Patch 3624
+Date: August 19th 2015
+ +-- The Balance Team
+-
+
- Mantis: turret turn = 100 (from 120), +10 compared to 3621 and before. +
- Titan Health and shield HP switch was forgotten. +
- Adding a blast radius effect (not dealing any damage) after a SCU teleport. +
- Adding a 10 seconds stun after a SCU teleport. +
Patch 3626
+Date: August 19th 2015
+ +-- The Balance Team
+
Aurora
+ -
+
- Aurora is missing a bit less and better handling. Muzzle charge delay reduced to 0.1 +
Medusa
+ -
+
- Medusa Firing Randomness increased to 1.35 (from 1.2) +
Target priorities changed : Rhino, Ilshavoh, Riptides, Blazes : target Tech 3, tech 2 then Tech 1 instead of Tech 1 then tech 2 then tech 3.
+Aeon Tech 2
+ +
Blaze
+ -
+
- Speed to 4.3 (from 3.7) +
- Muzzle velocity up to 45 (from 40) +
- Firing tolerance reduced to 0 (from 2) to increase hit rate. +
Mobile Shield
+ -
+
- energy consumption decreased to 75 (from 125) +
- size reduced to 15 (from 16). +
Obsidian
+ -
+
- health = 1250 hp (from 1000) +
- shield = 1500 (from 1750) +
- shield recharge start time = 3 seconds from 1 second +
- muzzle charge delay reduced to 0.1 +
- speed reverted to 2.6 (from 2.9) +
- turret yaw speed reduced to 75 (from 90). +
Exodus
+ -
+
- muzzle charge delay = 0.1 (from 0.5); +
- turret yaw speed = readjusted to 100 (from 160) +
Cybran Tech 2
+ +
Rhino
+ -
+
- Health = 1900 hp (from 1150) +
- MaxSpeed/max acceleration/maxBrake = 2.7 (from 3.2) +
- Damage = 25 (from 16), rate of fire = 1.8 (from 2) = 90 DPS (from 64) +
- BuildCostEnergy = 1500 (from 990); BuildCostMass = 297 (from 198) +
- BuildTime = 1320 (from 880) ; surface threat level = 5 (from 3) +
- veterancy = 8/16/24/32/40 (from 7/14/21/28/35) +
Cerberus
+ -
+
- Damage reduced to 10 from 11 = DPS reduced to 100 DPS (from 110) +
Seraphim Tech 2
+ +
Yenzyne
+ -
+
- speed up to 4.3 (from 3.7) +
- 200 damages (from 175) for 50 DPS (from 43) +
- range increased to 20 (from 18) +
- firing tolerance = 1 (from 2), +
- turret yaw speed = 110 (from 90) +
Ilshavoh
+ -
+
- speed reverted to 2.5 (from 2.7) +
UEF Tech 2
+ +
Mobile Sheild
+ -
+
- size slightly increased to 17 (from 16) +
Pillar
+ -
+
- rate of fire = 0.8 (from 0.75) +
- DPS = 56 (from 52.5) +
-
+
- Brick/Percival veterancy levels = 20/40/60/80/100 (from 9/18/27/36/45) +
- Othuum and harbingers veterancy levels = 15/30/45/60/75 (from 9/18/27/36/45) +
- ASF veterancy levels = 12/24/36/48/60 (from 6/12/18/24/30) +
- Restorer veterancy adjustment: 18/36/54/72/90 (from 12/24/36/48/60) +
Nuke Subs
+-
+
- nuke launcher adjustments : 3.3 speed (from 2.5) +
- range reduced to 410 (from 1024) +
- nuke price is similar to static ones: +
- BuildCostEnergy = 1350000 (from 1764000) +
- BuildCostMass = 12000 (from 16800) +
- BuildTime = 324000 (from 453600) = 5 minutes (from 7 minutes) +
Seraphim Battleship Nuke
+-
+
- damage reduced to 25000 (from 70000) +
- BuildCostEnergy = 1764000, (from 1920000) +
- BuildCostMass = 16800 (from 19200) +
- BuildTime = 453600 (from 518400) = 7 minutes (from 8 minutes) +
Aeon Tech 3
+ +
Sniper
+ -
+
- mass cost reduced to 640 (from 800). +
- buildtime to 3600 (from 4800). +
- doesn’t need to deploy, inacurate when moving. +
- 1350 damages (from 1300) to prevent massive overkill on Percival. +
- strategic icon is now a straight horizontal line +
Nuke Sub
+ -
+
- tac missile range increased to 175 (from 128), +
- missile hp +
- OE increased to 3 (from 2) +
-
+
- Othuum Thau canon (the slow and weak weapon with 100 DPS) range = 32 (from 25) with indirect fire (yellow) ring. +
- Sera t3 shield : mass cost slightly reduced to 540 (from 640) +
Sniper
+ -
+
- mass cost reduced to 640 (from 800) +
- buildtime to 3600 (from 4800) +
- has a turret now +
- inacurate when moving (0.8) +
- 775 damages (from 750) to prevent overkill on Percival +
- strategic icon is now a straight horizontal line +
UEF Tech 3
+ +
Percival
+ -
+
- Builtime increase to 6000 (from 4800) +
- uses a new strategic icon (x) to distinguish it from Titan (+) +
Continental
+ -
+
- shield energy consumption = 400 (from 250) +
- veteran adjusted to : 12/24/36/48/60 (from 3/6/9/12/15) +
- energy price normalized with other t3 air units (cf.3603 patch) : 52500 energy (same as Broadsword, less than Restorer) (from 29531 energy). Reason: GPG forgot the Continental when they made all t3 air units much more energy demanding in 3603. +
Nuke Sub
+ -
+
- tac missile range increased to 175 (from 128) +
Cybran Tech 3
+ +
Brick
+ -
+
- Builtime increase to 6000 (from 4800) +
- uses a new strategic icon (x) to distinguish it from Loyalist (+) +
-
+
- + Cybran Strategic sub gets stealth + Tac missile range increased to 200 (from 150) + +
-
+
- Ythotah : 70/140/210/280/350 (from 75/150/225/300/375) +
- Galactic Colossus and Megalith : 90/180/270/360/450 (from 100/200/300/400/500) +
- Monkeylord : 45/90/135/180/225 (from 75/150/225/300/375) +
- Fatboy : 40/80/120/160/200 (from 75/150/225/300/375) +
-
+
- max speed =2.8 (from 2.5) +
- Atlantis AA gets same AOE as SAM = 1.5 (from 0) +
-
+
- 19k mass (from 21k) +
- stealth field (radius = 30, same as laser) instead of personal stealth +
- stealth energy consumption = -400 (instead of – 250). +
Patch 3629
+Date: August 19th 2015
+ +-- The Balance Team
+Land
+Tech 1 land
+ +
Aurora
+ It’s a very small randomness and only when the Auroras move. They will still hit most of the time but this gives a chance for other tanks to survive longer. This value can be adjusted to make Auroras not as efficient when retreating, but good when they are still.
