- (#3450) An alternative approach to loading in custom strategic icons
- (#3458) Fix UEF Triad and UEF Destroyer projectile on impact animation
- (#3442) Fix scathis packing animation time
- (#3439) Fix Cybran drone visibility for other players than the owner
- (#3450) Fix UI textures being overridden by mods that are not enabled
- (#3457) Fix Cybran drone being interactable and other small issues (with thanks to Archsimkat)
- (#3453) Fix units being gifted to the same player causing a soft-crash for the shared army mod (co-op campaign)
- (#3468) Revert changes to sending the results of games
- (#3471) Fix overcharge mouse indicator to use the right damage calculations
- (#3436) Prevent fetching blueprints for potential entities with no blueprints
- (#3449) Fix significant hard-crash potential that patch 3721 introduced (with thanks to all the debugger reports)
- (#3460) Fix potential soft-crash when gifting units upon death (with thanks to FemtoZetta)
- (#3467) Add SCD support for large icon sets (with thanks to Deribus)
- (#3472) Revert changes to some projectiles that caused them to crash for mods (with thanks to DDDX)
- (#3385) Add support for custom game options being set by the server (for 3v3 / 4v4 TMM)
- Jip (#3442, #3439, #3449, #3458, #3457, #3460, #3450, #3467, #3468, #3471)
- KionX (#3449)
- Crotalus (#3436)
- Balthazar (#3450)
- speed2 (#3453)
- Askaholic (#3385)
- BlackYps (#3385)
- keyser (#3472)
- Fixed a bug preventing from spawning the wreck of some experimentals
- Jip
- Updated balance patchnotes link
- Fixed featured mod not working
- Optimize default explosion
- Allowed custom vault path
- Jip
- KionX
- keyser
- Improved visibility of balance patchnotes
- Improved CPU benchmark to take into account RAM
- Removed large map preview when map preview is hidden (map generator)
- Prevented kyros lobby from displaying spawn location when map preview is hidden (map generator)
- Fixed ACU display in large map preview
- Fixed the link for curated map button
- Removed reclaim rate from scoreboard mass income
- Added decals on a lot of projectiles impact and tree falling effect for aesthetics
- Added feature : preselection of mex when selection engineer and hovering the cursor over a mass spot
- Allowed battleship/battlecruiser to render their weapon reload bar
- Speed up Aeon static shields death animation to match other faction
- Added a hotkey for dock
- Made sonars more reliable to hit
- Fixed game resulting in draw when it should not
- Fixed units doing some friendlyfire and inaccurate damage
- Fixed Cybran ACU sonar that was working without the torpedo upgrade
- Fixed unit cap display in coop
- Fixed some UI scaling issues
- Fixed game ID displayed in the scoreboard
- Fixed a warning with shield overspill function
- Fixed a bug happening when engies were not able to build
- Fixed some warnings due to lava trees missing textures
- Fixed aoe damage not working properly on build drones
- Fixed hotkey not working with Seraphim SACU in buildmode
- Optimized cybran build effects and reduced the number of drones spawned by hives
- Code optimisation related to weapons
- Call to faster function
- Improved UEF build beam logic
- Simplified Seraphim flash effect at finished structure
- Simplified UEF static shield build effect
- Optimized math calculations
- Optimized function to generate random numbers
- Optimized logic for structure rotation toward enemies (for point defenses, artillery)
- Optimized HQ logic
- Prefetch data in the lobby to speed up loading screen
- Removed unused code which aimed to rock boats
- Optimized the access to the current layer of a unit
- Optimized trashbag
- Benchmark tool for developper allowing to evaluate easily code impact on performances
- Fixed a bug preventing AI from firing nukes from Aeon SML
- Fixed AI's ACU upgrade in coop
- Fixed arty range issues with AI
- Removed unused code for AI
- Improved description of AI code
- Fixed AI platoon function
- Fixed AI game result
- Improved and more visible weather
- Added new props for maps
- Display beetle as cloacked for the owner
- Removed duplicates of adjacency visual effects
- Added field engineer icon to Cybran/Seraphim/Aeon, so it display in case they possess one.
- Updated loading tips
- Prevented observers from pinging
- Prevented sending resources to enemies
- Fixed tooltip to support experimental transporter
- Improved code style consistency
- Fixed chrono dampner and RAS description
- Removed Aquatic tag from T3 UEF maa
- Fixed the visual of several cybran unit's weapon
- Added old patchnotes changes until the version 3636
- Test code with FAF lua language
- Better naming of T3 maa unit folders
- Small refactoring with regard to taunts
- Add textures for map generator
- Jip
- Uveso
- speed2
- KionX
- Sheikah
- KeyBlue
- Relent0r
- Dragun
- Askaholic
- Madmax
- Tagada
- FemtoZetta
- Rowey
- Divran
- Timocov
- Melanol
- Benzi-Junior
- slinkingant
- WhenDayBreaks
- SnaggleFox
- keyser
- Land
- Tech 1 Land
- Mantis
- Icon changed from a LAB icon to that of a T1 tank
- Sky Slammer
- Increase of projectile velocity and projectile lifetime vs air units
- Selen
- Range: 18 → 19
- TurretYawSpeed 120: → 130
- Mantis
- Tech 1 Land
- Air
- Tech 1 Air
- Jester
- Speed: 9 → 10
- MuzzleVelocity: 40 → 55
- DamageRadius: 0 → 0.15
- T1 Bombers
- Radar radius: 42 → 44
- Jester
- Tech 1 Air
- Navy
- Tech 1 Navy
- Shard
- Damage: 7 → 6
- MuzzleVelocity: 45 → 60
- Shard
- Tech 1 Navy
- Structures
- Mexes
- T1 Mexes
- BuildPower: 13 → 10
- T2 Mexes
- BuildPower: 20.58 → 15
- BuildTime: 1171 → 900
- T3 Mexes
- BuildTime: 3944 → 2875
- T1 Mexes
- Mexes
- Miscellaneous
- Unit Target Priorities
- Revert ACUs to previous targeting behavior of having no preference between various units
- Cruisers now target navy before structures again
- Subs target other subs before coopers
- Overcharge
- Overcharge kills mobile land shield generators if it depletes its shield on impact (only a single one, overspilled ones live). Veterancy counted, no reclaim left.
- Artillery damage
- Fixed T2 aeon artillery dealing double damage and zthuee & lobo dealing 10 more damage per shot
- Unit Target Priorities
- Petricpwnz
- Tagada
- keyser
- Reverted previous change breaking Sorian AI
-
Land
- Tech 1 Land
- Aurora
- Mass Cost: 52 → 54
- Power Cost: 260 → 270
- Build Time: 260 → 270
- Health: 140 → 155
- Speed: 2.9 → 3
- RateOfFire: 0.66 → 0.6
- Mantis
- Mass Cost: 52 → 56
- Build Time: 260 → 265
- Flare
- Mass Cost: 35 → 42
- Power Cost: 140 → 165
- Build Time: 120 → 140
- Health: 70 → 115
- Speed: 4 → 3.8
- Damage: 7 → 9
- Hunter
- Health: 65 → 90
- Mech Marine Mass Cost: 35 → 30 Power Cost: 120 → 100 Build Time: 120 → 100 Health: 75 → 60 Speed: 4 → 4.2 Turnrate: 45 → 50 TurretYawSpeed: 180 → 200
- Selen Build Time: 80 → 90 Speed: 4 → 3.8 Range: 16 → 18 Turret SlavedToBody: True → False TurretYawRange: 30 → 360 TurretYawSpeed: 180 → 120
- Aurora
- Tech 2 Land
- Mongoose
- MaxSpeed: 3.2 → 2.8
- Hoplite
- MaxSpeed: 3.6 → 3.3
- Asylum
- Energy maintenance: 35 → 45
- Parashield
- Energy maintenance: 60 → 80
- MaxSpeed: 4 → 3.5
- Air scout
- Power Cost: 420 → 580
- Build Time: 145 → 200
- Mongoose
- Tech 1 Land
-
Air
- Tech 1 Air
- T1 bomber
- Mass cost: 105 → 90
- Energy cost: 2450 → 2050
- Build time: 700 → 500
- BreakOffDistance: 24 → 32
- RadarRadius: 0 → 42
- Jester
- Mass cost: 200 → 170
- Energy cost: 5000 → 4250
- Build time: 1000 → 850
- Health: 525 → 350
- MaxSpeed: 12 → 9
- Damage: 16 → 15
- T1 bomber
- Tech 1 Air
-
Structures
- Flood XR
- Sonar Stealth: 90 → 70
- Radar Stealth: 45 → 70
- Yolona-Oss
- The Yolona-Oss has its animation reduced to increase the speed of its firing cycle. It also explodes like other strategic missile launchers when killed.
- Death Weapon
- Inner Ring Damage: 20000
- Inner Ring Radius: 15
- Outer Ring Damage: 5000
- Outer Ring Radius: 20
- WeaponRepackTimeout: 32.5 → 20
- Flood XR
-
Miscellaneous
- Overcharge
- Overcharge is changed from a variable system to a fixed damage per energy used. The ratio is 1:4 damage to energy drained and the minimum damage is 1250, maintaining the minimum energy required to Overcharge at 5k.
- The damage dealt by overcharge scales with the amount of energy drained from storage.
- Overcharge will use as much energy as is needed to kill the highest health unit hit
- The minimum damage is 1250 at a cost of 5k energy.
- The maximum damage is 15k at a cost of 60k energy.
- Overcharge will drain a maximum of 90% of stored energy.
- Damage vs buildings and vs commanders is unchanged from the previous system.
- Target Priorities
- Many units had their target priorities updated to enabled them to function more effectively. Find all the details here: FAForever#3072
- Experimental Nuclear Missile
- Health: 60 → 60000
- Nuclear Missile
- Health: 25 → 25000
- Anti-nuke missile
- Damage: 30 → 30000
- Air Factory Rolloff
- Air factory rolloff times have been equalised between factions.
- T3 Air Crash Damage
- The crash damage of T3 air units has been increased and made more consistent.
