Skip to content

Latest commit

 

History

History
759 lines (600 loc) · 28.9 KB

changelog.md

File metadata and controls

759 lines (600 loc) · 28.9 KB

Patch 3652 (May 2, 2016)

Lobby

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

UI

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

Gameplay

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

Bugs

  • 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

Performance

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

Other

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

Contributors

  • Sheeo
  • IceDreamer
  • Crotalus
  • speed2
  • Exotic_Retard
  • duk3luk3
  • HUSSAR
  • Downlord
  • madformuse
  • quark036
  • CodingSquirrel
  • PerfectWay

Patch 3650 (August 19, 2015)

HTML-version of this balance oriented changelog available at: http://content.faforever.com/patchnotes/

Seraphim and UEF ACU TML

  • 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

Cybran TML

  • TMDs (except Aeon) will now survive a single cybran tactical missile if they have full HP

TML friendly Fire

  • TML missiles no longer deal friendly fire

sACU changes

  • 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 Convertor (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

Hover flak (Seraphim and Aeon)

  • Speed: 3.6 → 3

Seraphim Tech 2 bot and Tech 3 Tank Changes

  • We are carefully toning down both areas while keeping the idea behind it intact. Ilshavoh becomes weaker, and Othuum becomes stronger.

Ilshavoh

  • Turret turn rate: 180°/s → 70°/s

Othuum

  • Speed: 2.5 → 2.6

Harbinger

  • 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

Sniper bots (Seraphim and Aeon)

  • 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

UEF T3MAA

  • 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

Navy

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

Air

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

Other

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 (sera 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

Patch 3648 (August 13, 2015)

Bugs

  • ASF no longer have issues gaining targets when just given move orders
  • Satellite works with 'no-air' restriction again

Enhancements

  • Remove 'no sc1 units' restriction that would make the game unplayable

Patch 3646 (August 11, 2015)

Bugs

  • 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

Enhancements

  • Units with sonar no longer have it enabled while on land
  • Added 'no T3 air' restriction

Patch 3644.1 (August 5, 2015)

Enhancements

  • "More unit info" mod integrated and improved
  • Incompatible mods and old maps are now blacklisted

Patch 3644 (July 27, 2015)

Bugs

  • 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)

Patch 3643 (July 24, 2015)

Bugs

  • 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

=======

Patch 3642 (July 13, 2015)

Bugs

  • Obsidians and titans die to overcharge again

Patch 3641 (July 12, 2015)

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

Bugs

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
  • 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

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 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 re-spawning
  • 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

Special Thanks To

  • Softly
  • Exotic Retard
  • Nyx

Patch 3640 (Jan 6, 2015)

  • Addressed an issue that causes the game to crash with core dumps in long games

Patch 3639 (Jan 5, 2015)

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, but the statistics are not particularly useful

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 (Version 2.6.0, also shown in game)

  • 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

Contributors:

  • ChrisKitching
  • Crotalus
  • IceDreamer
  • Partytime
  • Santa Claus
  • Sheeo
  • Xinnony

Patch 3638 (Dec 24, 2014)

  • Added christmas presents for reclaim

Big thanks to ozonex for this contribution!

Patch 3637 (Dec 12, 2014)

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 addressed
  • 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

Patch 3636 (Dec 12, 2014)

Exploit Fixes

  • Fixed infinite economy exploit
  • Fixed free ACU upgrade exploit
  • Security exploits with simcallbacks
  • Fixed UEF Drone upgrade exploits

Bug Fixes

  • 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

Game Improvements

  • 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

Contributors:

  • Sheeo
  • a_vehicle
  • Crotalus
  • Pip
  • IceDreamer
  • thygrrr
  • PattogoTehen
  • RK4000
  • Eximius
  • Xinonny

Special Thanks:

  • Navax
  • Alex1911
  • Preytor