+-
+
- Speed =
3.12.9
+ - FiringRandomnessWhileMoving =
00.6
+
Medusa
+ -
+
- T2StunDuration =
32
+ - ReloadTime =
56
+ - Damage =
195230
+ - DPS =
3938.33
+
Lobo
+ -
+
- Damage =
480400
+ - ReloadTime =
108.33
+
All T1 Mobile AA
+ -
+
- VisionRadius =
1820
+
Tech 2 Land
+ +
Mongoose
+ The unit tracks and targets enemy units better.
+-
+
- TurnSpeed =
15090
+ - FiringTolerance =
0.11
+ - Grenade Weapon:
+
-
+
- Damage =
6550
+ - RateOfFire =
0.10.15
+ - DPS =
2630
+ - FiringRandomness =
22.5
+ - PitchRange =
055
+
+ - Damage =
Ilshavoh
+ -
+
- VetThreshold =
910
+
Tech 3 Land
+ +
Aeon Sniper
+ -
+
- Damage =
1350950
+ - Reload =
107
+ - FiringRandomnessWhileMoving =
0.80.75
+ - FiringTolerance =
20
+
Seraphim Sniper
+ -
+
- Damage =
775580
+ - Reload =
6.75
+ - FiringRandomnessWhileMoving =
0.80.75
+ - FiringTolerance =
20
+ - Sniper Mode:
+
-
+
- Damage =
28002000
+ - Reload =
2014.5
+ - FiringRandomnessWhileMoving =
0.80.6
+
+ - Damage =
Air
+Tech 1 Air
+ +
UEF T1 Bomber
+ -
+
- 4 Bombs with 3 AOE (Instead of 5 with 2.5 AOE) +
- Bombs are more spread out, and each deals 47.5 Damage instantly + 10*4 = 40 damages over 1.5 seconds = 350 total (It will never deal 350 Damage except on Factories. The maximum amount on Units and small Structures is 267.5) +
- TurnSpeed = 0.8 (From 0.7) +
- BreakOffDistance = 26 (From 18) +
Cybran Jester
+ -
+
- Range = 20 (From 16). This fixes the fact that they stop shooting when attacking moving targets or are on Attack-Move orders) +
- Veterancy nerf: Threshold = 5 (From 3) +
Tech 2 Air
+ +
Janus
+ -
+
- Ground weapon Range = 60 (From 45) +
- LiftFactor = 10 (From 7) to increase the chance of dropping +
- Deals half its Damage instantly and the rest over time (Instead of all Damage being dealt over time) +
Notha
+ -
+
- Ground weapon Range = 60 (From 45). +
- LiftFactor = 10 (From 7) to increase the chance of dropping. +
Corsair
+ -
+
- Anti-Ground weapon Range = 40 (From 45) so that it doesn’t completely out-range Mobile Flack (No longer able to kill them without suffering any damage) +
Tech 3 Air
+ +Heavy Gunships
+-
+
- Speed + 2 +
- Cost and DPS cut by roughly 25% +
Wailer
+ -
+
- MaxAirSpeed = 10 (From 8) +
- Mass = 1260 +
- BuildTime = 6400 +
- Energy = 42000 (From 52500) +
- Damage = 140 (From 150) +
- RateOfFire = 1.6 (From 2). DPS = 224 (From 300) +
Broadsword
+ -
+
- MaxAirSpeed = 10 (From 8) +
- Mass = 1260 +
- BuildTime = 6000 +
- Energy = 42000 (From 52500) +
- Damage = 90 (From 100) +
- RateOfFire = 2.5 (From 3). DPS = 225 (From 300) +
- AA Damage = 8 (From 2). DPS = 12 (From 3) +
Restorer
+ -
+
- BuildTime = 6000 (From 4800) +
- Health = 6000 (From 6500) +
- Veterancy buff: Threshold = 15 XP (From 18) +
Tech 4 Air
+ +
Soul Ripper
+ -
+
- Veterancy adjusted to 80/160/240/320/400 (From 60/120/180/240/300) +
Naval
+ + +ACUs
+
Seraphim Restoration Field
+ -
+
- Add 1000HP +
- 2% HP Regeneration (From 0.5), but capped at 15 (From 75) +
Seraphim Advanced Regeneration Field
+ -
+
- Name changed to Advanced Restoration Field +
- Adds 1500 more HP to ACU +
- Adds 10% HP to units nearby, as it used to do. +
SCUs
+
All SCUS
+ -
+
- Veterancy =
20/50/90/140/20025/50/75/100/125
+
All SCU T2
+ -
+
- MassCost =
1000800
+ - BuildTime =
50404200
+
UEF Drone Enhancements
+ -
+
- MassCost =
480380
+ - BuildTime =
2035
+
UEF Bubble Sheild Enhancements
+ -
+
- UEF SCU Bubble Shields now considered a Mobile Shield (Like Shield Boat) and will suffer from overlapping +
Patch 3630
+Date: August 19th 2015
+ +-- The Balance Team
+Land
+ +
Aurora
+ -
+
- FireRandomness:
0.10.6
+
Engineer
+ Engineer will reclaim mass extractors wreck instead of getting the “half-built” bonus when building a lower tech mass extractor than the wreckage. Using the half-rebuilt bonus is always a mistake economically-wise and shouldn’t be allowed
+Game Patch 3606
++
Bug Fixes
+-
+
- Firing tolerance increased from 2 to 6 for Aeon T2 mercy. +
- Absolver tanks now uses 3 transports slots instead of 1. +
- Added janus speed reduction for when it does not have fuel. +
- Corsair low fuel condition added in script. +
- All T1 bombers firing tolerance increased. +
- UEF, Cybran and Seraphim T2 bomber firing tolerance increased (should work better now). +
- All bomber torpedo firing tolerance increased. +
- Aeon T3 torpedo bomber firing tolerance increased. +
- All strategic bombers firing tolerance increased. +
- T1 Aeon bomber bone changed. +
- T1 Aeon bomber no longer stuns walls. +
