Allow Salem death sound on land in COOP
    • +
    • Allowed restricted units to be captured in COOP
    • +
    • Added a new objective type to COOP
    • +
    • Added a new icon for the Kill or Capture objective in COOP
    • +
    • Objective tooltip in COOP now coloured according to faction skin
    • +
    • Various other extensive COOP-only changes
    • +
    • Added CZ translation file
    • +
    • Added PL translation file
    • +
    • Improved RU translations
    • +
    • Improved SP translations
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • CookieNoob
    • +
    • Crotalus
    • +
    • Duk3Luk3
    • +
    • Exotic-Retard
    • +
    • Hussar
    • +
    • IceDreamer
    • +
    • IDragonfire
    • +
    • PhilipJFry
    • +
    • Speed2
    • +
    • TheKeyBlue
    • +
    • ThomasHiatt
    • +
    • Uveso
    • +
    • Jackherer (French translations)
    • +
    • UnicornNoob (Russian translations)
    • +
    +
    +
    + +
    + + + \ No newline at end of file diff --git a/game/3681.html b/game/3681.html new file mode 100644 index 0000000..4bfbfee --- /dev/null +++ b/game/3681.html @@ -0,0 +1,58 @@ + + + + + + + Game Patch 3699 + + + +
    +
    +
    +

    Game Patch 3696

    +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed always loading the default or last map, which broke COOP
    • +
    • Fixed a typo which broke All Faction Templates
    • +
    +
    + +

    Other

    +
    +
      +
    • Reverted the changes to lobby text showing faction colours due to community feedback. This feature will reappear as an option in the future.
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • Icedreamer
    • +
    • MrNukealizer
    • +
    +
    +
    + +
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    +
    +

    Game Patch 3696

    +
    +
    + +

    Gameplay

    + +
    +
      +
    • Fixed several unit restriction settings restricting units that did not make sense
    • +
    • Hotbuild power generators key now also cycles through to power storage
    • +
    • Fixed hotbuild select nearest scout not selecting the nearest one, and not selecting spy planes
    • +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed a typo that is probably responsible for the rare sim freeze bug that has been happening since 3680
    • +
    +
    + +

    UI

    +
    +
      +
    • Added a new button to the F10/Main Options dropdown ingame to access the key bindings popup directly in case you remapped F1
    • +
    • Updated the wording of several loading tips
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • CookieNoob
    • +
    • Fast-Thick-Pants
    • +
    • Hussar
    • +
    • IceDreamer
    • +
    • PhilipJFry
    • +
    • Speed2
    • +
    • MrNukealizer
    • +
    +
    +
    + +
    + + + \ No newline at end of file diff --git a/game/3686.html b/game/3686.html new file mode 100644 index 0000000..d3246c0 --- /dev/null +++ b/game/3686.html @@ -0,0 +1,209 @@ + + + + + + + Game Patch 3686 + + + +
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    Game Patch 3686

    +
    +
    + +

    Gameplay

    + +
    + +
    +

    Notify Features

    +
      +
    • Notify started as a way to allow ACU upgrade progress to be communicated nicely to the team. FAF has taken it to the next level.
    • +
    • Support for sending notifications about ACU upgrades, Factory Tech upgrades (HQs), Experimental construction, and Nuke and T3 Artillery construction
    • +
    • By default, you will see notifications about ACU upgrades only, as well as an ETA overlay at the location of the upgrading ACUs
    • +
    • Toggles available to define which types of messages you want to see come in from allies
    • +
    • Notify messages limited to only show the first of each HQ type, Experimental (Non game-ender), Nuke, or T3 Artillery to avoid spamming the chat with notifications late-game
    • +
    +
    + +
    +

    Notify UI

    +
      +
    • Selecting your ACU will show any upgrades it has completed for each slot above the UI in the bottom left corner
    • +
    • There is an in-game customisation menu UI. It can be accessed via the main menu, or with a key bind. Default binding is CTRL-ALT-F1
    • +
    • Full customisation of all Notify messages is enabled, including resetting to default
    • +
    • All message types are broadcast at all times. The menu allows you to customise which messages you see, using toggle buttons at the top of the customiser.
    • +
    • Colour of Notify messages can be changed inside the chat window
    • +
    +
    + +
    +