- Fixed the vision effects of Lobos and Seraphim air scouts
- Overcharge
-
Game Patch
- hide ressources on game preview for generated hidden maps
- allow AI to build assist factories
- keyser
- speed2
- JaggedAppliance
- Petricpwnz
- Kazbek
- KionX
- Sheikah
- Azraeel
- Fixed coop not working
- Fixed all games being unrated
- KionX
- Askaholic
- Fixed cybran arty explosion when hitting shields
- keyser
- Allowed single player lobby to get the features from the multiplayer lobby
- Adapted autolobby for team matchmaker
- Improved russian translation of the lobby
- Added an alternative hotkey layout using cycle when building unit in factory
- Added a hotkey to access factory template (unit queue template in factory)
- Allowed to bind action to the "chevron" key
- Improved AI
- Prevented reclaim from cancelling death animation when the unit is killed by a shot (doesn't apply to volatile structure)
- Added experimental armor to air/navy/structure experimental
- Removed beetle armor
- Fixed bigger strat icons
- Fixed the eye of Rhianne giving permanent vision underwater
- Fixed explosion decals spawn when structure dies
- Fixed chat and minimap repositionning when resizing the game
- Fixed explosion killing trees
- Fixed explosion decals spawn with arty/bomber projectiles
- Fixed mermaid torpedo hitbox
- Fixed game slowdown on long AI games
- Fixed wrong game rating reward
- Fixed lag watching replay at fast speed and improved ingame performances
- Fixed wreckages' hitbox positionning
- Improved unit description in game
- Updated resource structure description
- Improved usability of the cheat menu
- Allowed cheat menu to spawn modded unit
- Improved the loading tips
- Moved faction data out of the functions
- Added topological sorting for mods
- Added shaders for the SCTA
- Improved scripted army movement
- KionX
- speed2
- BlackYps
- The-Balthazar
- keyser
- Uveso
- Askaholic
- AugSphere
- FemtoZetta
- Dragun123
- ugandarowanda
- Jip
- Kazbek
-
Land
- Tech 1 Land
- Aurora
- Parameter added: UseFiringSolutionInsteadOfAimBone = true
- Aurora
- Tech 2 Land
- Obsidian
- Damage: 480 → 360
- Rate of Fire: 0.25 → 0.333
- Pillar
- Range: 23 → 22
- Riptide
- Health: 1700 → 1800
- Mass cost: 360 → 320
- Power cost: 2000 → 1650
- Buildtime: 1600 → 1420
- Rhino
- Mass cost: 297 → 290
- Buildtime: 1320 → 1300
- Range: 23 → 24
- Vision Radius: 20 → 22
- Blaze
- Health: 1050 → 1100
- Range: 23 → 24
- Ilshavoh
- Firing Tolerance: 1 → 3
- Turret yaw speed: 70 → 85
- Vision Radius: 20 → 24
- Yenzyne
- Health: 1300 → 1350
- Speed: 4.3 → 4
- Rate of Fire: 0.25 → 0.3
- Firebeetle
- Health: 500 → 350
- Mass cost: 250 → 190
- Power cost: 1500 → 1300
- Buildtime: 1000 → 700
- Damage: 1500 → 1100
- Firebeetle is now cloaked
- Tech 2 Engineer
- Build range: 5 → 6
- Obsidian
- Tech 3 Land
- Tanks/Bots
- Harbinger
- Health: 3050 → 3600
- Range: 26 → 27
- Damage: 320 → 160
- Rate of Fire: 1 → 2
- Shield recharge time: 40 → 30
- Titan
- Health: 2550 → 2600
- Shield: 600 → 700
- Damage: 50 → 45
- Shield recharge time: 15 → 12
- Range: 22 → 24
- Loyalist
-
Health: 3000 → 2500
-
Stun duration: 1.4s → 1.5s
-
Bolter damage: 14 → 28
-
Bolter Range: 20 → 24
-
Charge Ability
- Stun duration: 3s
- Speed boost: x1.75
- Seconds before charge begins: 4s
- Seconds before exploding: 10s
-
- Percival
- Damage: 1690 → 1450
- Rate of Fire: 0.2 → 0.23
- Muzzle Velocity: 38 → 36
- Brick
- Muzzle Velocity: 42 → 38
- Othuum
- Health: 5000 → 4700
- Speed: 2.6 → 2.75
- SizeY: 0.45 → 0.65
- SizeZ: 2.0 → 2.3
- Bolters
- Damage: 46 → 64
- Muzzle Velocity: 40 → 30
- Range: 21 → 20
- Cannon
- Damage: 525 → 625
- Damage Radius: 0 → 1.2
- Harbinger
- Snipers
- Sprite Striker (Aeon)
- Mass cost: 720 → 800
- Energy cost: 8000 → 8900
- Buildtime: 4000 → 4500
- Speed: 2.85 → 2.6
- Usha-Ah (Seraphim)
- Mass cost: 800 → 880
- Energy cost: 8800 → 9700
- Buildtime: 4300 → 4900
- Speed: 2.5 → 2.4
- Sprite Striker (Aeon)
- Mobile Artillery
- Serenity(Aeon)
- Speed: 2.5 → 2.2
- Minimum Range: 0 → 25
- Trebuchet(Cybran)
- Speed: 2.5 → 2.2
- Minimum Range: 0 → 25
- Unpacking Animation: 1-2s → 4s
- Damage Radius: 7 → 6
- Demolisher(UEF)
- Speed: 2.5 → 2.2
- Minimum Range: 0 → 25
- Unpacking Animation: 1-2s → 4s
- Suthanus(Seraphim)
- Speed: 2.5 → 2.2
- Minimum Range: 0 → 25
- Unpacking Animation: 1-2s → 4s
- Damage Radius: 6 → 5
- Serenity(Aeon)
- Tech 3 Engineer
- Build Range: 5 → 7
- Tanks/Bots
- Experimentals
- Galactic Colossus
- Death weapon damage: 7500 → 8000
- Death weapon aoe: 4 → 7
- Ythotha
- Death weapon damage: 10000 → 7000
- Death weapon aoe: 8 → 6
- Monkeylord
- Death weapon aoe: 7 → 6
- Megalith
- Death weapon damage: 7500 → 8000
- Death weapon aoe: 4 → 9
- Galactic Colossus
- Tech 1 Land
-
Air
- Air scouts
- Turn rate: 0.6 → 0.8
- Max speed: 20 → 19
- Spy planes
- Turn rate: 0.6 → 0.8
- Max speed: 30 → 27
- Swiftwind
- Mass cost: 200 → 235
- Energy cost: 6000 → 6750
- Buildtime: 1600 → 1800
- Notha
- BreakOffDistance: 1.5 → 5
- BreakOffTrigger: 10 → 15
- Rate of fire: 0.2 → 0.1
- Jester
- TurretPitchRange: 45 → 60
- Stinger
- TurretPitch: -40 → -20
- TurretPitchRange: 70 → 60
- TurretPitchSpeed: 90 → 360
- Specter (Aeon gunship)
- Mass cost: 240 → 270
- Energy cost: 4800 → 5400
- Buildtime: 1600 → 1800
- Damage: 13 → 78
- Range: 22 → 20
- Aoe: 0 → 2
- Rate of fire: 1.25 → 0.208
- Bullet speed: 40 → 25
- Dps : 65 → 65
- ASF
- Max speed: 25 → 22
- Experimentals
- CZAR
- Health: 58 000 → 40 000
- Personal shield: 0 → 30 000
- Shield recharge time: 120
- Shield regen rate: 180
- Energy consumption: 0 → 500
- SAM (anti-air):
- Range: 64 → 120
- AoE: 0 → 2
- Bullet speed: 50 → 100
- Ahwassa
- Speed: 20 → 18
- Crash Aoe: 8 → 10
- Soul ripper
- Crash Damage: 5000 → 7000
- Crash Aoe: 4 → 8
- CZAR
- Air scouts
-
Navy
- CI:18 Mermaid(Cybran stealth boat)
- Speed: 7 → 6
- Turn Rate: 60 → 55
- UniformScale: 0.08 → 0.12
- SizeX: 0.75 → 1.25
- SizeY: 0.8 → 1.3
- SizeZ: 2.7 → 3.6
- CI:18 Mermaid(Cybran stealth boat)
-
Structures
- T2 Air HQ
- Mass cost: 840 → 920
- Energy cost: 14400 → 18000
- Buildtime: 1800 → 2000
- Shou-esel(T2 Seraphim sonar)
- Speed: 1 → 2.5
- Speed while submerged: 0.5 → 1.5
- T3 Sonar
- Aeon
- Energy Maintenance: 250 → 500
- UEF
- Energy Maintenance: 250 → 500
- Cybran
- Energy Maintenance: 400 → 700
- Aeon
- T2 Air HQ
-
Seraphim ACU
- regen field
- regen ceiling:
- T1: 10 hp/s
- T2: 15 hp/s
- T3: 25 hp/s
- T4: 40 hp/s
- Moved from RCH (right arm) to LCH (left arm)
- regen ceiling:
- advanced regen field
- regen ceiling:
- T1: 20 hp/s
- T2: 50 hp/s
- T3: 120 hp/s
- T4: 240 hp/s
- Moved from RCH (right arm) to LCH (left arm)
- regen ceiling:
- RAS
- Moved from back to RCH (right arm)
- regen field
-
Misc
- Broken tree resource modifier: 1.25 → 2
- Nuke missile kills non-experimental air units without explosion
- Veterancy rework:
- ACU veterancy from units:
- from T2: 50% → 100%
- from T3: 33% → 100%
- from T4: 25% → 100%
- from SACU: 30% → 100%
- from ACU: 5% → 100%
- Units veterancy from economy building: 50% → 100%
- ACU veterancy total mass killed requirements:
- 2nd level: 2000 → 2250
- 3rd level: 3000 → 4000
- 4th level: 4000 → 6500
- 5th level: 5000 → 10000
- units mass killed multiplier:
- multiply the unit mass cost by the multiplier to obtain the mass killed requirement per vet.
- T1/SACU/Exp: 2
- T2: 1.5
- T3: 1.25
- ACU veterancy from units:
- ACU won't survive an ACU explosion under 2500 hp by vetting anymore (veterancy is gained right after ACU explosion)
- A bomb from a strat bomber no longer collides with ASF.
- All mobile shields and land scouts now stop at an appropriate range from enemy units when using an attack move.
- Strogo
- keyser
- TurinTurambar
- Petricpwnz
- JaggedAppliance
- Crotalus
- wodzu93
- Fixed a bug allowing to generate resources for free
- speed2
- Fixed wrong rating reward when someone quit the game before it ended
- Fixed the black plane bug for maps
- Allowed to scale the UI for people playing with big screens
- Changed the aesthetic of seraphim units
- Scoreboard now group people from same team together when score is off
- Added support for custom map Props
- Clean up improving the simulation
- Removed drag build from radars/sonars/stealth field and soothsayer
- Fixed the targeting of structures with beam weapons
- Addded Chinese translation and improved russian translation
- Score windows closing on pressing F2
- Added ability to spawn unit with veterancy using cheat
- Added ability to spawn multiple units while holding shift
- Fixed ACU playing twice the contruction visual fx when building
- Fixed UEF construction beams animation
- Improved the frigate sink animation rate
- Fixed the UI of UEF navy
- Improved CPU usage in lobby
- Moved mod manager menu from extra menu to main menu
- Fixed mods dependencies handling in mod manager
- Improved simspeed and removed code that wasn't working
- Improved Kennel animation and reduce lags due to kennel
- Improved text display in game and translation
- Fixed Russian name being wrongly displayed in lobby
- Improved dialogue button especially for coop
- Changed the display of the warning when trying to ctrl-k ACU in coop
- Updated mod and map blacklist
- speed2
- KionX
- keyser
- Uveso
- BlackYps
- Strogo
- Stratege
- ZeroCiel
- Exotic-Retard
- Lorhtan
- Askaholic
- Fix a bug allowing to generate resources for free
- speed2
- Reworked the score board to request/send resources/unit to allies and view allie's resources income, storage and drain
- Removed vet bar for unvettable units
- Allowed mod to change UI textures
- Improved spawing menu
- Allowed transition for 3rd person camera
- Improved AI pathfinding and expansion base template
- Allowed SCU to have their own strategic icons
- Fixed "select land unit on screen" selecting factories
- Allowed dead players to see the whole map only after the team lost
- Fixed factorie's construction beam still working when they are paused
- Added an option in lobby for optimal mirrored balance
- Fixed megalith/monkeylord wreck going under the ground when killed while being built
- Fixed ACU's gun fire fx
- Added an amphibious toggle for the salem
- Fixed exp and mobile sonar that are under construction being selected over engies
- Allowed T2 sera sonar to be selected over engies
- Update map blacklist
- KionX
- wodzu93
- keyser
- speed2
- Uveso
- Strogo
- Crotalus
- Nojoke
- PhilipJFry
-
Land
- Mongoose
- Speed: 3.5 → 3.2
- Gatling gun damage: 16 → 15
- Gatling gun muzzle velocity: 30 → 28
- Hitbox: 0.4 → 1
- Asylum
- Shield HP: 3800 → 3500
- Parashield
- Shield HP: 3500 → 3000
- Wagner
- Health: 1450 → 1200
- Underwater speed: 3.7 → 3
- Blaze
- Mass cost: 220 → 180
- Energy cost: 1320 → 1080
- Buildtime: 1050 → 900
- Fire Beetle
- Mass cost: 300 → 250
- Energy cost: 1800 → 1500
- Buildtime: 1200 → 1000
- Hitbox: 0.9 → 1
- Selen
- Hitbox: 0.6 → 0.7
- Mongoose
-
Air
- Air scouts
- Turn rate: 0.8 → 0.6
- Hitbox: 1.6 → 2
- Spy planes
- Turn rate: 0.8 → 0.6
- Wailer and Broadsword
- Mass cost: 1260 → 1500
- Energy cost: 42000 → 60000
- Notha
- Rate of Fire: 0.1 → 0.2
- Air scouts
-
Navy
- Frigates
- Sonar range: 82 → 18
- Frigates
-
Structures
- Seraphim T2 sonar
- Can now move and submerge
- Speed: 0 → 1
- Submerged speed: 0 → 0.5
- Mass cost: 180 → 400
- Energy cost: 5400 → 6000
- Energy maintenance: 100 → 200
- Buildtime: 1171 → 600
- Health: 2000 → 1000
- Can now move and submerge
- Seraphim T2 sonar
-
Game Mechanics
- Overcharge
- Overcharge no longer drains more than 5000 energy for the minimum damage of 1500
- Target priorities
- ACUs cannot be prioritised by units other than experimentals, labs, gunships, fighter/bombers and ACUs
- Repair
- Repair get 25% cost reduction
- Overcharge
- Strogo
- JaggedAppliance
- keyser
- Petricpwnz
- PhilipJFry
- TurinTurambar
- eforgacs
- Added new icons for E storages
- Added missing categories for SACUs
- Made Aeon tmd destroy Billy
- Fixed Salem floating when killed during landing
- Fixed Hives build effects
- Allow to rebuild ED4 and Aeon air support factory
- Fixed ML exhaust effects playing during construction
- Updated seraphim shader to be more realistic
- Updated spelling and punctuation
- Reduced LOD Cutoff from 1000 to 750
- Fixed target bones of Cybran T2 Land HQ
- Added a curated maps button
- Changed air staging icon to T1
- Added an option to fill all lobby slots with AI
- Fixed strats scripts
- Cleaned up UEF units file
- Allow to use existing low detail models
- Fixed wrecks facing wrong direction
- Blacklisted old nomads mod version
- Improved code and mod support
- Fixed a bug preventing broadsword from draining 25e when built
- Allow to display the broadsword jammer ring
- Made mass storage targeted after everything else
- Allow to give order to T3 sonars while they are being built
- Fixed a bug allowing air factories to rebuild units on wreck
- Removed dummy harms from unit database
- Allow to build several Eye of Rhianne with a drag build order
- Removed energy from stone reclaim
- Fixed satellite permanently blocking mavor shell against a specific spot
- speed2
- eforgacs
- BlackYps
- badbwoi
- PhilipJFry
- KionX
- keyser
- Exotic-Retard
- IceDreamer
- Strogo
- Revert exe change to stable 3704 exe
- Improved the team kill detection
- Increased the team kill report wait time
- Weapon category fixes
- Mod blacklist update
- Fixed Sera ACU PhaseShield mesh
- Pushed the new (fixed) exe after more testing
- speed2
- PhilipJFry
- keyser
- Uveso
- FAETHER
- Fixed various desync Issues for replays
- Improved In Game Cheat Menu [ALT]+[F2] to support 16 players
- Various AI Improvements
- Changed Novax Background Icon to AIR
- Fixed Seraphim Arty Shells not disappearing
- Removed controversial dots from the french translation
- Added a 3 second timer to the teamkill report feature
- Restricted ACU immobilization feature to human players to avoid breaking the AI
- Fixed a bug that gave you free resources by pausing a factory
- Fixed loading AI mod templates being loaded without mods being enabled
- Fixed unfinished unit transfer in fullshare games
- Remove "Assist" command from factory during upgrade
- Fixed free shield assist bug
- Enable transport rates to be set vs blueprint
- Added Exit button to the endscreen
- Optimized unitcount for VictoryConditions
- Check for dead status before killing beams
- Improved targeting of torpedo bomber and subs
- Integration of the Supreme Props mod
- Uveso
- Rackover
- FAETHER
- JaggedAppliance
- Strogo
- Exotic-Retard
- keyser
- speed2
- svenni_badbwoi
-
Land
- Mongoose
- MaxSpeed: 3.6 → 3.5
- MuzzleVelocity: 25 → 30
- Muzzle Charge Time: 3 → 2
- Gatling Gun Firing Randomness: 0.4 → 0.1
- Gatling Gun Damage: 15 → 16
- Asylum
- Mass cost: 144 → 220
- Energy maintenance: 75 → 30
- Overspill modifier: 0.15 → 0.3
- Parashield
- Mass cost: 120 → 220
- Energy maintenance: 110 → 60
- Overspill modifier: 0.15 → 0.3
- Athanah
- Mass cost: 540 → 720
- Energy cost: 4800 → 6400
- Buildtime: 3200 → 3600
- Shield Recharge Time: 45 → 40
- Energy maintenance: 300 → 175
- Overspill modifier: 0.15 → 0.3
- Deceiver
- Mass cost: 80 → 160
- Energy cost: 800 → 1600
- Buildtime: 400 → 800
- Energy maintenance: 75 → 40
- Wagner
- Torpedo Damage: 6 → 15
- Brick
- Torpedo Damage: 4 → 8
- Othuum
- Torpedo Damage: 10 → 30
- Harbinger
- The Harbinger can once again shoot while reclaiming.