- Aeon TMD dummy range category added and now vulnerable to torpedoes. +
- UEF, Cybran, Aeon and Seraphim ACU regen rate for T3 engineering update now 35, rather than 15. +
- Added 2 target bones to Aeon GC. +
- UEF T1 spy plane turn speed improved. +
- UEF Fatboy added 4 target bones. +
- Cybran T1 arty medusa no longer stuns walls. +
- Cybran T2 tank wagner now displays amphibious abilities. +
- Cybran T4 scathis now has 90 turret pitch range. +
- Cybran ML now has indirect fire overlay for bolters, direct for beam weapon. +
- Cybran T2 cruiser now has projectile lifetime on main gun (proton gun). +
- Aeon T3 rapid fire arty adjacency bug fixed. +
- Aeon T3 optics facility adjacency bug fixed. +
- UEF T3 ravager threat level changed (no air threat, now surface threat). +
- UEF Percival added target bone for turret. +
- UEF Shield boat has weapon ring now for shield. +
- Cybran rebuild bonus for soothsayer. +
- Cybran megalith main guns projectile lifetime added. +
- Seraphim T4 Ahwassa firing tolerance increased. +
- Seraphim T1, T2 and T3 naval factories rollout point corrected. +
- Seraphim T1 and T2 mex rebuild bonus only itself. +
- Seraphim T3 engineering quite health increased. +
- Seraphim ACU added kill and capture sound. +
- Seraphim ACU regen buffs fix, fixed blast attack stacking. +
- fixed Seraphim selen scout transport animation. +
- fixed Seraphim T1 artillery not firing at units within range. +
- fixed Seraphim T2 bot icon. +
- Fixed Seraphim T3 tank not conforming to terrain. +
- fixed Seraphim T3 arty transport drop animation. +
- Fixed bug allowing all seraphim structures/XP finished be seen through fow due to flash. +
- fixed pause and delay in seraphim engineers building stuff (t1/t2/t3). +
- Fixed seraphim T3 sam projectile not tracking targets. +
- Fixed ACU build time, now x100, now 100 times harder to repair but uses 1% of the E to do so. +
- Fixed seraphim air factory, now offloads engineers much faster: Compared to land factory, roughly same speed.... higher speed heading south, less speed heading laterally and north, but starts building new units sooner than land factory. +
- Added fix for radar and other intel turning off during upgrades during low-mass conditions. +
- Seraphim torpedo projectiles now immune to splash damage... torpedoes will not die if torpedo launcher is shot by a frigate. +
- Added new calculation for bomb drops from bombers. Should be far, far more consistent now. +
Game Patch 3608
++
New Feature
+-
+
- New scoring system +
- All hover and amphibious combat units will now leave wreckage when destroyed on or under the water. +
- All ACUs and Engineers have a visual ring indicating their build radius when selected. +
- Seraphim T3 Sniper now has a range ring for it's "Sniper Mode" and a visual effect to indicate when it is active. +
- All T1 torpedo launchers can now shoot at targets directly beneath them. +
Game Patch 3609
++
FAF-related changes and fixes
+-
+
- Title screen and replay files are displaying the correct patch version. +
- Fixed scores reported incorrectly when Autoteam = none and random = on. +
- Removing the reset of unit cap on each hosted game to 500. +
- changed the ranked unit cap to 1000. +
New Feature
+-
+
- Added Sorian AI. Sorian AI is now available to use in FAF. (YOU MUST UNINSTALL SORIAN AI MOD AND LEM IF YOU HAVE THEM.) +
- Added new and improved random faction generating function that doesn't give seraphim 75% of the time +
- Added engineer wrecks on the water +
- Added Autoget as mandatory and enabled for all players. (Units are automatically given, if share is enabled, 20 seconds after death.) +
- Added tech-less icons for energy storages so they are easier to find +
- All structures now leave wrecks when destroyed in the water. +
- New lobby textures from Moritz +
Bug Fixes
+-
+
- Fixed aeon hover sheild floating wreckage bug (fix in default units). +
- Fixed ACU upgrades exploit +
- Fixed UEF ACU nano regen upgrade... it no longer gets overwritten by veterancy. +
- Adjusted the seraphim T2 destroyer anti-torp further. It's performance is now improved. +
- TML weapon on strategic missile subs now have the correct range ring +
- Fixed Seraphim destroyer, UEF Atlantis and Aeon Exp Battleship wreckages. They now sink and wreck on the sea floor properly. +
- Fixed a transport bug/exploit. +
- Fix for the UEF ACU build drones. Now the destruction of one drone does not adversely affect the other. Further, drones are automatically re-built upon death at their original cost (160 mass, 1600 energy). Drone re-building takes 10 seconds and does not interfere with other ACU processes, such as moving, shooting or constructing. +