    Upgrade Queuing

    +
      +
    • ACU Upgrades can now be queued up the same as any other construction project
    • +
    • Unfortunately, due to an engine limitation, upgrades cannot be UN-queued (You can only stop the ACU, cancelling the in-progress work orders)
    • +
    • ACUs can queue buildings from an uncompleted tech level if the upgrade is queued
    • +
    • Hotbuild has the ability to correctly access the uncompleted tech level buildings tooltip
    • +
    + +
    + +
    +

    Significantly Improved unit formations

    +
      +
    • Changed land and naval formations to give large units extra space instead of forcing the whole group to spread out
    • +
    • Moved submarines so they sit between surface vessels instead of directly under them
    • +
    • Changed air formation shape to spread units out more evenly and make large formations wider instead of a long line
    • +
    • Made guard formation denser so more units can stay close to the target
    • +
    • Changed shield distribution in guard formation to more efficiently cover the target and other guarding units
    • +
    • Fixed several unit filter issues that caused units to get the wrong positions or even be excluded from a formation altogether
    • +
    • Rearranged land and naval formations to give some units better positions
    • +
    +
    + +
    +

    Other

    +
      +
    • Blacklisted all previous Notify mod versions
    • +
    • Improved spread attack. It now handles most order types.
    • +
    • Changed the timeout on player attention pings to be per-player instead of on a global cooldown
    • +
    • Fixed and optimised TML leading for AIs
    • +
    • Increased the depth at which Megalith and Ythotha appear to be submerged in water instead of walking on land
    • +
    • Reverted the Energy hotbuild cycling through to Storage, in response to popular demand.
    • +
    • T3 Sonar can now be given assist commands. Primarily useful so they can guard a unit and stay with it.
    • +
    +
    + +
    + +

    Bug Fixes

    + +
    +
    +
      +
    • Fixed an error caused by empty gunships
    • +
    • Fixed the spacing when tiling rotated templates being off in some situations
    • +
    • Fixed a bug which caused only one engineer of a group ordered to rebuild a wreck to actually attempt the task
    • +
    • Fixed HARMS sinking more than once in some situations
    • +
    • Fixed deleted orders reappearing if spread command is used
    • +
    • Added safeguards against a rare exploit which allowed bypassing of the share conditions
    • +
    • Fixed orders bugging out sometimes if units in the selection died
    • +
    • Fixed an error caused by a czar dying with units in the hold
    • +
    • Prevented air units sometimes sinking below the map after bouncing off a shield
    • +
    • Fixed game exit behaviour sometimes erroring or throwing logspam
    • +
    • Fixed Czar targeting hover units with depth charges
    • +
    • Fixed only one Overcharge shot being fired when multiple Overcharge commands are queued
    • +
    • Fixed Novax Center being unable to build a replacement satellite after a satellite is destroyed blocking a nuke
    • +
    • Fixed Novax satellite disappearing before hitting the ground after the control center is destroyed
    • +
    • Fixed subs stopping too close to their targets when given an Attack Move order
    • +
    • Fixed a bug that caused Hives (and possibly other Cybran units) to instantly capture a unit in some situations
    • +
    • Increased Cybran SACU projectile lifetime so it can hit targets at the edge of its upgraded range
    • +
    • Fixed some instances of transported units not dying when their transport dies
    • +
    +
    +
    + +

    Lobby

    + +
    +
      +
    • Changed "Hide Obsolete" filter in map selection to be enabled by default
    • +
    • Hide maps if a newer version is available locally
    • +
    • Fixed the title change option locking if you enter an empty string
    • +
    • Fixed lobby chat not behaving as expected when multi-line messages are entered
    • +
    • Allowed lobby chat to correctly handle variable font sizes
    • +
    • Fixed lobby flags being stretched
    • +
    • Fixed lobby presets not handling unit restrictions correctly
    • +
    • Fixed lobby autoteams button not syncing with the selected game options correctly
    • +
    • Added a warning to the host if they have selected an outdated map, asking them to update it
    • +
    • Fixed observers being unable to click the observer/player toggle button after being moved to observer while ready
    • +
    • Added a button to close all unoccupied open slots or open all closed slots
    • +
    • Fixed a bug where the mod manager UI could break if the host has a mod with an incomplete info file
    • +
    +
    + +