- T1 Mobile Anti-Air
- All Factions
- Mass cost: 50 → 55
- Seraphim and UEF
- Health: 360 → 310
- All Factions
- T3 Mobile Anti-Air
- Aeon
- Speed: 2.8 → 3.5
- Range: 54 → 64
- Cybran
- Speed: 2.9 → 3.6
- Range: 52 → 62
- UEF
- Speed: 2.6 → 3.3
- Range: 50 → 60
- Damage Radius: 1 → 1.5
- Seraphim
- Speed: 2.7 → 3.4
- Range: 48 → 58
- Aeon
- T2 Engineer
- Speed: 1.7 → 1.9
- T3 Engineer
- Speed: 1.5 → 1.9
- Scathis
- Mass cost: 110000 → 220000
- Energy cost: 2000000 → 4000000
- Buildtime: 80000 → 240000
- Health: 17500 → 9000
- Damage: 3000 → 1600
- Damage Radius: 7 → 12
- Fire Rate: 0.53 → 0.05
- Muzzle Salvo Size: 1 → 20
- Maximum Firing Range: 300 → 2000
- Minimum Firing Range: 50 → 150
- Selen
- The Selen gets some fixes to its stealth/cloak toggle.
- Mongoose
-
Air
- Renegade
- Mass cost: 240 → 270
- Energy cost: 4800 → 5400
- Buildtime: 1600 → 1800
- Notha
- Bomb Damage: 1175 → 1250
- Torpedo Bombers
- Mass cost: 240 → 270
- Energy cost: 4800 → 8000
- BreakOffDistance: 34 → 45
- TurnSpeed: 0.48 → 1
- Sonar Radius: 90 → 45
- Restorer
- Speed: 8 → 10
- Damage: 24 → 28
- Wailer and Broadsword
- Will no longer chase air units which fly past
- Novax
- Mass cost: 28000 → 36000
- Energy cost: 400000 → 512000
- Buildtime: 30000 → 44800
- Damage: 50 → 60
- Radar radius: 150 → 200
- Omni radius: 50 → 60
- Vision radius: 40 → 60
- Renegade
-
Navy
- Bulwark
- Speed: 7 → 5
- Turn Rate: 60 → 45
- Overspill Damage Modifier: 0.25 → 0.35
- UniformScale: 0.09 → 0.135
- Beacon
- The torpedo defense of the aeon frigate works more effectively
- Siren
- The cybran cruiser now shoots its anti-air missiles in a faster and more effective way.
- Exodus
- AoE: 1 → 1.4
- Battleships
- Galaxy
- Health: 47000 → 44500
- Summit
- Mass cost: 10500 → 10000
- Buildtime: 33000 → 31600
- Omen
- Range: 104/114 → 110
- Tempest
- Mass cost: 24000 → 22000
- Galaxy
- Yathsou (T3 submarine)
- WaterVisionRadius: 45 → 55
- Bulwark
-
Structures
-
Tactical Missile Defense
- Buildtime: 600 → 400
-
T2 Land HQ
- Buildtime: 2600 → 2300
-
T2 Artillery
- Buildtime: 1200 → 1600
- Minimum Range: 5 → 50
-
Eye of Rhianne
- Energy Storage: 0 → 10000
-
T2 Static Flak
- Mass cost: 392 → 400
- Energy cost: 3920 → 4000
- Buildtime: 958 → 540
-
T2 Radar
- Energy Maintenance: 200 → 150
-
Airstaging
- Tech level: 2 → 1
- Repair Mass cost: 0.5 → 0
- Repair Energy cost: 5 → 30
- Buildtime: 534 → 450
-
Nuke Launchers
- BuildPower: 1080 → 1500
- Missile Buildtime: 324000 → 450000
-
T2 static shields
- Aeon
- Recharge Time: 16 → 24
- Buildtime: 701 → 950
- UEF
- Recharge Time: 15 → 23
- Buildtime: 845 → 1150
- Seraphim
- Recharge Time: 17 → 25
- Buildtime: 958 → 1250
- Cybran
- ED1
- Recharge Time: 18 → 20
- Buildtime: 600 → 700
- Buildpower: 15.53 → 19.2
- ED2
- Recharge Time: 16 → 22
- Buildtime: 466 → 775
- Buildpower: 13.34 → 21
- ED3
- Recharge Time: 18 → 25
- Buildtime: 1067 → 2200
- Buildpower: 30.575 → 29.3
- ED1
- Aeon
-
T3 static shields
- Cybran
- ED4
- Recharge Time: 20 → 25
- Buildtime: 3667 → 3515
- Buildpower: 11.81 → 50.7
- ED5
- Shield Health: 15000 → 16500
- Buildtime: 1654 → 7100
- ED4
- UEF
- HSD Pulse
- Shield Health: 15000 → 17000
- Mass cost: 3000 → 3300
- Energy cost: 50000 → 55000
- HSD Pulse
- Cybran
-
T3 Static Artillery
- Emissary (Aeon)
- Buildtime: 30764 → 120000
- Hovatham (Seraphim)
- Buildtime: 29792 → 110000
- Duke (UEF)
- Buildtime: 30278 → 115000
- Disruptor (Cybran)
- Buildtime: 29308 → 105000
- Emissary (Aeon)
-
Game Enders
- Mavor
- Buildtime: 99900 → 300000
- Paragon
- Buildtime: 125100 → 325000
- Salvation
- Buildtime: 90000 → 100000
- Yolona Oss
- Buildtime: 125100 → 250000
- Mavor
-
-
ACUs
-
Regen Aura
- Mass cost: 600 → 700
- Energy cost: 4500 → 18000
- BuildTime: 600 → 700
- Added ACU HP: 1000 → 500
- Range: 22 → 30
- Max Health Multiplier: 1 → 1.1
- Min Regen: 0 → 3
-
Advanced Regen Aura
- Mass cost: 1500 → 1800
- Energy cost: 31250 → 42000
- BuildTime: 1250 → 1500
- Added ACU HP: 2500 → 1500
- Range: 30 → 35
- Max Health Multiplier: 1.1 → 1.2
- Min Regen: 0 → 15
-
Aeon Personal Shield
- Shield Recharge time: 90 → 75
-
Chrono Dampener
- Additional Health: 0 → 3000
- Stun Time: 3.5s → 2.5s
-
-
Projectiles
-
Tactical missile
- Mass cost: 180 → 250
-
ACU Tactical Missile
- Mass cost: 180 → 250
- Buildtime: 300 → 450
-
- Strogo
- JaggedAppliance
- Farmsletje
- keyser
- Petricpwnz
- PhilipJFry
- speed2
- TurinTurambar
- Fixed a bug in lobby related to obsolete maps
- Switched the position of the github and close button on the changelog screen
- Remove hardcoding on nuke weapon for mod support
- Fixed a bug causing weapons to miss the Salem while on land
- Other miscellaneous bug fixes
- speed2
- Strogo
- Exotic-Retard
- PhilipJFry
- Rackover
- Added a feedback button for the ladder map pool in the score screen
- Improved changelog popup
- Disable notify during cinematics
- Allow walls to be handed over in fullshare games
- Allow switching to different target priorities for units
- Improved AI
- Improved the aiming of the sera pd
- Fixed AI not rebuilding satellite
- Fixed a bug causing capture to keep the upgrade progress
- Fixed several rare bugs that were causing a crash
- Removed CZAR from AA fighter hotkey
- Improved parser to allow complex default target priorities for weapons
- Updated mod blacklist
- Optimized unit range rings
- Faether
- Strogo
- Uveso
- speed2
- Exotic_Retard
- PhilipJFry
- keyser
- Fixed bug that caused the Kennel structure to stay after being upgraded which resulted into having two buildings stacked upon each other
- 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
- Moved current patch number in the lobby to a more visible location
- Allow Users to open the Changelog by clicking on the patch number in the game lobby
- Allow Users to open the changelog on github by adding a button to the changelog popup in the lobby
- speed2
- Strogo
- Exotic-Retard
- PhilipJFry
- Fixed bug that caused users to get stuck when trying to host/join a game
- speed2
- Added an option for coloured name in the chat
- Fixed units restriction menu
- Removed a player color that is too similar to civilian colour
- 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
- 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
- Hussar
- keyser
- Strogo
- Uveso
- Rackover
- JeroenDeDauw
- Zkov96
- c0_okieZ
- Crotalus
- Exotic_Retard
- PhilipJFry
- Remove AI Takeover from ladder as it is intended to be an option for custom games
- TheAdDad
- 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
- 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
- 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
- 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
- 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
- strogo
- rackover
- speed2
- CookieNoob
- PhilipJFry
- IceDreamer
- keyser
- Uveso
- FAETHER
- TheAdDad
- ChrisKitching
- crotalus
- dk0x
-
Aeon
- Personal Shield Generator
- BuildCostMass: 1000 → 1300
- BuildTime: 1000 → 1300
- Heavy Personal Shield Generator
- BuildCostEnergy: 93750 → 123750
- BuildCostMass: 1500 → 2300
- BuildTime: 1750 → 2450
- ShieldMaxHealth: 29000 → 25000
- ShieldRegenRate: 37 → 32
- Personal Shield Generator
-
UEF
- Nano-Repair System
- NewHealth: 2000 → 1500
- Personal Shield Generator
- BuildCostMass: 1500 → 2300
- ShieldMaxHealth: 24000 → 19000
- ShieldRegenRate: 35 → 30
- Shield Generator Field
- BuildCostMass: 3000 → 3600
- BuildTime: 2800 → 3400
- Nano-Repair System
-
Seraphim
- Refracting Chronotron Amplifier
- AdditionalDamage: 750 → 620
- BuildCostMass: 4800 → 5400
- BuildTime: 4200 → 4600
- Nano-Repair System
- BuildCostEnergy: 42000 → 56000
- BuildCostMass: 1200 → 1800
- BuildTime: 1200 → 1800
- NewHealth: 3000 → 2000
- Enhanced Nano-Repair System
- BuildCostMass: 4500 → 5800
- BuildTime: 4200 → 4600
- Refracting Chronotron Amplifier
-
T3 Land Combat
- Harbinger
- Health: 4600 → 3050
- Shield Health: 1300 → 1000
- Shield Regen Rate: 9 → 30
- Shield Recharge Time: 63 → 40
- ShieldRegenStartTime: 3 → 2
- Power Drain: 25 → 30
- BuildTime: 4500 → 3600
- Speed: 3 → 2.85
- Acceleration: 3 → 3.2
- Turn Rate: 120 → 130
- Damage: 300 → 320
- Rate of Fire: 1.25 → 1
- Range: 28 → 26
- Muzzle Velocity: 30 → 40
- DPS: 375 → 320
- Othuum
- Health: 6700 → 5000
- Acceleration: 2.6 → 3.5
- SizeY: 0.45 → 0.65
- SizeZ: 2.0 → 2.3
- First 2 Guns:
- Damage: 75 → 39
- Muzzle Velocity: 35 → 40
- Turret Yaw Speed: 90 → 120
- Combined DPS: 300 → 156
- 3rd Gun:
- Damage: 400 → 525
- Range: 32 → 28
- Muzzle Velocity: 30 → 40
- DPS: 100 → 131
- Torpedo Weapon:
- Range: 32 → 28
- Target Priorities: Othuum now prioritises T3 over T2 over T1 instead of the reverse.