Game Patch 3610
++
Bug & Exploit Fixes
+-
+
- Scores were not registered correctly. +
- Chat was doubled in game. +
- Replays were not playing. +
Game Patch 3614
++
Bug & Exploit Fixes
+-
+
- You can now pause the anti-nuke missile construction. +
- Fixed a warning "info: Warning: \000/projectiles/tananglertorpedo06/tananglertorpedo06_proj.bp\000 has mesh defined both inline and by reference" +
- Fixed sera t2 torpedo launcher projectiles going through islands and damaging enemy units. +
Game Patch 3615
++
Known Issues
+-
+
- AZUI (not GAZUI) incompatibility : Breaking the whole UI on start. +
Bug & Exploit Fixes
+-
+
- Off mapping air units are now sent back into the map after a short period of time. +
- Fixed an exploit were you can build half of a building for free. +
- Fixed an exploit were cybran were able to instantly capture a a neutral unit. +
- Fixed an exploit that made T2 mass fabricators upgradeable to T3. +
- Fixed aeon TMD range category being wrong. +
- Fixed a bug with UEF ACU pod upgrade. +
- Fixed a bug that make transports sometimes killing units during loading. +
Game Patch 3620
++
Bug Fixes
+-
+
- Fixed some aiming problems with Aeon boats, specifically those with Oblivion Cannon (T2 Destroyer, T3 Battleship). +
- Fixed Sonar range rings not being drawn for T1 Scouts. +
- Fixed Stealth range rings not correctly displaying the actual extent of the Stealth Field. +
Game Patch 3624
+This is a huge patch, addressing all kind of bugs and balance problems.
+This is the result of a month of work, and we are confident that all changes are for the better. + But if there is any broken change (balance-wise), an emergency patch will be released. + Thanks to Pip, ColonelSheppard, FunkOff and all the testers for their hard work !
++
Lobby
+-
+
- Add Autokick label and remove observer label status +
- Reorganised sections for AI settings. +
- Displaying if the game is ranked or not. +
- Fixed the loading of custom maps options (survivals,….). +
- More different colors (thanks to RK4000, pip and some others). +
Ranked
+-
+
- Ranked games have score disabled. +
UI
+-
+
- HotStat is integrated in the final score screen (unless the game is not over to avoid cheating). (thanks to Zulan) +
- Score panel font is smaller to display more infos (rating,…) +
- Score panel is wider for the same reason. +
- Score is truncated for more visibility (20.000 will show as 20k) +
Replay
+-
+
- The avatar section (under score screen) is hidden in replay. +
- Economy panel is hidden on observer mode, and displayed correctly when selecting a player. +
- Score is displaying the mass and energy income of all players. (thanks to Zulan) +
Bug Fixes
+-
+
- Code base is now compatible with retail/DVD version. +
- Fixed issues with scores. (“no score” visible with some UI-mods, …). +
- Fixed some errors popping up in the logs with transports. +
- Fixed the nomads icon not displaying in chat. +
- Fixed T1 Aeon bomber and T2 seraphim bomber not dropping bombs. +
- Better aurora micro-management (more responsive to orders). (thanks to dstojkov) +
- The mantis miss less when moving. (thanks to dstojkov) +
- Fixed : Individual trees were giving more mass than group of the same tree. (thanks to Arkansas) +
- Fixed : Experimental have now other experimentals and SCUs on top priorities. +
- Fixed : SAMs now have EXPERIMENTAL as high priority targets. +
Game Patch 3625
++
Bug Fixes
+Colors
+-
+
- Fixed order of colors so that blue and red are first (for automatch). +
- Changed red to “Cybran red”. +
- Removed light green that is too similar to white. +
- Changed light grey into a darker grey. +
- Checked that all the first 8 colors are not to difficult to distinguish for common color blind people. +
- Fixed SAM homing missile not reaching their target with the new Area of Effect. +
- Fixed Aeon ships with Oblivion weapon (Destroyer, Battleship, Tempest) missing when turning. +
- Fixed the Rhino and Cerberus projectiles not able to hit moving targets. +
- Cerberus and Rhino lasers are now visible even if you don’t see the “source”. +
- Fixed the UEF Janus dropping its bombs often in a small zone in front of the target, dealing no damage or almost +
Game Patch 3626
+The patch 3626 is now released. This patch is the result of months of work, and the first step of the “Next” project.