    UI

    +
    +
      +
    • Added full support for UTF character set in the lobby, game chat, and other typing interfaces. This enables Russian, Chinese, Japanese, and all manner of other characters.
    • +
    • Fixed ShowNetworkStats not closing in some situations
    • +
    • Fixed the construction menu pause button not changing colour with factional skins
    • +
    • Added an option to have fonts change colour according to faction
    • +
    • Fixed observers not seeing the correct unit regen number for units with veterancy, upgrades, or other regen changes
    • +
    • Detail view no longer shows a cost/tick breakdown for some units incorrectly
    • +
    • Made loading screen hints more readable by adding a drop shadow effect
    • +
    • Fixed a bug causing build mode to exit when a template is ordered
    • +
    • Added a hotbuild key for T3 Mobile AA
    • +
    • Fixed a hotbuild bug causing errors when certain units were upgraded
    • +
    • Fixed hotbuild key label for support factory upgrades being on the wrong icon
    • +
    • Fixed zoom pop key action not functioning
    • +
    • Fixed reclaim overlay sometimes showing reclaim out of the playable areas
    • +
    • Put silo count/capactity label at the top of the button to avoid it being obscured by the hotkey label
    • +
    • Added an option to disable hotkey labels
    • +
    • Fixed factory templates not displaying icons for mod units
    • +
    • Fixed missing UI elements in replays or when the Use Factional UI Skin option is disabled
    • +
    • Removed "Quick Tip" prefix from the tips which show on the loading screen
    • +
    • Added T3 MAA to the hotkey description
    • +
    +
    + +

    Other

    +
    +
      +
    • Updated mods blacklist
    • +
    • Updated maps blacklist
    • +
    • Random spawn locations are no longer accurate in the UI to prevent UI mods from cheating
    • +
    • New random spawn modes have been added which mark opponents' spawn locations so all players can see where everyone is
    • +
    • Fixed an issue with offline COOP not working as intended
    • +
    • Significant improvements and bugfixes for COOP AI capabilities
    • +
    • Properly hide failed bonus objectives in COOP
    • +
    • Optimised Sorian-AI-related code a little
    • +
    • Optimised AIX-related code a little
    • +
    • Fixed kill objectives not working as intended in COOP
    • +
    • Fixed Torpedo Boat ID being incorrect from an AI perspective, causing them not to work properly
    • +
    • Added additional AI Naval platoon templates
    • +
    • Removed the hyphen from "Air Superiority Fighter" unit type to make it the same across all factions
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • CookieNoob
    • +
    • Crispweed
    • +
    • Crotalus
    • +
    • dk0x
    • +
    • IceDreamer
    • +
    • JaggedAppliance
    • +
    • MrNukealizer
    • +
    • PhilipJFry
    • +
    • speed2
    • +
    • TheKeyBlue
    • +
    • Uveso
    • +
    +
    +
    + +
    + + + \ No newline at end of file diff --git a/game/3689.html b/game/3689.html new file mode 100644 index 0000000..6aa0f08 --- /dev/null +++ b/game/3689.html @@ -0,0 +1,52 @@ + + + + + + + Game Patch 3699 + + + +
    +
    +
    +

    Game Patch 3696

    +
    +
    + +

    Veterancy

    + +
    +
      +
    • Fixed a bug that caused units to give 100% veterancy points instead of a fraction depending on their remaining HP on death when getting destroyed by self-destruction.
    • +
    • Fixed ACUs giving too much veterancy to other ACUs when being killed.
    • +
    • Fixed shields recharging many times faster than intended.
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • Exotic-Retard
    • +
    • MrNukealizer
    • +
    • PhilipJFry
    • +
    +
    +
    + +
    + + + \ No newline at end of file diff --git a/game/3690.html b/game/3690.html new file mode 100644 index 0000000..612f237 --- /dev/null +++ b/game/3690.html @@ -0,0 +1,48 @@ + + + + + + + Game Patch 3690 + + + +
    +
    +
    +