- Percival
- Health: 9300 → 7200
- BuildTime: 6000 → 4800
- Speed: 2 → 2.1
- Acceleration: → 2.1
- TurnRate: 60 → 70
- Damage: 1600 → 1670
- Rate of Fire: 0.25 → 0.2
- Range: 35 → 34
- Muzzle Velocity: 35 → 38
- Turret Yaw Speed: 60 → 90
- DPS: 400 → 334
- Titan
- Health: 2200 → 2550
- Shield: 1200 → 600
- Recharge Time: 60 → 15
- Regen Rate: 9 → 20
- Speed: 4 → 3.8
- Acceleration: 4 → 4.2
- Range: 20 → 22
- Muzzle Velocity: 30 → 35
- Turn rate: 150 → 120
- Target Priorities: Titan now prioritises T3 over T2 over T1 instead of the reverse.
- Brick
- Health: 9000 → 7500
- BuildTime: 6000 → 4800
- Speed: 2 → 2.3
- Acceleration: 2 → 2.3
- TurnRate: 60 → 65
- Main Weapon:
- Damage: 150 → 125
- Range: 35 → 32
- MuzzleVelocity: 35 → 42
- Turret Yaw Speed: 60 → 90
- DPS: 375 → 312.5
- Loyalist
- Health: 3100 → 3000
- Speed: 4 → 3.8
- Acceleration: 4 → 4.2
- EMP explosion on death:
- Duration: 2s → 1.4s
- Affected by Stun: Mobile Units → Mobile Units - except for T4 and ACUs
- 1st Weapon (Disintegrator Pulse Laser):
- Damage: 175 → 150
- Range: 25 → 20
- DPS: 175 → 150
- 2nd Weapon (Heavy Electron Bolter):
- Damage: 12 → 14
- Range: 25 → 20
- Muzzle Velocity: 40 → 35
- TurretYawSpeed: 90 → 120
- DPS: 30 → 35
- T3 Ranged Units
- Sprite Striker
- Mass Cost: 640 → 720
- Build Time: 3600 → 4000
- Health: 450 → 500
- Speed: 3 → 2.85
- Sizex: 0.8 → 0.95
- SizeY: 1.15 → 1.35
- SizeZ: 0.6 → 0.8
- Firing Randomness while moving: 0.5 → 0.3
- Rate of Fire: 0.142 → 0.15
- MuzzleVelocity: 120 → 90
- TurretYawSpeed: 90 → 110
- Usha-Ah
- Mass Cost: 640 → 800
- Energy Cost: 8000 → 8800
- Build Time: 3600 → 4300
- Health: 500 → 700
- Speed: 3 → 2.5
- Acceleration: 3 → 2.5
- UniformScale: 0.08 → 0.095
- SizeX: 0.35 → 0.45
- SizeY: 1.2 → 1.55
- SizeZ: 0.7 → 0.9
- Default Fire Mode:
- Firing Randomness while moving: 0.25 → 0.4
- Rate of Fire: 0.2 → 0.25
- Firing Tolerance: 0.5 → 3
- Muzzle Velocity: 120 → 80
- TurretYawSpeed: 90 → 70
- Ranged Fire Mode:
- Firing Randomness while moving: 0.5 → 0.2
- Rate of Fire: 0.07 → 0.066
- TurretYawSpeed: 90 → 50
- Sprite Striker
- T3 Mobile Artillery
- Build time is reduced for T3 mobile artillery.
- Build Time: 4800 → 4300
- Harbinger
-
Experimental Units
- Cybran
- Monkeylord
- Build Time: 15750 → 27500
- Mass Cost: 19000 → 20000
- Megalith
- Build Time: 18750 → 60 625
- Soul Ripper
- Build Time: 20000 → 56250
- Scathis
- Build Time: 50000 → 80000
- Monkeylord
- UEF
- Fatboy
- Build Time: 21 000 → 47 500
- Shield Recharge Time: 160 → 120
- Shield Regen Rate: 64 → 100
- Power Upkeep cost: 500 → 600
- Atlantis
- Build Time: 14 400 → 20 500
- Novax Center
- Build Time: 25 000 → 30 000
- Fatboy
- Aeon
- Galactic Colossus
- Power Cost: 343 750 → 330 000
- Build Time: 20 625 → 51500
- Claws:
- Fixed a bug with the claws, credit to EQ.
- Rate of Fire: 1 → 0.15
- Czar
- Build Time: 33 750 → 50 625
- Tempest
- Build Time: 14 400 → 28 000
- Muzzle Velocity: 28 → 35
- Galactic Colossus
- Seraphim
- Ythotha
- Build Time: 18750 → 46 875
- Mass Cost: 25 000 → 26 500
- Power Cost: 312 500 → 330 000
- Phason Beam Generator Damage: 8000 → 6000
- Gatling Plasma Cannon Damage: 550 → 610
- Heavy Sinn Unthe Cannon Damage: 1200 → 1850
- Flak Damage: 39 → 46
- Flak Range: 25 → 21
- Ahwassa
- Build Time: 36000 → 67500
- Ythotha
- Cybran
-
Navy
- Battleships
- Seraphim
- FiringRandomness: 0.3 → 0.25
- MuzzleVelocity: 30 → 40
- Aeon
- TurnRate: 35 → 40
- MaxSpeed: 3.6 → 3.7
- Range: 100 → 105
- Seraphim
- Cybran Carrier
- Fixed the aim on the Anti Air weapon of the carrier.
- Bulwark
- Damage Overspill: 15% → 25%
- Recharge time: 35 → 40
- Shard
- Health: 750 → 800
- Battleships
-
Structures
- T3 Land HQs
- Mass Cost: 4 920 → 5 220
- Power Cost: 43 900 → 47 400
- Build Time: 11 000 → 12 100
- Ravager
- Health: 7500 → 6500
- Mass Cost: 1 800 → 2 000
- Power Cost: 16 000 → 17 600
- Build Time: 1 500 → 2000
- T3 Static Artillery
- UEF/Cybran/Seraphim/Aeon Range: 750/700/825/900 → 825
- Cybran
- Damage: 4600 → 3700
- Rate of Fire: 0.1 → 0.13
- T3 Mass Fabricator
- Adjacency from storage: 4.1667% → 3%
- Adjacency for SML: 20% → 12.5%
- Civilian Structures
- Adjusted Civilian Building Mass values to make them more consistent. Civilian buildings will give 50-150 mass.
- Cybran Shield
- Added the ED4 Shield to the list of buildable structures and to the hotbuild keygroup for shields.
- T3 Land HQs
-
Overcharge
- The damage dealt by overcharge now scales with the amount of energy drained from storage.
- Overcharge will drain as much energy as is required to kill any unit within the area of effect of the OC, or 90% of your stored energy.
- One energy storage is required to unlock Overcharge.
- One storage is required to kill T1 and T2 land units.
- Up to three storages will be required to kill T3 land units.
- The range of the Area of Effect is now displayed when using Overcharge.
- The OC indicator will turn orange if you do not have enough energy in storage to kill the unit under the cursor.
- The OC indicator will turn green if you have enough energy in storage to kill the unit under the cursor.
- The maximum damage is 15k at a cost of ~45k energy
- Damage vs buildings and vs commanders is unchanged from the previous system. We have added new icons to indicate whether you have enough energy to kill the unit under your
- cursor. Gray is for idle, Orange means you dont have enough energy to kill and green means you will kill the unit if you OC it.
-
Veterancy
- The vet gained from buildings was too high, leading to problems especially with ACU TML.
- Veterancy gained from damaging non-combat buildings is reduced by 50%
- Only a single vet level can be gained for any one kill.
-
Teleport
- Teleporting takes 5 seconds longer. The animation at the teleport destination is unchanged.
-
Miscellaneous
- T1 Mobile Anti Air
- Aeon
- Mass Cost: 55 → 50
- Damage: 10 → 8
- UEF
- Mass Cost: 55 → 50
- Damage: 16 → 14
- Seraphim
- Mass Cost: 55 → 50
- Damage: 8 → 14
- Cybran
- Mass Cost: 55 → 50
- Damage: 10 → 9
- Aeon
- Fire Beetle
- Damage: 3500 → 1500
- AoE: 4.5 → 6
- Transport class: 2 → 1
- Stun ability added. Duration → 2s. Stuns all units except Experimentals
- Friendly Fire → Disabled
- Health: 300 → 500
- T2 Transports
- Mass Cost: 300 → 330
- Power Cost: 12000 → 13200
- Speed: 15 → 14.3
- Aurora
- FiringRandomnessWhileMoving: 0.3 → 0.1
- MuzzleVelocity: 30 → 25
- Ahwassa
- BombDropThreshold: 4 → 20
- T1 Bombers
- RandomBreakOffDistanceMult: 1 → 1.5
- Selen
- Removed the Power drain from the stealth/cloak ability while not moving.
- T1 Mobile Anti Air
- Nuke trajectory is now corrected so it travels parallel to the ground.
- Selens will no longer lose their radar when there is a power stall.
- Units with personal shields that are unloading from transports will now take damage on their health when hit.
- The seraphim T2 torp defence wreck is no longer invisible.
- CookieNoob
- Exotic Retard
- JaggedAppliance
- MrNukealizer
- Petricpwnz
- PhilipJFry
- speed2
- Strogo
- Uveso
- Reverted 3694's changes
- This patch is identical to patch 3693
- Ozonex
- CookieNoob
- Added christmas-related content, like reclaimable gifts.
- Renamed the Galactic Colossus accordingly
- Ozonex
- CookieNoob
- Fixed the lobby changelog appearing every time
- IceDreamer
- 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.
- 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
- 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
- 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
- Changed background faction images to widescreen versions
- Fixed missing dependency bug for non hosts in lobbies
- Overhauled and refined the mod manager
- 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
- basdawimp
- CookieNoob
- Hussar
- IceDreamer
- MrNukealizer
- PhilipJFry
- Speed2
- supcomBlackMaster
- Uveso
- Fixed a word wrap bug that caused missing characters in tooltips and chat, and allowed certain chat messages to crash the game.
###Contributors
- MrNukealizer
- 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
- Veterancy
- Until now the veterancy system worked in such a way that the tech level of the units killed determined how many veterancy points a unit was given, and only the unit that got the killing blow would get the veterancy point(s).
- With this patch we are moving from that tech based system to a mass based system. That means your units will get veterancy based on the mass of the unit that is killed. Your unit also doesn't need to get the killing blow to get veterancy. Once a unit dies all the units which damaged it will get veterancy points based on how much damage they did to that unit. There are also multipliers to adjust how much veterancy certain classes of units will require to vet up. We will watch closely for cases where veterancy may move to fast or too slow in certain fights and make any adjustments neccessary in upcoming patches.
- The mass value of the ACU has been reduced to 2000 to avoid getting insane veterancy by killing an ACU
- The amount of veterancy points that the ACU gains from higher tech units is reduced to avoid vetting too fast by overcharging mass heavy land units.
- Experimental units only need to kill 50% of their own worth in mass to gain one veterancy rank.
- Regular units need to destroy 200% of their own worth in mass to gain one veterancy rank.