+A few months ago, a indiegogo campaign was launched to make Galactic War happening, but also bringing FA to the next step.
+This patch include lot of radical changes, new graphics, and overall a major step forward compared to previous patches.
+In order to ease the transition to “Next”, most of the featured mod will run patch 3625 until they are ready to make the transition. Here is the list of featured mod that will NOT take 3626 patch as a base version : +
-
+
- Nomads +
- Blackops +
- Diamond +
- Supreme Destruction +
- Xtreme Wars +
Nomads will be implemented as part of the Next project in a future patch. Others mods will need their author to be updated to Next.
++
Graphics enhancements
+-
+
- New factories models (thanks to Armageddon and Bokker). +
- New shaders for terrains (thanks to KarottenRambo). +
- New particles effects and textures (thanks to Luxor144 and Resin Smoker). +
- New strategic icons to differentiate some units (thanks to Errorblankfield). +
Interface & New options
+-
+
- Adding a option for sharing unit cap. +
- Adding a restriction for support factories (see below) +
- Splitting Attack orders with Shift+G (thanks to Blackops team and johnie102) :
+
Select some of your units. Make them attack a bunch of enemy units.
+
+
+Press shift-G.
+Each of your unit is now attacking a separate group of enemy units.
+
+
+
Bug Fixes and Small Tweeks
+-
+
- Fixed a bug where ACUs were able to overcharge without the necessary energy in storage. +
- Reclaim time of group of trees now match individual trees. +
- Fixed a bug where the Hive was able to generate mass from thin air. +
- Recharging shields no longer receive damage from other, overlapping ones. +
- Ahwassa was not leaving a wreck in water. +
- Units are sorted by mass cost when given in Full Share. +
- Aeon shield Disruptor gets back its specific icon. +
- Cybran Deceiver and static stealth radius were not displayed properly. +
- All strategic subs now display their tactical missile range. +
- UEF Battleship has now a reload bar for the front canons. +
- Galactic Colossus first target bone changed to be the torso instead of the head to help fighter/ bombers hit it properly. +
- Czar : SPECIALHIGHPRI category added, so that ASF will target it first without the need to manually target it. +
- Aeon SCU RAS cost fixed : 4500 mass, like the other SCU. +
New Features
+Multiple t2/t3 factories and t2/t3 engies to build and assist are now cost efficients (Thanks to Rienzilla and Zock) :
+-
+
- The normal factory is renamed to t2/t3 factory Headquarters. +
- If you have at least one Headquarter, you can now build some new, cheap factories (called support factories) +
- If you lose all Headquarters, these support factories can make only t1 units until you make a new HQ. +
- Lot of build powers are adjusted, check the Unit database for more details. +
- You can remove the support factory in the restriction menu of the FA lobby, it will disable this new mechanic. +
Contributors
+-
+ Xinnony
+ Duck42.
+
Game Patch 3628
+This patch is a graphic enhancement patch only.
+It introduce a better handling of the debris during explosions : here
+It is also disabling bloom in all fidelity presets (bloom hide most of the nice particle effects, it may be reworked later).
++
Game Patch 3629
+This is the first release candidate: If you see any problem, please report it as soon as possible in the forums and we will try to fix it. Replays might break during the release candidate period.
++
FA Game lobby & Interface
+-
+
- Caching interface files to remove UI-lag, especially when selecting builders. +
- Adding an icon if a player is Dead in Connectivity and Disconnect windows. +
- Add Auto-Kick after 3 minutes on Disconnect dialog. +
- Adding a new button on the menu to hide/show all settings of this game. +
- You can now make game presets. +
- Add new unit restrictions : TELEPORT, BILLY, ENGISTATION, SALVATION, MAVOR, SCATHIS, PARAGON, SATELLITE. +
- Several speedup in the lobby (connections attempt are now multi-threaded). +
- Fixed “Faction not set” when moving from Observer to Player. +
- Fixed the possibility to move an Observer to Player with the Observer Button. +
Feature
+-
+
- SCU presets with already upgraded SCUs buildable from Quantum Gateways (The costs of the upgrades are added to the cost of the SCU base). +
Bug Fixes and Small Tweeks
+-
+
- Fixed an exploit that allowed to duplicate infinite amount of buildings for free (Drag & dropping when rebuilding from a wreck). +
- Cybran T2 and T3 Engineers HP fixed. +
- Fireball explosion is now red instead of green. +
- Cybran SMD BuildTime fixed. +
- Czar central target bone removed to reduce the likelihood of ASFs flying right through the beam and being roasted. +
- Czar beam weapon has a 75% Damage reduction against ASFs so they are not insta-killed any more when they do fly right through the beam. +
- UEF TMD Projectiles fixed. They were dying too soon to kill Tactical Missiles launched from ACUs – Weapon Unpacks = false (From true). +
- Several Beam weapons – Small improvements from ShadowKnight’s mod (Not all) to make them deal damage more “Smoothly” and change targets more efficiently. +
- Sera T2 Point Defense – 550 damage (From 660) due to beam weapon changes amounting to a buff (137.5 DPS from 165, but will sweep through several units until it deals its full 550 Damage meaning less overkill). +