    Game Patch 3696

    +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed a word wrap bug that caused missing characters in tooltips and chat, and allowed certain chat messages to crash the game.
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • MrNukealizer
    • +
    +
    +
    + +
    + + + \ No newline at end of file diff --git a/game/3692.html b/game/3692.html new file mode 100644 index 0000000..e33ab30 --- /dev/null +++ b/game/3692.html @@ -0,0 +1,138 @@ + + + + + + + Game Patch 3692 + + + +
    +
    +
    +

    Game Patch 3692

    +
    +
    + +

    Shared Army

    +
    +
      +
    • This patch ships with a new, modified exe file that enables the Shared Armies alpha mod. The mod can be found on the vault.
    • +
    • To play a game with it, set up your teams such that the topmost slot in the lobby of each team is the army your team will be.
    • +
    • On starting the game, control of all team member will be transferred to that army. Coordination between team members is ESSENTIAL
    • +
    • This mode will be developed into a fully integrated game mode down the line. It should open up extensive interesting new options for gameplay.
    • +
    +
    + +

    Gameplay

    + +
    +
      +
    • Disabled ACU build ability before warp in to stop fast clicks sometimes netting a several-second advantage
    • +
    • Fixed the Seraphim Sniperbot not working with attack-move in its non-default mode
    • +
    • Added target bones to Subs to allow them to be attacked by surface units when surfaced
    • +
    • Added above water target bone to Cybran T1 Torpedo Launcher to allow it to be attacked by surface units, particularly the Seraphim Destroyer
    • +
    • Fixed the Cybran ACU needing to get into Gun range to attack a specific target with its torpedo upgrade
    • +
    • Fixed the Cybran ACU not stopping at max range in attack move when firing torpedo
    • +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed units with no faction assignment (From mods usually) breaking the game
    • +
    • Fixed Percival low detail model not turning its gun properly
    • +
    • Fixed Seraphim Destroyer not firing its torpedo salvos properly when given orders
    • +
    • Fixed the Seraphim nuke impact sound calling the wrong sound cue
    • +
    • Fixed incomplete ships sometimes not being destroyed with their factory
    • +
    • Fixed Counter-intel turning off intel when power stalling
    • +
    • Fixed game-breaking bug related to template name cutoff
    • +
    • Fixed energy consuming weapons draining power before completion
    • +
    • Added COUNTERINTELLIGENCE to HARMS category list, as it has personal stealth
    • +
    • Fixed Salem death not animating on land
    • +
    • Fixed Czar beam not vanishing on death
    • +
    +
    + +

    Lobby

    + +
    +
      +
    • Changed background faction images to widescreen versions
    • +
    • Fixed missing dependency bug for non hosts in lobbies
    • +
    • Overhauled and refined the mod manager
    • +
    +
    + +

    UI

    +
    +
      +
    • Changed Salvation to be categorized as an experimental instead of a t3 building
    • +
    • Fixed ACU power consumption not correct after Overcharge
    • +
    • Fixed and improved the sim dialog window
    • +
    • Fixed rendering of reload bars
    • +
    • Fixed bug with the notify overlay in replays
    • +
    • Fixed a bug where using split-screen mode would break reclaim labels
    • +
    • Added personal stealth to HARMS ability list
    • +
    • Adjusted some army colours. A new Order Green, a slightly lighter dark blue, and a golden Seraphim colour from the campaign.
    • +
    • Fixed Attack-Move icon being greyed out permanently
    • +
    • Fixed veterancy UI not showing for non-default screen layouts
    • +
    • Fixed Bulwark dummy shield range ring being the wrong size
    • +
    • Allowed mod icon support for ACU upgrades
    • +
    • Refined some UI tips. Engineers now display "Engineering Suite" only, with "Reclaims" and "Repairs" being saved for special case units like the Harbinger
    • +
    +
    + +