- Destroying a transport gives veterancy points for the cargo as well as the transport itself.
- Unified regeneration values.
- T1 +1 -> 1, 2, 3, 4, 5 regeneration
- T2 +3 -> 3, 6, 9, 12, 15 regeneration
- T3/ACUs +6 -> 6, 12, 18, 24, 30 regeneration
- SACUs +9 -> 9, 18, 27, 36, 45 regeneration
- T4 +25 -> 25, 50, 75, 100, 125 regeneration
- Shields
- Smoothed out shield recharge from once per second lumps to once per tick.
- Gunships
- Seraphim T2 Gunship
- Health: 864 → 1080
- Power Build Cost: 4800 → 6000
- Mass Build Cost: 240 → 300
- Build Time: 1600 → 2000
- Damage: 12 → 16
- T3 Gunships
- Cybran T3 Gunships have a personal stealth ability instead of radar jamming.
- UEF T3 Gunships have radar jamming.
- Seraphim T2 Gunship
- Novax Satellite
- Speed: 6 → 9
- Radar Range: 70 → 150
- Omni Range: 0 → 50
- Energy Cost: 80000 → 160000
- Mass Cost: 5000 → 10000
- Build Time: 15000 → 30000
- Flapjack
- Volley size: 3 → 2
- Seraphim T1 submarines
- Torpedo Defense Rate of Fire 0.05 → 0.2
- Massfabs
- T2 Massfabs
- mass cost: 100 → 200
- power drain: 150 → 100
- T3 Massfabs
- mass cost: 3000 → 4000
- power cost: 65000 → 120000
- build time: 4988 → 5000
- power drain: 3500 → 1500
- mass gain: 12 → 16
- adjacency bonus on 1x1, 2x2, 3x3 structures buffed to 20%
- adjacency bonus on 5x5 structures buffed to 3.75%
- T2 Massfabs
- Exotic-Retard
- IceDreamer
- JaggedAppliance
- MrNukealizer
- PhilipJFry
- 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
- New Feature: Integrated a vastly improved version of the popular Notify mod
- 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
- Blacklisted all previous Notify mod versions
- Notify Features
- 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
- 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.
- 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
- 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
- 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
- CookieNoob
- Crispweed
- Crotalus
- dk0x
- IceDreamer
- JaggedAppliance
- MrNukealizer
- PhilipJFry
- speed2
- TheKeyBlue
- Uveso
- Fixed a bug where split trees from groups were worth less than they should have been
- Fixed a typo which broke some FX on the Ythotha
- Janus
- Corrected miscalculation in total damage. Fire pulse count decreased 15 → 10
- Reclaim
- Time taken to reclaim unit wrecks doubled. Props and living units unaffected
- Increased value of split trees by 25% to compensate for it taking longer to reclaim them
- T1 Land/Air Factory + T2 Land/Air Support
- Aeon Health increased 3100 → 3200
- Cybran
- Health increased 2500 → 2750
- Regen increased 6 → 9
- T1 Naval Factory
- Aeon Health increased 3100 → 3700
- UEF Health increased 4000 → 4500
- Cybran
- Health increased 2500 → 3200
- Regen increased 6 → 10
- Seraphim Health increased 3500 → 4000
- T2 Land/Air HQ + T3 Land/Air Support
- Aeon Health increased 6200 → 6400
- Cybran Health increased 5000 → 5500
- T2 Naval Support
- Aeon Health increased 5000 → 6400
- UEF Health increased 6500 → 8000
- Cybran
- Health increased 4000 → 5500
- Regen increased 12 → 20
- Seraphim Health increased 5500 → 7000
- T2 Naval HQ
- Aeon Health increased 10000 → 12800
- UEF Health increased 13000 → 16000
- Cybran
- Health increased 8000 → 11000
- Regen increased 30 → 40
- Seraphim Health increased 11000 → 14000
- T3 Land/Air HQ
- Aeon Health increased 12400 → 12800
- Cybran Health increased 10000 → 11000
- T3 Naval Support
- Aeon Health decreased 13000 → 12800
- UEF Health decreased 17000 → 16000
- Cybran Regen increased 30 → 40
- Seraphim Health decreased 15000 → 14000
- T3 Naval HQ
- Aeon Health increased 20000 → 21000
- Cybran Health increased 16000 → 17000
- Seraphim Health increased 22000 → 23000
- Hydrocarbon
- Cybran Regen decreased 6 → 5
- Mass Storage
- Cybran Regen drecreased 4 → 3
- Seraphim ACU Second Gun Upgrade
- Mass cost increased 3500 → 4800
- Energy cost decreased 300000 → 270000
- Damage bonus increased 400 → 750
- Damage radius increased 2 → 2.7
- Veterancy
- Increased veterancy regen values for Experimentals across the board
- Fixed longstanding bug causing Veterancy to heal far too much health
- Introduced new veterancy mechanics to allow fine control over instant heal effect
- Old system: 1st Vet = Heal for max HP * 0.1. 2nd Vet = Heal for max HP * 0.2 ... etc
- New system: Unchanged for ACUs. Other units heal max HP * 0.1 each time
- MMLs
- Aeon
- Missile HP increased 1 → 2
- Missile motion parameters changed to be slower
- UEF
- Now fires 3 missiles in a salvo, 1.8 seconds apart, every 10 seconds
- Effective DPS increased 60 → 90
- Seraphim
- Missile motion parameters changed to be faster
- MuzzleVelocity increased 3 → 4
- RateOfFire increased 0.15 → 0.1666. Firing cycle from 1 shot every 6.7s to one shot every 6 seconds
- Effective DPS increased 60.4 → 67.5
- Aeon
- Sparky
- Reintroduced Energy drain of 15 for running Jammer
- Novax Satellite
- Crash damage decreased 3000 → 1000
- UEF T1 Bomber
- Bomb DoT Duration increased 1.5 → 4.2. Damage remains the same, just more spread out in time T2 Static Flak
- Aeon MuzzleVelocity increased 30 → 35
- UEF MuzzleVelocity increased 25 → 35
- Cybran MuzzleVelocity increased 20 → 30
- Seraphim
- MuzzleVelocity increased 25 → 35
- AOE increased 3 → 4
- FiringRandomness decreased 2.5 → 2
- Crab Eggs
- Corrected T3 Engineer Egg to match new values for the main unit from previous patches
- BuildTime of all eggs reduced by 50%
- Megalith
- BuildRate decreased 180 → 45
- Combined with egg changes, effectively doubles egg build time, and reduces Megalith reclaim rate to 25% of before
- Aurora
- FiringRandomnessWhileMoving increased 0.1 → 0.3
- Harbinger
- BuildRate increased 3 → 5
- Aeon ACU
- First Shield upgrade recharge time increased 65 → 90
- Crotalus
- IceDreamer
- JaggedAppliance
- MrNukealizer
- Petricpwnz
- Fixed a typo that is probably responsible for the rare sim freeze bug that has been happening since 3680
- 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
- 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
- Removed the old nomads shader
- Fixed a typo that broke the vanilla COOP missions
- CookieNoob
- Fast-Thick-Pants
- Hussar
- IceDreamer
- PhilipJFry
- Speed2
- MrNukealizer
- Fixed always loading the default or last map, which broke COOP
- Fixed a typo which broke All Faction Templates
- Reverted the changes to lobby text showing faction colours due to community feedback. This feature will reappear as an option in the future.
- IceDreamer
- MrNukealizer
- 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
- 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
- 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
- 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
- Increased Auto-Overcharge rate of fire from 3.3s to 5s
- 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
- CookieNoob
- Crotalus
- Duk3Luk3
- Exotic-Retard
- Hussar
- IceDreamer
- IDragonfire
- PhilipJFry
- Speed2
- TheKeyBlue
- ThomasHiatt
- Uveso
- Jackherer (French translations)
- UnicornNoob (Russian translations)
- Added code to log and potentially fix an issue with army index assignment which may be causing rating irregularities
- Duk3Luk3
- Fixed wall segements giving full veterancy points. They give 0.1 per segment now to prevent abuse
- Changed the colours for the Hotbuild labels to make them clearer. Ctrl-SHORTCUT is now blue, and Alt-SHORTCUT is green
- Introduced UI elements for Attack-Move. Now shows a special cursor on pressing Alt, and has a new UI button which emulates the Alt-RMB command as closely as possible
- Stretched orders UI by 1 slot to make room for Attack-Move and other future additions or modded orders
- Janus
- Initial damage per bomblet increased 15 → 20 (Overall impact 300 → 400)
- T3 Naval Support
- Aeon Health increased 10000 → 13000
- UEF Health increased 13000 → 17000
- Cybran
- Health increased 8000 → 11000
- Regen increased 15 → 30
- Seraphim Health increased 10000 → 15000
- T2 UEF Naval Support
- Health increased 6000 → 6500
- Mass Storage
- Aeon Health increased 600 → 1000
- UEF Health increased 760 → 1200
- Cybran
- Health increased 500 → 800
- Regen increased 1 → 4
- Seraphim Health increased 600 → 1100
- Seraphim Buildings
- T1
- Factory Health increased 3100 → 3500
- Power Generator Health increased 600 → 650
- Hydrocarbon Health increased 1600 → 1700
- Mass Extractor Health increased 600 → 650
- Wall Health increased 2000 → 2500
- T2
- Air/Land HQ Health increased 6200 → 7000
- Naval HQ Health increased 10000 → 11000
- Air/Land Support Health increased 3100 → 3500
- Naval Support Health increased 5000 → 5500
- Power Generator Health increased 1900 → 2000
- Mass Extractor Health increased 1900 → 2000
- T3
- Air/Land HQ Health increased 12400 → 14000
- Naval HQ Health increased 20000 → 22000
- Air/Land Support Health increased 6200 → 7000
- Naval Support Health increased 10000 → 15000
- Power Generator Health increased 6200 → 7000
- Mass Extractor Health increased 6200 → 7000
- T1
- Cybran Buildings
- T1
- Factory Regen increased 3 → 6
- Power Generator Regen increased 1 → 2
- Mass Extractor Regen increased 1 → 2
- Hydrocarbon Regen increased 1 → 6
- Wall Regen increased 3 → 6
- T2
- Air/Land HQ Regen increased 10 → 20
- Naval HQ Regen increased 15 → 30
- Air/Land Support Regen increased 3 → 6
- Naval Support Regen increased 6 → 12
- Power Generator Regen increased 3 → 6
- Mass Extractor Regen increased 3 → 6
- T3
- Air/Land HQ Regen increased 20 → 40
- Naval HQ Regen increased 30 → 60
- Air/Land Support Regen increased 10 → 20
- Naval Support Regen increased 15 → 30
- Power Generator Regen increased 10 → 20
- Mass Extractor Regen increased 10 → 20
- T1
- T2 Radar
- Intel maintenance cost decreased 250 → 200
- IceDreamer
- JaggedAppliance
- PhilipJFry
- Fixed a small bug that led to the game not ending properly when a player died with Share Unit Cap turned on
http://patchnotes.faforever.com/3674.html
- Use default map from file. This allows coop, tutorials, and other mods to have an easier time
- Allow factions to be restricted per slot
- Updated maps blacklist
- Introduced wider support for the addition of new factions into the game
- Fixed Ythotha spawning energy storm on give in coop
- Updated unit cap code so it can be changed by coop
- Fixed score data not being synced on coop game end
- Added new buildrate icon in the unit detail view
- Stun mechanics no longer affect flying Air Units
- Stun mechanics now apply in a sphere rather than a cylinder
- Ythotha
- Changed various aspects of the unit to make it easier to micro
- UniformScale decreased 0.05 → 0.042
- TurnRate increased 40 → 60
- SizeX decreased 3.5 → 3.2
- SizeY decreased 8.5 → 7.5
- Eye weapon MaxRadius increased 45 → 47
- Gatling arm weapon MaxRadius increased 45 → 47
- Medium cannon weapon MaxRadius increased 45 → 47
- AA
- MaxRadius increased 45 → 47
- AOE increased 1.5 → 4
- Can shoot at a slightly greater angle to eliminate blindspots',
- Added UseFiringSolutionInsteadOfAimBone = true for better AA performance',
- Added ACU as higher priority target on the DeathBall
- Various changes to weapon arcs and targeting angles
- T1 Factories
- Land
- Aeon
- Health decreased 3700 → 3100
- UEF
- Health decreased 4100 → 4000
- Cybran
- Health decreased 3500 → 2500
- Regen increased 0 → 3
- Seraphim
- Health decreased 3700 → 3100
- Aeon
- Air
- Aeon
- Health decreased 3700 → 3100
- UEF
- Health decreased 4100 → 4000
- Cybran
- Health decreased 3500 → 2500
- Regen increased 0 → 3
- Seraphim
- Health decreased 3700 → 3100
- Aeon
- Naval
- Aeon
- Health decreased 4400 → 3100
- UEF
- Health decreased 4800 → 4000
- Cybran
- Health decreased 4200 → 2500
- Regen increased 0 → 3