- Tempest MuzzleVelocity reverted to 28 to prevent it to shoot over small targets like mass extractors. +
- Firebeetle TurnRate increased to 160 (From 120) and TurnRadius increased to 4 (From 3) for a small handling improvement. +
- Rover BuildRadius = 8 to fix an issue where it would not finish the buildings it started to build. +
- ASFs can’t shoot Rovers (Prevents them being used to kill Shields and Base Structures late game VS UEF). Special 75% resistance to Czar beam. +
- ASF Projectiles Aeon and Seraphim now shoot 1 projectile instead of 3, and have FiringTolerance = 2 (Don’t need to line up totally to fire, the same as the others). Cybran shoots 2 instead of 4. DPS is unchanged (This greatly lowers lag caused by large ASF battles). +
- ASF HP changed because the projectile adjustments impacted balance. This corrects it again. UEF = 1800 (From 1850). Cybran = 1725 (From 1700). Seraphim = 1775 (From 1800) +
- Seraphim ASF TargetCheckInterval adjusted to 0.5 (From 0.3). +
- Seraphim T2 Artillery PitchRange = 90 (From 80) to fix it not being able to fire to maximum range. +
- Cybran Strategic Missile Submarine Stealth now hides it from Sonar too. +
- Better animations for walking bots – Mongoose, Titan, Brick, Aeon Sniperbot, Percival. +
- Out of fuel speed penalty reduced to 65% from 75% to increase the possibility of reaching Air Staging when far away (Also, T1 Bombers won’t drop two times on the same target due to too low speed). +
- Cybran T2 Air Support Factory no longer has a weird colour when zoomed out. +
- T2 and T3 Engineer price reduction. T2 = 140 Mass/700 Energy/700 BuildTime (From 160/840/800). T3 = 440 Mass/2200 Energy/2200 BuildTime (From 490/3150/2100). +
- Seraphim Air Factory overall Engineer production rate reduced via rolloff time (It is still faster than the original but not crazy fast any more, speed similar to Aeon). They already have the best Bomber and have Fobo on water maps, they don’t need to have better Air Factory too. +
- T1 Bomber drop chance increased – TurnSpeed and CombatTurnSpeed = 0.75, 0.8 for UEF (From 0.7). LiftFactor = 10 (From 7). +
- Bombers targeting a wreck are no longer permanently prevented from firing (By Brute51). +
- Janus won’t scorch the earth any more when bombing a Shield. +
- Sparky added to Air and Naval factories. +
- Teleport has brand new visual and audio effects (By Brute 51). +
- Teleportation now deals only 100 Damage to nearby Units and Structures in a small radius (Doesn’t kill T1 Engineers any more). +
- Shield Stacking Damage overflow and transfer refactored (By Brute51) to prevent Resonance Effect (First Shields hit no longer take more Damages than the Damage dealt by the weapon in the first place). Overlapping Damage dealt = 15%. +
- Cybran build drone bug/exploit fixed (By Brute51). +
- DifferentialUpgradeCostCalculation = true, in units/ZAB9602/ZAB9602_unit.bp +
Contributors
+-
+ Xinnony
+ Duck42.
+
Game Patch 3630
++
Exploits & bug fixes
+-
+
- Removed dbg_ShowAiPathSpline console command from the game. That command was allowing to see units movements under the fog of war, without triggering the “XX has tried to cheat” warning/error. +
- Fixed an exploit were carriers where able to transport any other carrier unit (ie. fatboy, air transports,..) by ground assisting with the carrier and reclaiming the other unit. +
- Fixed a bug introduced by the “Duplicating building with wreckages” exploit fix, where building lower/higher tech building over wreckages were canceled. +
- Fixed a bug/exploit where splash damage were transferred twice when a shield collapse (noticeable with the Seraphim T4 bomber, but also affecting all area of effect damage). +
- Fixed a bug where bombers stop dropping bombs after ground attack on trees. +
- Cybran T3 gunships now make a sound when destroyed. +
- UEF depth charges now make a sound when launched. +
Performances
+-
+
- Improved path finding late-game. Previously, some units weren’t answering to move order. +
- Fixed a lot of AI related script errors (should slightly improve performances with AIs). +
AI
+-
+
- Implemented Duncan fixes for AI. Most of them were already there, but the standard AI should behave slightly better (Sorian AI is still way better). +
UI
+-
+
- Hotbuild & GazUI mods are now implemented in FA : +
- Press F1 to rebind keys. A lot of new selection options are now available (Select idling scouts, select all land factories on screen, select all air without transports,….). +
- New options are now available in the option menu. They are described in the tool-tip. (Big strategic icons, “draggable” build queues, rotating templates, better economic panel, ..) +
- SCU manager is implemented. You have a little icon in the avatar panel (below score) to do upgrades sequentially on SCUs. Two paths are available and configurable : Combat & Engineer. You can also bind the “SCU marker” (F1) shortcut to automatically upgrade SCUs near that marker. +
- Hotbuild is a new build mode allowing you to press several time a key to go through all kind of buildings. Works also to build units in factories through the same shortcut. Check the Hotbuilding section of the keymapper (F1) +
Important note for current users of GazUI/Hotbuild.
+It’s very likely that a mod version of GAZUI will mess with your game.
+Using your current hotbuild mod shouldn’t do anything bad, except that the mod is messing with key-binding. So use it at your own risk.