    Other

    +
    +
      +
    • Fixed typo in Novax center bones
    • +
    • Prevented the execution of certain game-breaking console commands
    • +
    • Allow AI to rebuild upgraded engineering stations in coop missions
    • +
    • Added game time to the log every 30 seconds
    • +
    • Added timeout for the overcharge ready notification message to avoid voice spam
    • +
    • Added rotation animation to the t2 aeon power generator
    • +
    • Fixed blacklist for coop maps
    • +
    • Added more naval templates to OpAI
    • +
    • Updated mod blacklist
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • basdawimp
    • +
    • CookieNoob
    • +
    • Hussar
    • +
    • IceDreamer
    • +
    • MrNukealizer
    • +
    • PhilipJFry
    • +
    • Speed2
    • +
    • supcomBlackMaster
    • +
    • Uveso
    • +
    +
    +
    + +
    + + + \ No newline at end of file diff --git a/game/3693.html b/game/3693.html new file mode 100644 index 0000000..8e217fa --- /dev/null +++ b/game/3693.html @@ -0,0 +1,47 @@ + + + + + + + Game Patch 3693 + + + +
    +
    +
    +

    Game Patch 3693

    +
    +
    + +

    Other

    +
    +
      +
    • Fixed the lobby changelog appearing every time
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • IceDreamer
    • +
    +
    +
    + +
    + + + \ No newline at end of file diff --git a/game/3694.html b/game/3694.html new file mode 100644 index 0000000..5f380ae --- /dev/null +++ b/game/3694.html @@ -0,0 +1,49 @@ + + + + + + + Game Patch 3694 + + + +
    +
    +
    +

    Game Patch 3694

    +
    +
    + +

    Other

    +
    +
      +
    • Added christmas-related content, like reclaimable gifts.
    • +
    • Renamed the Galactic Colossus accordingly
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • Ozonex
    • +
    • CookieNoob
    • +
    +
    +
    + +
    + + + \ No newline at end of file diff --git a/game/3695.html b/game/3695.html new file mode 100644 index 0000000..c0d6842 --- /dev/null +++ b/game/3695.html @@ -0,0 +1,49 @@ + + + + + + + Game Patch 3699 + + + +
    +
    +
    +

    Game Patch 3695

    +
    +
    + +

    Other

    +
    +
      +
    • Reverted 3694's changes
    • +
    • This patch is identical to patch 3693
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • Ozonex
    • +
    • CookieNoob
    • +
    +
    +
    + +
    + + + \ No newline at end of file diff --git a/game/3696.html b/game/3696.html new file mode 100644 index 0000000..74db479 --- /dev/null +++ b/game/3696.html @@ -0,0 +1,129 @@ + + + + + + + Game Patch 3699 + + + +
    +
    +
    +

    Game Patch 3696

    +
    +
    + +

    Gameplay

    + +
    +
      +
    • Allow Novax Command Center to have rally points
    • +
    • Allow torpedo to target subs first
    • +
    • Allow the missile from SMD to not collide with air
    • +
    • Allow nuke to be invulnerable to satellite laser
    • +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed Aeon Hydrocarbon not being targetable during construction
    • +
    • Fixed some underwater props being rendered as though they were above the water
    • +
    • Fixed objective units not being properly highlighted in COOP
    • +
    • Fixed T2 fighter/bomber slowing down on move order when there is land/naval target nearby
    • +
    • Fixed wrong civilian blueprints
    • +
    • Fixed sera T3 static arty shots landing too short
    • +
    • Fixed UEF Battlecruiser leaving no mass behind
    • +
    • Fixed being able to shield transport and having a personal shield of 0 hp
    • +
    • Fixed a crash with "Game object have been destroyed"
    • +
    • Fixed OC draining more e than available
    • +
    • Fixed omen and exodus not retargeting as soon as possible
    • +
    • Fixed T3 static arty having issue shooting at targets on higher ground
    • +
    • Fixed the deflected missiles by loyalist missing the target
    • +
    • Fixed walls not being selectable on double-click
    • +
    +
    + +

    Lobby

    + +
    +
      +
    • Introduced ability to have mods that affect AI options
    • +
    • Fixed official maps being hidden at the wrong time by the filter
    • +
    • Added chat name colors
    • +
    • Lobby refactor
    • +
    • Allow more "No Rush" timer
    • +
    +
    + +

    UI

    +
    +
      +
    • Fixed shielded air units having their shield and fuel UI bars collide
    • +
    • Added a shield bar under the ACU icon
    • +
    • Added the mass killed meter for full veted units.
    • +
    • Updated the tips to the actual balance
    • +
    +
    + +