- Seraphim
- Health decreased 4600 → 3100
- Aeon
- Land
- T2 HQs
- Land
- Aeon
- Health decreased 8200 → 6200
- UEF
- Health decreased 9000 → 8000
- Cybran
- Health decreased 7800 → 5000
- Regen increased 0 → 10
- Seraphim
- Health decreased 8200 → 6200
- Aeon
- Air
- Aeon
- Health decreased 8200 → 6200
- UEF
- Health decreased 9000 → 8000
- Cybran
- Health decreased 7800 → 5000
- Regen increased 0 → 10
- Seraphim
- Health decreased 8600 → 6200
- Aeon
- Naval
- Aeon
- Health decreased 16000 → 10000
- UEF
- Health decreased 18000 → 13000
- Cybran
- Health decreased 15000 → 8000
- Regen increased 0 → 15
- Seraphim
- Health decreased 17000 → 10000
- Aeon
- Land
- T3 HQs
- Land
- Aeon
- Health decreased 20000 → 12400
- UEF
- Health decreased 22000 → 16000
- Cybran
- Health decreased 19000 → 10000
- Regen increased 0 → 20
- Seraphim
- Health decreased 21000 → 12400
- Aeon
- Air
- Aeon
- Health decreased 20000 → 12400
- UEF
- Health decreased 22000 → 16000
- Cybran
- Health decreased 19000 → 10000
- Regen increased 0 → 20
- Seraphim
- Health decreased 21000 → 12400
- Aeon
- Naval
- Aeon
- Health decreased 37500 → 20000
- UEF
- Health decreased 40000 → 26000
- Cybran
- Health decreased 34000 → 16000
- Regen increased 0 → 30
- Seraphim
- Health decreased 38000 → 20000
- Aeon
- Land
- T2 Support
- Land
- Aeon
- Health decreased 4100 → 3100
- UEF
- Health decreased 4500 → 4000
- Cybran
- Health decreased 3900 → 2500
- Regen increased 0 → 3
- Seraphim
- Health decreased 4100 → 3100
- Aeon
- Air
- Aeon
- Health decreased 4100 → 3100
- UEF
- Health decreased 4500 → 4000
- Cybran
- Health decreased 3900 → 2500
- Regen increased 0 → 3
- Seraphim
- Health decreased 4300 → 3100
- Aeon
- Naval
- Aeon
- Health decreased 8000 → 5000
- UEF
- Health decreased 9000 → 6000
- Cybran
- Health decreased 7500 → 4000
- Regen increased 0 → 6
- Seraphim
- Health decreased 8500 → 5000
- Aeon
- Land
- T3 Support
- Land
- Aeon
- Health decreased 10000 → 6200
- UEF
- Health decreased 11000 → 8000
- Cybran
- Health decreased 9500 → 5000
- Regen increased 0 → 10
- Seraphim
- Health decreased 10500 → 6200
- Aeon
- Air
- Aeon
- Health decreased 10000 → 6200
- UEF
- Health decreased 11000 → 8000
- Cybran
- Health decreased 9500 → 5000
- Regen increased 0 → 10
- Seraphim
- Health decreased 10500 → 6200
- Aeon
- Naval
- Aeon
- Health decreased 18750 → 10000
- UEF
- Health decreased 20000 → 13000
- Cybran
- Health decreased 17000 → 8000
- Regen increased 0 → 15
- Seraphim
- Health decreased 19000 → 10000
- Aeon
- Land
- T3 Power Generator
- Death damage decreased 8000 → 5500
- Aeon
- Health decreased 9720 → 6200
- UEF
- Health decreased 9720 → 9000
- Cybran
- Health decreased 9720 → 6000
- Regen increased 0 → 10
- Seraphim
- Health decreased 9720 → 6200
- T2 Power Generator
- Aeon
- Health decreased 2160 → 1900
- UEF
- Health increased 2160 → 2500
- Cybran
- Health decreased 2160 → 1800
- Regen increased 0 → 3
- Seraphim
- Health decreased 2160 → 1900
- Aeon
- T1 Power Generator
- UEF Health increased 600 → 760
- Cybran
- Health decreased 600 → 500
- Regen increased 0 → 1
- Hydrocarbon
- UEF Health increased 1600 → 1800
- Cybran
- Health decreased 1600 → 1400
- Regen increased 0 → 1
- T3 Mex
- Aeon
- Health decreased 8400 → 6200
- UEF
- Health increased 8400 → 9000
- Cybran
- Health decreased 8400 → 6000
- Regen increased 0 → 10
- Seraphim
- Health decreased 8400 → 6200
- Aeon
- T2 Mex
- Aeon
- Health decreased 3000 → 1900
- UEF
- Health decreased 3000 → 2500
- Cybran
- Health decreased 3000 → 1800
- Regen increased 0 → 3
- Seraphim
- Health decreased 3000 → 1900
- Aeon
- T1 Mex
- UEF Health increased 600 → 760
- Cybran
- Health decreased 600 → 500
- Regen increased 0 → 1
- Mass Storage
- Aeon Health decreased 1600 → 600
- UEF Health decreased 1600 → 760
- Cybran
- Health decreased 1600 → 500
- Regen increased 0 → 1
- Seraphim Health decreased 1600 → 600
- Walls
- Aeon/Seraphim Health decreased 4000 → 2000
- UEF Health decreased 4000 → 3000
- Cybran
- Health decreased 4000 → 1500
- Regen increased 0 → 3
- BuildTime increased 10 → 20
- Janus
- Fire lifetime increased 4.2 → 6
- Initial damage per bomblet decreased 30 → 15 (Overall impact 600 → 300)
- CookieNoob
- Exotic-Retard
- IceDreamer
- JaggedAppliance
- Speed2
- TheKeyBlue
- ZockyZock
- Fixed non-default team balance option breaking the anti-rating-bug code
- Fixed an unintentional bug with hosting games with an AI introduced with the rating bug fixes below
- Fixed the game reporting incorrect army indexes to the server on game start, leading to incorrect rating calculations on game end
- Reverted that last one for a bit to fix an idiot bug
- Fixed the game reporting incorrect army indexes to the server on game start, leading to incorrect rating calculations on game end
- Fixed a typo which was setting the default labels to show onscreen to 10 rather than 1000
- The negative reaction of the community to the new Hotbuild bindings as defaults was severely underestimated. Attempting to reverse the change.
- Fixed a small error that cause the Unit Manager to hard crash
- 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
- 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.
- 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: http://wiki.faforever.com/index.php?title=File:Hotbuild-layout-en.png
- 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!
- 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
- 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
- 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
- Arifi
- Brainwashed
- CookieNoob
- Crotalus
- Downlord
- Exotic-Retard
- IceDreamer
- Speed2
- TheKeyBlue
- Uveso
- Fixed a small oversight which led to non-cloaked units getting the cloak FX in a power stall
- Added cloak FX support for cloak fields (Mods only, FAF itself has no unit with this ability)
- Fixed units dropping from a transport from teleporting closer to a pre-assigned target
- Extend improved Aeon TMD code to all forms, such as on ships (To catch high-flying missiles)
- Fixed steam effect not playing for units after teleport
- Reworked Selen yet again to improve user interaction. Manual toggle shifts selection priority and toggles weapon off. Motion toggles stealth.
- Integrated visual cloaking effect from BlackOps mod to show clearly when one of your units is in a cloaked state
- T2 HQs
- Energy cost decreased 13300 → 11200
- Mass cost decreased 1520 → 1410
- ACUs
- T2 upgrade
- Energy cost increased 18000 → 21000
- Mass cost increased 720 → 800
- Buildtime increased 900 → 1000
- HP increased 1500 → 2000
- Regen increased 0 → 10
- T3 upgrade regen increased 0 → 20
- Aeon
- RAS upgrade
- Energy cost increased 150000 → 175000
- Buildtime increased 1400 → 2800
- Energy production decreased 2700 → 1700
- ARAS upgrade
- Energy cost increased 150000 → 175000
- Buildtime increased 1400 → 2800
- Energy production decreased 5400 → 3400
- Shield upgrade
- Energy cost decreased 93750 → 35000
- Mass cost decreased 1500 → 1000
- Buildtime decreased 1750 → 1000
- Energy maintenance cost decreased 250/s → 150/s
- Shield HP decreased 29000 → 8000
- Shield recharge time decreased 160 → 65
- Shield regen rate (Only while not under fire) decreased 37 → 30
- Advanced Shield upgrade
- Energy cost decreased 1000000 → 93750
- Mass cost decreased 4500 → 1500
- Buildtime decreased 3500 → 1750
- Energy maintenance cost decreased 500/s → 250/s
- Shield HP decreased 44000 → 29000
- Shield recharge time decreased 200 → 160
- Shield regen rate (Only while not under fire) decreased 44 → 37
- RAS upgrade
- UEF
- RAS upgrade
- Energy cost increased 150000 → 175000
- Buildtime increased 1400 → 2800
- Energy production decreased 3300 → 2500
- Nano upgrade
- Add HP bonus of 2000
- Regen decreased 60 → 40
- Energy cost decreased 44800 → 24000
- Mass cost decreased 1200 → 800
- Buildtime decreased 1400 → 800
- RAS upgrade
- Cybran
- RAS upgrade
- Energy cost increased 150000 → 175000
- Buildtime increased 1400 → 2800
- Energy production decreased 3500 → 2700
- RAS upgrade
- Seraphim
- RAS upgrade
- Energy cost increased 150000 → 175000
- Buildtime increased 1400 → 2800
- Energy production decreased 3000 → 2000
- ARAS upgrade
- Energy cost increased 150000 → 175000
- Buildtime increased 1400 → 2800
- Energy production decreased 6000 → 4000
- Nano upgrade
- Energy cost decreased 90000 → 42000
- Mass cost decreased 2000 → 1200
- Buildtime decreased 2800 → 1200
- HP decreased 6000 → 3000
- Regen decreased 75 → 60
- RAS upgrade
- T2 upgrade
- sACUs
- RAS upgrade energy cost increased 68000 → 90000
- Aeon T1 MAA
- HP decreased 360 → 250
- Radius increased 32 → 35
- Janus
- Damage increased 5 → 6
- Initial damage decreased 75 → 30
- Bomb count increased 8 → 20
- Damage time increased 2.5 → 4.2
- Significantly re-worked weapon fire sequence to increase ground cover and decrease focus damage
- UEF T2 MML
- Turned on friendly fire to match all the others
- Air Staging
- Decreased the staging 'Size' of most aircraft to make docking a much easier, much quicker process, with each building able to service more planes at once
- T1 Bombers
- Energy cost increased 2400 → 2450
- Mass cost decreased 120 → 105
- Buildtime decreased 800 → 700
- Mercy
- Allow Mercy to land the same as other aircraft. Air maneuverability increased to allow it.
- Updated map blacklist
- CookieNoob
- Crotalus
- IceDreamer
- JaggedAppliance
- Reverted ping-related changes which caused desyncs. We will approach this again in future, but it will require some changes to a certain popular mod as well. Stay tuned.
- Reverted 'Fixed upgraded structures not being targetable via radar blip'. This is the second time this code approach has ended up being reverted. It appears to interact with the engine in an unstable fashion, causing hard core crashes.
- 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
- Fixed cinematics playing in coop games
- Improved AI sACU usage
- Fixed objective protection timer
- Fixed information sent to the server for leaderboard purposes
- 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. Particularly 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
- 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
- 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
- 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
- Crotalus
- Exotic-Retard
- IceDreamer
- Ithilis
- Justify87
- SlinkingAnt
- Speed2
- Uveso
- Fixed UEF T2 Naval Support Factory HP typo 900 → 9000
- Fixed an exploit where Factories and QGates could be made to build units at half-price
- 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)
- 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
- 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
- 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
- ACUs start rotated at middle of map as default
- Light Assault Bots
- Build time reduced 140 → 120
- Cybran T2 Mobile Stealth
- Energy drain increased 25 → 75
- Fire Beetle
- Now takes two transport slots the same as all other T2 units
- UEF T1 Mobile Artillery
- Health increased 200 → 205
- Scathis
- Mass cost increased 85,000 → 110,000
- Energy cost increased 1,500,000 → 2,000,000
- Build time cost increased 31,500 → 50,000
- Weapon range decreased 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
- Reworked hiding ability into a button toggle:
- Mobile T1 AA
- Mass cost increased 28 → 55
- Energy cost increased 140 → 275
- Build time increased 140 → 220
- UEF
- Health increased 200 → 360
- Speed increased 2.8 → 3.3
- Damage increased 8 → 16
- Cybran
- Health increased 130 → 260
- Damage increased 8 → 16
- Removed AA/AG toggle. The weapon will now auto-toggle between modes depending on what is in range, prioritising AA.