+ +GazUI
+All your options should be keep the same way as before. You will get new options for selecting units, as well as fixes for big Strategic icons option and SCU manager fixes.
+ +Hotbuild
+The existing mod was more an hack than a mod.
+But the new way of key binding hotbuild will allow you to rebind it more easily and really fast. The order of the options in they key bind menu (F1) is the same as the original mod.
+Meaning that to have the default key bind of the original mod for US keyboard, you should bind, in order:
+ W,E,R,T,Y,U
+ S,D,F,G,H,J,K,L
+ Z,X,C,V,B,N,M
+
As you can see, it is the key in the order of your keyboard
+The integrated mod will take care of binding the corresponding shift/alt combos. If there is a shortcut on one of these combo (ie. shift-W is already used), the combo won’t be made, and a warning will show in the log (game.log) :
+
+ WARNING: Shift-W is already bind
+
+
You can be okay with that or unbind the key. It will retry to make the hotbuild combo immediately (you don’t need to restart FA or your game).
+Contributors
+-
+
- Sheeo +
- Pip +
- Icedreamer +
Game Patch 3631
++
Bug Fixes
+-
+
- Tons of little bug fixes in the interface. +
- Key binding panel is more robust now. +
- When binding a hotbuild key, if the shift/alt key combo is already binded, you will get an option to unbind them so hotbuild will be able use them. +
- You can now rotate the templates that are done through hotbuild. +
- The balance tweaks & some exploits were not really fixed in 3630 due to a bad merge of the code. They are now in 3631. +
Game Patch 3632
++
Bug Fixes
+-
+
- Fixed Broadsword Damage Per Second (was nerfed by mistake to 33% of the actual value). +
- Fixed a bug where units weren’t damaged when a personal shield was in recharge state. +
Game Patch 3633
++
Game Improvements
+-
+
- Introducing T3 Mobile Anti-Air. If you don’t like them, there is a restriction category inside the lobby to remove them. +
- Aeon T3 Support Air factory costs and storage corrected +
- Cybran T3 Support Naval factory buildtime corrected +
- UEF T3 Transport shield fix to avoid units to receive damages. +
- Aeon Battleship charge reduced to 0.1 (from 0.5). +
- T3 SAMs don’t hurt friendly units anymore. +
- Fix for spillover damage for shields. +
- Fixing some unit descriptions. +
Game Patch 3634
++
Lobby
+-
+
- Fixed the “Yellow Country Flag” bug. +
- Fixed an issue with mods & load preset option. +
- Background modding support. +
- Fixed wide-screen skin not resizing correctly. +
- Mod Manager enhancements. +
- Small changes in the Faction Selector. +
- Fixed the Options panel not showing “Advanced Map Options” and “Global Options” correctly. +
- Removed AI and Team options in the Option panel. +
- “Hide default Options” was not working properly. +
- “Host Game Options” was not set correctly in the option panel. +
- Add a ‘(default)’ text in Host Options. +
- Changed the color of “Observers in Game” label if you are not the Host. +
- Added a ‘No rule (click for edit)’ only for the Host. +
Bug Fixes
+-
+
- Improvements to Cybran ACU laser (by Resin_Smoker) +
- Aeon Destroyer and Battleship visual effects improvements (by Resin_Smoker). +
- Fix for Megalith not attacking a naval target because it stays in range of the primary weapon. +
- More fixes to shields. +
Game Improvements
+-
+
- Added the T3 AA in the megalith build panel. +
- the Seraphim T3 mobile wasn’t able to hit a Soul Ripper. +
- T3 Mobile AA balance adjustments based on feedback (more range, DPS nerf for the Seraphim one, and small other tweaks). +
- The UEF satellite will now be destroyed when hit by a nuke. +
- Damage buff for the Mavor : 2 Dukes + t3 pgens are now not better than a Mavor. +
Contributors
+-
+
- Sheeo +
- Pip +
- Icedreamer +
Game Patch 3636
+It’s been a long time in the making, but patch 3636 is here at last. It’s a patch motivated by exploits and bugs that were in 3634, and as such there are no direct balance changes included. These will be developed as part of the next patch, 3637.
+This patch also includes a new 2.5 lobby by Xinnony with major improvements. Please note we do know of one bug with the new lobby related to CPU scores. It’s being worked as you read this.
+Everyone in all the teams working behind the scenes for FAF hopes you have a great time. Enjoy!