    Other

    +
    +
      +
    • Improved engine documentation
    • +
    • Improved performance
    • +
    • Updated mod blacklist
    • +
    • Updated map blacklist
    • +
    • Added blueprints for unit database
    • +
    • Cleaned up some blueprint entries and unit IDs for unit database
    • +
    • Further game translation into French
    • +
    • Added a chinese translation
    • +
    • Optimized the AI sim speed
    • +
    • Make game load props folder
    • +
    • Make game send message when the simulation ends
    • +
    • Added an option allowing AI to take over a player when disconnection occurs
    • +
    • Added russian, german and french translation to adaptative map options
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • strogo
    • +
    • rackover
    • +
    • speed2
    • +
    • CookieNoob
    • +
    • PhilipJFry
    • +
    • IceDreamer
    • +
    • keyser
    • +
    • Uveso
    • +
    • FAETHER
    • +
    • TheAdDad
    • +
    • ChrisKitching
    • +
    • crotalus
    • +
    • dk0x
    • +
    +
    +
    + +
    + + + \ No newline at end of file diff --git a/game/3697.html b/game/3697.html new file mode 100644 index 0000000..9b0a5b7 --- /dev/null +++ b/game/3697.html @@ -0,0 +1,129 @@ + + + + + + + Game Patch 3699 + + + +
    +
    +
    +

    Game Patch 3697

    +
    +
    + +

    Gameplay

    + +
    +
      +
    • Allow Novax Command Center to have rally points
    • +
    • Allow torpedo to target subs first
    • +
    • Allow the missile from SMD to not collide with air
    • +
    • Allow nuke to be invulnerable to satellite laser
    • +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed Aeon Hydrocarbon not being targetable during construction
    • +
    • Fixed some underwater props being rendered as though they were above the water
    • +
    • Fixed objective units not being properly highlighted in COOP
    • +
    • Fixed T2 fighter/bomber slowing down on move order when there is land/naval target nearby
    • +
    • Fixed wrong civilian blueprints
    • +
    • Fixed sera T3 static arty shots landing too short
    • +
    • Fixed UEF Battlecruiser leaving no mass behind
    • +
    • Fixed being able to shield transport and having a personal shield of 0 hp
    • +
    • Fixed a crash with "Game object have been destroyed"
    • +
    • Fixed OC draining more e than available
    • +
    • Fixed omen and exodus not retargeting as soon as possible
    • +
    • Fixed T3 static arty having issue shooting at targets on higher ground
    • +
    • Fixed the deflected missiles by loyalist missing the target
    • +
    • Fixed walls not being selectable on double-click
    • +
    +
    + +

    Lobby

    + +
    +
      +
    • Introduced ability to have mods that affect AI options
    • +
    • Fixed official maps being hidden at the wrong time by the filter
    • +
    • Added chat name colors
    • +
    • Lobby refactor
    • +
    • Allow more "No Rush" timer
    • +
    +
    + +

    UI

    +
    +
      +
    • Fixed shielded air units having their shield and fuel UI bars collide
    • +
    • Added a shield bar under the ACU icon
    • +
    • Added the mass killed meter for full veted units.
    • +
    • Updated the tips to the actual balance
    • +
    +
    + +

    Other

    +
    +
      +
    • Improved engine documentation
    • +
    • Improved performance
    • +
    • Updated mod blacklist
    • +
    • Updated map blacklist
    • +
    • Added blueprints for unit database
    • +
    • Cleaned up some blueprint entries and unit IDs for unit database
    • +
    • Further game translation into French
    • +
    • Added a chinese translation
    • +
    • Optimized the AI sim speed
    • +
    • Make game load props folder
    • +
    • Make game send message when the simulation ends
    • +
    • Added an option allowing AI to take over a player when disconnection occurs
    • +
    • Added russian, german and french translation to adaptative map options
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • strogo
    • +
    • rackover
    • +
    • speed2
    • +
    • CookieNoob
    • +
    • PhilipJFry
    • +
    • IceDreamer
    • +
    • keyser
    • +
    • Uveso
    • +
    • FAETHER
    • +
    • TheAdDad
    • +
    • ChrisKitching
    • +
    • crotalus
    • +
    • dk0x
    • +
    +
    +
    + +
    + + + \ No newline at end of file diff --git a/game/3698.html b/game/3698.html new file mode 100644 index 0000000..6be9b8b --- /dev/null +++ b/game/3698.html @@ -0,0 +1,48 @@ + + + + + + + Game Patch 3699 + + + +
    +
    +
    +