- Aeon
- Health increased 200 → 360
- Speed decreased 3 → 2.8
- Damage increased 5 → 10
- Seraphim
- Health increased 200 → 360
- Speed increased 2.5 → 3.4
- Damage increased 4 → 8
- T2 Hover Tanks
- UEF
- Increased speed on water 3 → 3.3
- Aeon
- Increased speed on water 3 → 3.5
- Seraphim
- Increased speed on water 3 → 3.5
- UEF
- T2 Flak
- UEF
- Increased speed 2.8 → 3
- Cybran
- Decreased speed 2.9 → 2.7
- Aeon
- Increased speed on water 3 → 3.5
- Decreased speed on land 3 → 2.6
- Seraphim
- Increased speed on water 3 → 3.5
- Decreased speed on land 3 → 2.5
- UEF
- Engineers
- T2 Engineers
- Decreased energy cost 700 → 650
- Decreased mass cost 140 → 130
- Decreased build time 700 → 650
- UEF
- Increased health 300 → 400
- Cybran
- Increased health 290 → 390
- Aeon
- Increased health 240 → 340
- Seraphim
- Increased health 250 → 350
- T3 Engineers
- Decreased energy cost 2200 → 1560
- Decreased mass cost 440 → 312
- Decreased build time 2200 → 1560
- UEF
- Increased health 600 → 800
- Cybran
- Increased health 540 → 740
- Aeon
- Increased health 480 → 680
- Decreased build rate 40 → 30
- Seraphim
- Increased health 500 → 700
- Decreased build rate 40 → 30
- T2 Engineers
- T1 Bombers
- Increased energy cost 2250- 2400
- Increased mass cost 80 → 120
- Increased build time 500 → 800
- Removed Radar ability
- Increased RateOfFire 0.25 → 0.2
- Cybran and UEF
- Decreased FiringRandomness 3 → 0
- Flight Parameters
- Decreased BreakOffDistance 30 → 24
- Increased CombatTurnSpeed 0.75 → 1.5
- Increased KTurn 0.7 → 0.8
- Decreased StartTurnDistance 5 → 1.4
- Increased TurnSpeed 0.75 → 1.5
- Decreased RandomBreakOffDistanceMult 1.5 → 1
- Ahwassa
- Decreased StartTurnDistance 15 → 1
- Increased TurnSpeed 0.65 → 0.9
- Cybran T1 Frigate
- Decreased AA MuzzleVelocity 60 → 45
- Removed AA projectile tracking
- Removed AA projectile TurnRate
- Cybran T2 Destroyer
- Decreased AA damage 10 → 5
- Cybran T1 Static AA
- Fixed bug preventing it from shooting scouts on certain approaches
- Tactical Missile Launchers
- UEF
- Decreased clip size 12 → 6
- Cybran
- Decreased clip size 10 → 4
- Aeon
- Decreased clip size 16 → 6
- Seraphim
- Decreased clip size 20 → 8
- UEF
- T2 Static Artillery
- Decreased build time 1608 → 1200
- Aeon TMD
- Adapted weapon collision to prevent flare failing to intercept missiles flying near the top of the range sphere
- Factory Cost Changes
- T2 Land HQs
- Increased mass cost 800 → 1520
- Increased energy cost 7200 → 13300
- Increased build time 1600 → 2600
- T3 Land HQs (Price increase due to the T2 cost increase)
- Increased mass cost 4540 → 4920
- Increased energy cost 41100 → 43900
- T2 Land Support Factories
- Increased mass cost 300 → 340
- Increased build time 1300 → 1600
- T3 Land Support Factories
- Increased mass cost 750 → 860
- Increased build time 3000 → 4000
- T2 Navy HQs
- Increased mass cost 1370 → 1700
- Increased energy cost 6600 → 8500
- Increased build time 2400 → 3600
- Increased build power 60 → 90
- T3 Navy HQs
- Increased mass cost 5450 → 7500
- Increased energy cost 24472 → 35000
- Increased build time 8200 → 11250
- Increased build power 120 → 150
- T2 Navy Support Factories
- Increased mass cost 500 → 800
- Increased energy cost 2500 → 4000
- Increased build time 2000 → 3000
- Increased build power 60 → 90
- T3 Navy Support Factories
- Increased mass cost 800 → 1100
- Increased energy cost 3429 → 5500
- Decreased build time 4000 → 3500
- Increased build power 120 → 150
- T2 Land HQs
- Cybran T3 MAA
- Removed AA/AG toggle. The weapon will now auto-toggle between modes depending on what is in range, prioritising AA
- Cybran T2 Cruiser
- Removed AA/AG toggle. The weapon will now auto-toggle between modes depending on what is in range, prioritising AA
- Decreased AG toggle weapon damage 60 → 40
- Increased AG toggle weapon rate of fire 0.5 → 1
- Decreased AG toggle weapon rockets per salvo 6 → 3
- Increased AG toggle weapon FiringRandomness 0.3 → 0.9
- All ACUs
- T2 Upgrade
- Removed health regen bonus
- Decreased health increase 3000 → 1500 (UEF, Aeon, Seraphim) 3500 → 2000 (Cybran)
- T3 Upgrade
- Removed health regen bonus
- Decreased health increase to respect the T2 adjustment
- Decreased buildpower 126 → 100
- Aeon ACU
- Enhanced Sensor System Upgrade
- Decreased mass cost 400 → 350
- Decreased energy cost 10000 → 5000
- Decreased omni radius 100 → 80
- Increased visual radius 50 → 80
- Enhanced Sensor System Upgrade
- Cybran ACU
- Decreased health regen 17 → 15
- Changed regen per veterancy level 21/24/27/30/33 → 19/23/27/31/35
- Personal Stealth System Upgrade
- Decreased energy cost 5250 → 5000
- Increased build time 350 → 500
- T2 Upgrade
- Brutus5000
- ckitching
- Crotalus
- Downlord
- Exotic_Retard
- IceDreamer
- JaggedAppliance
- JJ173
- Justify87
- keyser
- Sheeo
- Speed2
- Uveso
- ZockyZock
- Made teamkill reporting work alongside the server update V0.3
- Change the format of unit statistics to enable server harvesting for achievements
- Crotalus
- Downlord
- The change in 3652 which refreshed intel for a blip on upgrade had unintentional free intel side effects we have been unable to solve. As such, that change has been reversed
- Fixed reductions in MaxHealth resulting in UI displaying 10000/9000 HP
- Added slot numbers in the lobby
- Toggling the shield on a selection of units with a mix of active and inactive shields now toggles them ON instead of OFF
- The tooltip now shows for ACU and sACU upgrades that are not yet buildable
- 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
- Removed unused code
- ckitching
- Crotalus
- Downlord
- duk3luk3
- IceDreamer
- Justify87
- Sheeo
- Softly
- Speed2
- Uveso
- 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 preferences from prior games from showing
- Tiny fix to flag layout
- Fixed descriptions for the AIx Omni option and Lobby Preset button
- 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
- 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
- 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
- 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
- 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
- Sheeo
- IceDreamer
- Crotalus
- speed2
- Exotic_Retard
- duk3luk3
- HUSSAR
- Downlord
- madformuse
- quark036
- CodingSquirrel
- PerfectWay
HTML-version of this balance oriented changelog available at: http://patchnotes.faforever.com/
- Missile hitpoints: 3 hp → 2 hp
- Flying height: now similar to normal TML
- Mass cost: 1000 → 1500
- Minimal range: 5 → 15
- Muzzle velocity to 7
- Only for Seraphim:
- Area of effect: 3 → 2
- The flying arc at close range will now be similar to the UEF ACU TML
- TMDs (except Aeon) will now survive a single cybran tactical missile if they have full HP
- TML missiles no longer deal friendly fire
- Hitbox: lasers can now hit SCUs more reliably
- SCUs now leave a normal wreckage with 81% of their mass value when destroyed
- A RAS preset for UEF, Cybran and Aeon is now available for production from the Quantum Gateways.
- Aeon SCU
- Reacton Cannon (Gun upgrade) energy cost: 36000 → 46200, build time: 5040 → 6048
- Heavy Personal Shield hitpoints: 35000 → 40000, mass cost = 1500 → 1800
- UEF SCU
- Personal Shield Generator HP: 32000 → 26000 HP
- Heavy Plasma Cannon (Gun Upgrade) rate of fire x2.5 → x1.82 (DPS 750 → 546), AOE: 2.5 → 2
- Radar Jammer mass cost: 600 → 300, energy cost = 18000 → 8000
- Bubble shield energy cost: 400000 → 360800
- Cybran SCU
- Nano-Repair System regeneration rate: 400 hp/s → 375 hp/s, mass cost: 2000 → 2200
- Focus Converter (Gun upgrade) adds damage: 250 → 200
- Nanite Missile System (SAM Upgrade) DPS: 272 → 400
- EMP duration for Tech1/Tech2/Tech3/SCU: 4/4/4/0 → 4/3.5/3/0.3
- Stealth upgrade mass cost: 600 → 400, energy cost: 18000 → 7400
- Cloak upgrade energy cost: 500000 → 382200
- Seraphim SCU
- Overcharge: now tracks (like ACU overcharge)
- Overcharge reload time: 5 seconds → 7.5 seconds
- Overcharge damage: 12000 → 10000
- Overcharge DPS: 2400 → 1333
- Shield mass cost: 1500 → 1200, shield hitpoints: 25000 → 20000
- Seraphim (Yenzyne)
- Build time: 880 → 1050
- Speed on water: 4.3 → 3
- Aeon (Blaze)
- Build time: 880 → 1050
- Speed on water: 4.3 → 3
- UEF (Riptide)
- Build time: 1320 → 1600
- Speed on water: 3.7 → 3
- Mass cost: 362 → 360
- Energy cost: 1980 → 2000
- Speed: 3.6 → 3
- We are carefully toning down both areas while keeping the idea behind it intact. Ilshavoh becomes weaker, and Othuum becomes stronger.
- Turret turn rate: 180°/s → 70°/s
- Speed: 2.5 → 2.6
- Will now take longer to make, making it harder to spam them so fast and allowing opponents slightly more time to bring counters into play.
- Veterancy: 15/30/45/60/75 → 18/36/54/72/90
- Build time: 3600 → 4500
- Can no longer fire while reclaiming
- It is annoying when sniper bots lose all their damage while moving and trying to shoot. They will hit more often now, even - though using them stationary will still lead to the best results.
- Firing randomness when moving: 0.8 → 0.5
- Other faction’s T3 MAA were hitting much better than the UEF one. This change is improving its accuracy to similar levels.
- Slight tracking added with small turn rate (20)
- Muzzle velocity: 100 → 110
- Summit
- Is now more expensive, giving other factions more time to beat them before they are able to gather a critical mass.
- Mass cost: 9000 → 10500
- Energy cost: 54000 → 62000
- Build time: 28800 → 33000
- Area of effect: 3 → 2
- Aeon Frigates
- Will now be more effective vs hover, but not vs ships.
- Hit points: 1800 → 1850
- Damage per shot: 140 → 50
- Reload time: 5 seconds → 1.7 seconds (DPS: 56 → 58)
- MuzzleChargeDelay: 0.5 → 0
- Anti-torpedo weapon reload time: 10 → 12.5
- Strategic bombers (all factions)
- Increasing the energy cost of strategic bombers to avoid the ability to rush them so easily.
- Energy cost: 105000 → 144000
- Build time: 8400 → 9600
- Corsair
- Reducing the speed of their projectiles to make them as easy (or hard) to dodge as they were before the range decrease.
- muzzle velocity: 35 → 30
- Torpedo bombers
- We made several adjustments to allow torpedo bombers to actually deliver their torpedoes more often.
- Reload time for all torpedo bombers: 12.5 → 10
- Uosioz (Seraphim Torpedo Bomber)
- Torpedoes get now dropped in front of the bomber (like all other bombers)
- Range: 42 → 35
- Amount of volleys: 2 → 3
- Now ignores torpedo defense (like all other torpedo bombers)
- Multiple adjustments to torpedoes make them less likely to crash on the ground in shallow water
- Skimmer (Aeon T2 Torpedo Bomber)
- Depth charges get now dropped in front of the bomber (like all other bombers)
- Range: 42 → 35
- Amount of volleys: 2 → 3
- Multiple adjustments to depth charges make them less likely to crash on the ground in shallow water
- Solace (Aeon T3 Torpedo Bomber)
- Range: 42 → 32
- Projectile turn rate increased
- Awhassa
- Added armour to ASF to guard them from the bomb, reducing their damage taken to 10%
- Veterancy: 50/100/150/200/250 → 100/200/300/400/500
- Reload time: 10 → 12
- Quantum Gateway
- We are reducing the adjacency bonus for mass fabricators next to Quantum Gates to a more normal level.