++
Exploit Fixes
+-
+
- Fixed infinite economy exploit +
- Fixed free ACU upgrade exploit +
- Security exploits with simcallbacks +
- Fixed UEF Drone upgrade exploits +
Bug Fixes
+Contiental 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 +
Cybran ACU Fixes
+-
+
- 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 +
Other Fixes
+-
+
- 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 +
Game Improvements
+-
+
- 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 localisation +
- 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 +
Lobby
+-
+
- Add Changelog dialog +
- Add numbers of Restriction in OptionContainer +
- Add new view in ModManager +
- Add ‘Show system message’ option for see (connecting players, go observers, disconnected, …) +
- Add ‘Player Swapped’ message +
- Add ‘Connected with xxx (with FAF Proxy)’ message see if is connected with FAFproxy +
- Add 1250 and 1500 Units Caps +
- Fix Preset not loaded correctly (exemple FinalRushPro) +
- Fix ModManager crash sometime +
- Fix a bug in Game Options, the new value is reset if you scroll the list +
- Fix sometime a PresetLobby not loaded (caused by map not available) +
- Fix ‘CH’ and ‘VA’ flag country +
- Fix yellow country +
- Replace Checkbox to Radiobox in ModManager +
- Replace the ‘world’ flag country +
- Delete ‘Player go to Slot’ message +
- Delete ‘Player go to Observer’ message +
- Remember a options ‘Hide default Options’ +
- Show message if map is not available in PresetLobby +
- SpeedUp UpdateGame(), merge 3 loops +
- Typo in ‘Lobby options’ +
- The ConnectDialog lasts until the lobby is fully loaded +
- Typo ‘x mods UI’ to ‘x UI mods’ (KRAMP idea) +
- Now you can see and select only the color available +
- Transparent color the ACU in Minimap (just the grey color, not the black border) +
- Add new restrictions (NoEngineeringStation+EnhancementDrone), (NoEyeofRhianneandSoothsayer) +
- Typos in PresetLobby +
Contributors
+-
+
- Sheeo +
- a_vehicle +
- Crotalus +
- Pip +
- IceDreamer +
- thygrrr +
- PattogoTehen +
- RK4000 +
- Eximius +
- Xinonny +
- Navax +
- Alex1911 +
- Preytor +
Game Patch 3637
++
Bug Fixes
+-
+
- 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 adressed +
- Compatibility with certain mods restored +
- Lobby 2.5b included (Changelog shown in game) +
Notes
+-
+
- 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 +
Game Patch 3639
++
General changes
+-
+
- 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 +
+
Exploit fixes
+-
+
- Fixed a regression of the free ACU upgrade exploit +
Game Improvements
+-
+
- Cartographic map previews are now being generated even for maps that do not contain colour information for them. +
-
+
Bug Fixes
+-
+
- 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 Rihanne 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 +
Lobby Changes
+-
+
- 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 +
- '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 +
Contributors
+-
+
- ChrisKitching +
- Crotalus +
- IceDreamer +
- Partytime +
- Santa Claus +
- Sheeo +
- Xinnony +
Game Patch 3640
++
Bug Fixes
+-
+
- Adresses an issue that causes the game to crash with core dumps during long games. +
- The root cause is an obscure engine bug, that only happens in very narrow circumstances. +
Game Patch 3641
++
Exploits
+-
+
- 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 +
Bug Fixes
+Hitboxes
+-
+
- 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 +
Visual
+-
+
- Fixed shield structure glows and rotations not playing +
- Fixed bug with capture progress bar not being synced if using multiple engineers +
- Optimised 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 tac missile counter if they don’t have the upgrade +
Physics
+-
+
- 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 +
Other
+-
+
- 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 T2 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 +
Enhancements
+Visual
+-
+
- 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 +
UI
+-
+
- 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 +
Other
+-
+
- Engineering Station units now pause on transfer from one player to another +
- Cybran build bots now can assist next build project without respawning +
- The least valuable units are destroyed at unit transfer if unitcap is hit +
- Absolver shield disrupter 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 +
contributors
+-
+
- CodingSquirrel +
- Crotalus +
- DukeOfEarl +
- Eximius +
- IceDreamer +
- ResinSmoker +
- Sheeo +
- Speed2 +
- anihilnine +
- bamboofats +
- ckitching +
- quark036 +
- shalkya +
- pip +
- zock +
- Softly +
- Exotic Retard +
- Nyx +
Game Patch 3642
++
Bug Fixes
+-
+
- Obsidians and Titans die to overcharge again +
Enhancements
+-
+
- 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 +
contributors
+-
+
- CodingSquirrel +
- Crotalus +
- Gorton +
- Sheeo +
- ckitching +
- ggwpez +
Game Patch 3643
++
Bug Fixes
+-
+
- 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 ACU’s +
- 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 TML’s +
Enhancements
+-
+
- 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 +
contributors
+-
+
- CodingSquirrel +
- Crotalus +
- Gorton +
- Sheeo +
- ckitching +
- ggwpez +
Game Patch 3644
++
Bug Fixes
+-
+
- 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 +
Enhancements
+-
+
- Jammer field from crystal now stops working when the crystal is reclaimed +
- Jammer crystal reclaim increased to (5000e, 50bt) +
Improvement
+-
+
- “More unit info” mod has been improved and integrated. It’s on by default, but can be turned off in the “interface” section of game options +
- An improved mod manager that allows us to blacklist incompatible mods, which should help with alleviating some problems people have been having with outdated UI/normal mods. +
- Old versions of maps are no longer displayed in the map options dialog in the lobby (There’s an option to “Show obsolete”) +
contributors
+-
+
- Ckitching +
- Sheeo +
- CodingSquirrel +
- Crotalus +
- Speed2 +
Game Patch 3646
+Patch 3646 released as a bugfix update to 3644.
++
Bug Fixes
+-
+
- 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 +
- Destroyer intel works again +
- Beam weapons will no longer keep firing their lasers after designated targets have died +
- Nukes will always penerate personal shields again +
- Paused units which start work on a building will no longer consume resources +
- Coop will freeze less often because of an update to the core game. Please keep testing coop and provide feedback! +
Enhancements
+-
+
- Units with sonar no longer have it enabled while on land +
- Added ‘no T3 air’ restriction +
- Multiline messages in chat no longer time out faster than non-multine +
- New messages no longer ghost previous ones +
contributors
+-
+
- ckitching +
- codingsquirrel +
- bamboofats +






Cybran Frigate
UEF Frigate
Destroyer
T3 Submarine
Aircraft Carrier
Tempest