    Game Patch 3698

    +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Remove AI Takeover from ladder as it is intended to be an option for custom games
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • TheAdDad
    • +
    +
    +
    + +
    + + + \ No newline at end of file diff --git a/game/3699.html b/game/3699.html new file mode 100644 index 0000000..3e8f9e3 --- /dev/null +++ b/game/3699.html @@ -0,0 +1,91 @@ + + + + + + + Game Patch 3699 + + + +
    +
    +
    +

    Game Patch 3699

    +
    +
    + +

    Gameplay

    + +
    +
      +
    • Removed friendly collisions
    • +
    • Allowed the selection of upgradable/offensive building and all experimentals while they are being built
    • +
    • Improved AI
    • +
    • Saved upgrade progress of building and exp/T3 arty build progression after transfer for game with full share condition
    • +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed units losing veterancy after transfer
    • +
    • Fixed nuke being deflected by aeon TMD
    • +
    • Fixed HARMS not being seen by surface units while being built
    • +
    • Fixed satellite weapon firing when retargeting
    • +
    • Fixed OC not impacting on mobile shield
    • +
    • Fixed the way wreckages spawn from map script
    • +
    • Fixed ythotha lightning being triggered by alt-delete and by the wreck spawn from map script
    • +
    • Fixed mobile shield stopping when assisting friendly units and enemy units are nearby
    • +
    • Fixed strats killing each other when bomb connect with opponent asf, by making them immune to allies strat
    • +
    • Fixed kennel's drones not being paused after transfer
    • +
    • Fixed kennel spawning drone after transfer
    • +
    +
    + +

    Lobby

    + +
    +
      +
    • Added an option for coloured name in the chat
    • +
    • Fixed units restriction menu
    • +
    • Removed a player color that is too similar to civilian colour
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • Hussar
    • +
    • keyser
    • +
    • Strogo
    • +
    • Uveso
    • +
    • Rackover
    • +
    • JeroenDeDauw
    • +
    • Zkov96
    • +
    • c0_okieZ
    • +
    • Crotalus
    • +
    • Exotic_Retard
    • +
    • PhilipJFry
    • +
    +
    +
    + +
    + + + \ No newline at end of file diff --git a/game/3700.html b/game/3700.html new file mode 100644 index 0000000..6bb2e82 --- /dev/null +++ b/game/3700.html @@ -0,0 +1,48 @@ + + + + + + + Game Patch 3700 + + + +
    +
    +
    +

    Game Patch 3700

    +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed bug that caused users to get stuck when trying to host/join a game
    • +
    +
    + +

    Contributors

    + +
    +
      +
    • speed2
    • +
    +
    +
    + +
    + + + \ No newline at end of file diff --git a/game/3701.html b/game/3701.html new file mode 100644 index 0000000..d966065 --- /dev/null +++ b/game/3701.html @@ -0,0 +1,73 @@ + + + + + + + Game Patch 3701 + + + +
    +
    +
    +

    Game Patch 3701

    +
    +
    + +

    Gameplay

    + +
    +
      +
    • Changed Novax Sat fix in order to not potentially break mods
    • +
    • Updated mod blacklist
    • +
    • Removed smoke effect on the water surface caused by wrecks on the bottom of the ocean
    • +
    +
    + +

    Bug Fixes

    + +
    +
      +
    • Fixed bug that caused the Kennel structure to stay after being upgraded which resulted into having two buildings stacked upon each other
    • +
    +
    + +

    Lobby

    + +
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    • Moved current patch number in the lobby to a more visible location
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    • Allow Users to open the Changelog by clicking on the patch number in the game lobby
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    • Allow Users to open the changelog on github by adding a button to the changelog popup in the lobby
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    Contributors

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    • speed2
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    • Strogo
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    • Exotic-Retard
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    • PhilipJFry
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