- Tech 2 mass fabricator: 2.5% → 0.75%
- Tech 3 mass fabricator: 15% → 2.25%
- Tech 3 power generator: 18.75% → 5%
- Preset names improved
- T3 Land HQ
- Build time: 9400 → 11000
- Sonars
-
T2 sonar
- Mass cost: 120 → 150 (Seraphim stays 180)
- Energy drain: 100 → 150
-
UEF/Aeon T3 sonar
- Mass cost: 400 → 1000
- Energy drain: 100 → 250
-
Cybran T3 sonar
- Mass cost: 480 → 1200
- Energy drain: 250 → 400
-
- Energy/Mass overflow
- The bug that caused resources to disappear when they got shared to several teammates and one of them had full storage does not exist and is a FAF urban legend. If a teammate has full storage, the resources get properly shared to a different teammate instead. It is not needed to use any mods to prevent resources from getting lost or to inform others about this "bug".
- No change required
- ASF no longer have issues gaining targets when just given move orders
- Satellite works with 'no-air' restriction again
- Remove 'no sc1 units' restriction that would make the game unplayable
- UEF buildbots no longer explode after being built with 'no-air' restriction enabled
- Commanders no longer explode immediately with the 'no-land' restriction enabled
- Upgraded hives are no longer invincible
- Beam weapons will no longer keep firing their lasers after designated targets have died
- Nukes will always generate personal shields again
- Paused units which start work on a building will no longer consume resources
- Units with sonar no longer have it enabled while on land
- Added 'no T3 air' restriction
- "More unit info" mod integrated and improved
- Incompatible mods and old maps are now blacklisted
- AI now works again
- Unpausing engineers works again
- Units currently being built no longer hang around when transferring or reclaiming the factory the were being built in.
- Seraphim units render correctly on medium fidelity
- Jammer field from crystal now stops working when the crystal is reclaimed
- Jammer crystal reclaim increased to (5000e, 50bt)
- Fixed issue with half built units from naval factories
- Fixed issue with sometimes being unable to quit the game
- Cybran and UEF buildbots / drones no longer explode with the no air restriction
- Fixed issue with being unable to reclaim mexes that are being upgraded
- Seraphim ACU minimum range for normal gun and OC adjusted to be the same as other ACUs
- Seraphim destroyer surfaces itself after building again
- Seraphim T2 transport no longer allows active shields on board
- Seraphim ACU restoration field now works for allied units
- Aeon T3 battleship TMD is no longer completely unable to stop TMLs
- Added ability to see unit data (xp/regen rate) as observer
- Firebeetles can no longer detonate in the air
- Upgrade hotkey now works for T2 naval and air support factories
- CodingSquirrel
- Crotalus
- Gorton
- Sheeo
- ckitching
- ggwpez
- Obsidians and titans die to overcharge again
- Instant crash exploit partially fixed
- No longer possible to give away units in progress of being captured
- No longer possible to bypass unit restrictions with sneaky UI mods
- Fixed being able to remotely destroy wreckage anywhere on the battlefield
- Seraphim sniper bot is able to hit Cybran MML again
- Fixed SCUs not being hit properly by laser weapons
- Fixed units aiming too high on the UEF and Aeon SCUs
- Torpedo/sonar platforms no longer confuse surface weaponry
- Fixed shield structure glows and rotations not playing
- Fixed bug with capture progress bar not being synced if using multiple engineers
- Optimized the range-rings shader to reduce the way FPS falls off a cliff
- Fixed bug with instantly disappearing wrecks due to garbage collection
- Fixed wrong regen values being reported on UI-side
- Disable build effect beams on sinking engineers
- Reload bar refill rate now scales with RateOfFire buffs
- Legacy checkbox UI code working again
- Fixed Engineers spawning the wrong tarmacs when building Seraphim buildings
- Engineering stations no longer exhibit a model bug when rebuilt by an assisting SCU
- Fuel indicator no longer falls off the unit detail window
- Seraphim ACU and SCU no longer show the tactical missile counter if they don't have the upgrade
- Projectiles no longer collide with sinking units
- UEF T3 Transport now leaves wreck in water
- Cybran ACU can now fire the laser when standing in water
- Fixed Seraphim T1 Mobile Artillery not firing at fast targets properly
- Yolona Oss now deals damage to itself
- Flares and depth charges no longer draw in friendly projectiles
- Fix shots sometimes going right through Walled PD
- Increased Aeon T3 Artillery MuzzleVelocity to allow it to fire at its maximum range
- T3 Torpedo Bomber can use Attack-Move properly again
- Units with weapon range upgrades now stop at maximum range when using attack-move
- Shield disruptor now works on personal shields
- Fixed wrong consumption when repairing ACU after an upgrade finished
- Support factories no longer lose progress if they are damaged during upgrade
- Aeon SCUs with nano + vet now get correct regen rate
- Fixed share until death bug with dual-given units
- Mini map now remembers whether to show resource icons or not
- Current command mode no longer reset if an engineer dies in the current selection
- Fixed bug with chat messages having wrong recipients in replay
- Seraphim shields can now pause while upgrading to T3
- Fixed RateOfFire buffs not being applied correctly
- SCUs will no longer rebuild buildings they lack to ability to build
- Upgraded buildings rebuilt by assisting SCUs will now cost the correct amount
- FAF no longer blows up if the game hasn't first been launched to create a profile
- Scathis now has Amphibious build icon
- Attack and Nuke reticles now scale with impact radius
- TMLs now show the splash damage radius in targeting mode
- Cybran Engineers now display a build beam to clearly show what they're tasked to
- Cybran factories now have red build beams
- Number of Cybran build bots scale with buildpower of the engineer, to a maximum of 10
- Ping values under "Connectivity" (F11) now update during game stop/stall
- Added Yolona Oss to Mavor/Salvation/Scathis build restriction and renamed it Super-Game-Enders
- ASF effects tweaked for performance (less effects on low fidelity)
- Cybran engineering build bots now crash when their owner dies rather than just vanishing
- Quantum Gateways now can assist each other
- Enhanced Seraphim tarmacs
- Beams originating inside Fog of War will no longer be invisible
- Cybran buildbots are no longer invisible to other players
- MEx, T1 PD, and Radar strategic icons will appear above other building icons when zoomed out
- New option: Show reclaim value of wreckage on map by pressing Ctrl-Shift (need to enable it in Options / Interface and restart game)
- Smart selection feature allowing hotkeys to select units by category
- Remove owner-check on text pings so anyone can delete them
- Reclaim/second now shown
- Reclaimed mass now counts towards the score table
- UEF ACU and SCU drones now have an on-drone button to toggle if they are rebuilt at death
- Now possible to pause units to make them pause execution of queued up orders
- Debug window: Searching for units now supports unit name and substrings
- Cybran engineering build bots no longer display the heads-up consumption overlay
- "Commander under attack" now plays for shielded ACUs
- 34 new taunts
- Added a button to unbind key mappings
- Drop shadow for chat messages
- Chat Option: Add background to chat messages when chat window is closed
- Chat Option: Allow chat to timeout normally in the feed after closing window
- Reclaim window merged with main resources UI
- Engineering Station units now pause on transfer from one player to another
- Cybran build bots now can assist next build project without re-spawning
- The least valuable units are destroyed at unit transfer if unit cap is hit
- Absolver shield disruptor now hovers higher, so it's less likely to hit the floor with the very low mounted gun
- UEF SCU Drone can now capture, the same as the ACU ones
- Tiny changes to make Fatboy/Megalith/Spiderbot weapons symmetrical in behaviour where they should be
- Added templates for all support factories. AI in coop missions is now able to rebuild support factories
- Assist now prioritize building over repair
- Share Until Death is now default
- Mod size reduced by about 30 MB
- CodingSquirrel
- Crotalus
- DukeOfEarl
- Eximius
- IceDreamer
- ResinSmoker
- Sheeo
- Speed2
- anihilnine
- bamboofats
- ckitching
- quark036
- keyser
- pip
- zock
- Softly
- Exotic Retard
- Nyx
- Addressed an issue that causes the game to crash with core dumps in long games
- Christmas presents for reclaim have been removed
- Score viewing:
- Score button no longer exits the game forcefully
- Viewing of score screen when scores were set to off is re-enabled, but the statistics are not particularly useful
- Fixed a regression of the free ACU upgrade exploit
- Cartographic map previews are now being generated even for maps that do not contain colour information for them.
- Fixed air wrecks floating mid air on certain maps
- Fixed air wrecks sinking to bottom of water, then jumping back up to surface
- Fixed continental not dying to nukes
- Improved GuardScanRadius:
- Scouts no longer engage at long range, value was set to 10
- Harbinger will automatically engage at range again
- Range tuned down a bit so units will not run off too much
- Fixed Seraphim T3MAA targetbones (Units will no longer aim above it)
- More mod compatibility
- Give Eye of Rhianne restriction a new description
- Fixed hoplite not firing at landed air units
- Added BOMBER category to Ahwassa, Notha
- Added FACTORY category to Megalith, allows queuing of units while being built
- Improve new unit share code (Units dying after being transferred multiple times)
- Fixed sinking wrecks blocking projectiles where the unit used to be
- Fix the rating not showing up for observers
- Font-size for observers reduced
- Chat font-size adjustable from options
- Remove debug messages
- Connection dialog no longer appears below lobby slots
- Fixed issue with players not being removed from slots on disconnect
- Fix integrated replaysync
- Clan tags are shown in game
- 'Set ranked options' button works again
- Tooltips for various buttons fixed and text revised
- More detailed large map preview
- Seraphim icons normalized
- Both players get ready flag cleared on swap
- Removed extra space around Rerun CPU benchmark button
- Made 'Random faction' skin load the chosen faction skin (Before it would always be UEF)
- Fixed a problem preventing player colours from being updated correctly
- Prevented CPU benchmark from running once the game starts
- General performance improvements
- Thanks to pip, briang and Alex1911 for translations
- ChrisKitching
- Crotalus
- IceDreamer
- Partytime
- Santa Claus
- Sheeo
- Xinnony
- Added christmas presents for reclaim
- Big thanks to ozonex for this contribution!
- Selection Range Overlay works for multiple units again
- Score no longer flickers when watching replays
- Targeting issues, especially related to the seraphim ACU have been addressed
- Compatibility with certain mods restored
- Lobby 2.5b included (Changelog shown in game)
- On some maps air wrecks may still appear in midair
- It's still likely that there are incompatibilities with mods. Please let us know your exact setup of the game when reporting issues
- Fixed infinite economy exploit
- Fixed free ACU upgrade exploit
- Security exploits with simcallbacks
- Fixed UEF Drone upgrade exploits
- Continental Fixes:
- Fixed units firing from transport
- Fixed Continental not dying to Nukes with the shield up
- Improved fix for units being transported taking no damage while the shield is up
- Fixed UEF T3 Mobile AA being able to fire from Continental, and reduced projectile number
- T3 Seraphim Mobile Artillery given proper 'ARTILLERY' designation
- Fix adjacency buffs working when unit is turned off
- Fixed Cybran ACU with Laser upgrade being unable to ever fire the weapon after being transported, and improve targeting further
- Fixed Cybran ACU with Torpedo upgrade firing at the floor after being transported
- Fixed Cybran ACU Torpedo upgrade firing while the ACU's feet are only just underwater
- Fixed Cybran ACU being unable to be shot by Torpedoes with only its feet in the water
- Fixed Seraphim ACU dying when dropped from Transport after being picked up while firing
- Fixed Seraphim ACU shot being visible through FoW
- Fixed invalid preview range of SMDs
- Fixed Aeon T1 Bomber targeting subsurface units
- Given units now get correct experience points
- Given units are returned to their original owner in share until death
- UI-mods are now refreshed before launch
- Shield Fixes:
- Personal Shields now protect units also under bubble shields
- Personal Shields now protect units properly from splash weaponry
- Bubble Shields now interact with splash weaponry properly
- Replay sync support
- Hotbuild 'upgrade' key now takes engy-mod into account
- Attempt to fix bomblet spread on bombers such as UEF and Cybran T1 Bombers
- Attempt to fix Seraphim T1 Mobile AA's aim
- Improved autobalance with random spawns in lobby
- SMD can be paused
- New "No Walls" Unit Restriction
- Improved the Unit Restrictions menu descriptions, including localization
- Improved the Attack-Move feature (Factory Attack-Move Engineer behaviour left alone)
- Made factory queue templates more accessible, the save button was hidden when the factory wasn't paused
- Show replay-ID in score
- Less UI-lag
- Some sim-speed improvements
- Remove ACU score bump, ACU kills now score 5000
- Sheeo
- a_vehicle
- Crotalus
- Pip
- IceDreamer
- thygrrr
- PattogoTehen
- RK4000
- Eximius
- Xinonny
- Navax
- Alex1911
- Preytor