Game version XYZW (1st of Month, Year)

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Viverra suspendisse potenti nullam ac. Gravida dictum fusce ut placerat orci nulla. Amet mauris commodo quis imperdiet massa tincidunt nunc pulvinar. Eget nullam non nisi est sit amet. Ipsum dolor sit amet consectetur adipiscing elit pellentesque habitant. Netus et malesuada fames ac turpis egestas maecenas. Enim tortor at auctor urna nunc id cursus. Turpis egestas sed tempus urna et. Pellentesque id nibh tortor id aliquet lectus proin nibh. Amet mattis vulputate enim nulla. Eu turpis egestas pretium aenean pharetra. Facilisi cras fermentum odio eu feugiat pretium nibh ipsum consequat. Facilisi nullam vehicula ipsum a arcu cursus vitae congue.

With kind regards,

ABC

Balance

  • (#6410) Buff the cost of the Mercy to suit its new role of killing large numbers of low HP targets such as armies, T1 pgens, and engineers. The buildtime is reduced an extra amount compared to other costs since it is a kamikaze unit.

    • Mass Cost: 300 -> 230
    • Energy Cost: 6000 -> 4600
    • Build Time: 2000 -> 1200
  • (#6375) Reduce blaze speed from 4.3 to 4.0 to make it easier to catch and reduce its powerful raiding capabilities.

  • (#6417) Reduce T2 Amphibious Tank vision by 2 to give them a weapon range disadvantage of 2 when behind enemy lines and lacking intel, similar to T2 land tanks. Riptide is an exception, as it already has a short 18 vision/weapon range.
    • Blaze: Vision radius 24 -> 22
    • Yenzyne: Vision radius 20 -> 18
    • Wagner: Vision radius 22 -> 20
  • (#6423) The Pulsar receives various tweaks in anticipation of its future introduction into the game. Additionally, the Pulsar’s files have been updated to remove the last remnants of its former name. Initially, the unit was called Othismash.

    • Pulsar: T3 Mobile EMP Missile Launcher (SRL0310):
      • Categories added:
        • PRODUCTDL
        • SNIPEMODE
      • Pulsar EMP Missile Barrage:
        • DamageRadius: 0 –> 1 (same as its EMP weapon)
        • TurretPitchRange: 15 –> 40 (required against nearby units and units on top of mountains)
        • TurretPitchSpeed: 20 –> 50 (improves the responsiveness of the turret)
        • Introduce a taller firing arc to allow the Pulsar to shoot over obstacles more easily
  • (#6440) The Infinity Class Cruiser is equipped with two copies of Zealot AA Missile launchers. These two weapons function identically except for the MuzzleVelocity stat, where one weapon has a higher value than the other. This is misleading because the models look the same, and the unit databases imply that both AA batteries have a MuzzleVelocity of 40. This PR equalizes the stats of both launchers to resolve this issue. In terms of gameplay, there is virtually no difference.

    • Infinity Class: T2 Cruiser (UAS0202):
      • Zealot AA Missile (right battery):
        • MuzzleVelocity: 40 –> 35
      • Zealot AA Missile (left battery):
        • MuzzleVelocity: 30 –> 35
  • (#6469) Unlike other Tech 2 units, the Fire Beetle only takes up one clamp on transports. This makes it possible to load the same quantities of Fire Beetles and Tech 1 units into transports. To ensure that the Fire Beetle does not slow transports down excessively, its TransportSpeedReduction stat is reduced to match that of Tech 1 units.

    • Fire Beetle: T2 Mobile Bomb (XRL0302):
      • TransportSpeedReduction: 0.3 –> 0.15

Features

  • (#6341) Improve the formatting of the additional unit details displayed when Show Armament Detail in Build Menu is enabled in the settings.

    • For example, the Harbinger is now correctly displayed as having a speed of 2.95 instead of 3.0.

    • Additionally, trailing zeroes are removed where possible.

  • (#6341) Include more information about unit abilities in the additional unit details displayed when Show Armament Detail in Build Menu is enabled in the settings.

    • Display the ‘Scry’ ability of the Eye of Rhianne and the ‘Vision’ ability of the Soothsayer.

      • The radius, activation cost and upkeep of the Eye of Rhianne’s ‘Scry’ ability are now shown.
      • The maximum vision radius of the Soothsayer’s ‘Vision’ ability is now shown.
    • Display the ShieldRechargeTime of personal shields and shield domes. This stat defines the time it takes for shields to recharge after being fully depleted.

    • Display whether a unit can prioritize ACUs via the ‘Snipemode’ feature.

Bug fixes

  • (#6343) Remove the INSIGNIFICANTUNIT category from the HARMS, to enable them to be transferred to other players again. This also fixes the bug which caused HARMS to get destroyed when their original owner died in a full share game. Additionally, removing the category also allows HARMS to benefit from veterancy again. They will now gain increased hit points and regen from veterancy, just like other units.

  • (#6389) Improve tech 2 static artillery’s ability to shoot up cliffs.

  • (#6416) Fix Salvation’s reload time not increasing from 2.5 to 2.6 when missing T1 power generator adjacency and only having T3 power generators.

  • (#6418) Fix ACU explosions being able to kill TMD structures.

  • (#6419) Fix engineer stations without a GuardScanRadius defaulting to 300 radius for their build range overlay. They now display their full build range in the radius for better compatibility with the reclaim tower mods, even though GuardScanRadius defaults to 25.

  • (#6429) Fix the aim of the GC’s claws being disrupted by the walking animation.

  • (#6430) Fix an OnImpact error caused by CZAR’s depth charges.

  • (#6432) Fix units failing to transfer after defeat if the player that is being transferred to is defeated during the transfer process.

  • (#6433) Fix Aeon destroyer’s depth charge’s indirect fire range ring not appearing.

  • (#6436) Prevent the logging of an unecessary warning when certain units make landfall.

  • (#6439) Fix table.empty and table.getsize not using their asm implementation due to reimports.

  • (#6446) Fix the “assist to upgrade” and “assist to unpause” game options conflicting and causing upgrading units to unpause during lag spikes.

  • (#6447) Fix repr causing an “attempt to call upval ‘match’ (a nil value)” error when used in the blueprint loading scripts.

  • (#6471) Fix Seraphim walls not orientating towards the terrain

Other changes

  • (#6237) Convert a markdown-based changelog file into a Lua-based changelog file

  • (#6237) Create a Github Workflow to convert markdown changelog files into Lua changelog files

  • (#6308) Falling satellite wrecks do not trigger nuke explosions anymore. This prevents a rarely used, but possible exploit.

  • (#6406) Automatically eject people from a lobby when there is a missmatch in the game version

Players often mention how it is annoying that games desync as a game release happens. This happens even more frequently on the FAF Develop and FAF Beta Balance game types. With this change we introduce a guard to prevent players from joining a lobby when their game version does not match the game version of the host. If there is a missmatch, the host is informed in the chat and is encouraged to re-create the lobby.

  • (#6431) Make CZAR depth charges give underwater vision on impact alongside the normal vision they give.

  • (#6450) Improve beam blueprint annotations with thorough descriptions of beam parameters.

  • (#6451) Annotate emitter blueprint parameters with extensive descriptions.

  • (#6463) Remove the ‘Kill all your units’ hotkey and related functionality

The existence of the hotkey makes it appear legitimate while it is typically against the rules.

Contributors

With thanks to the following people who contributed through coding:

With thanks to the following people who contributed through binary patches:

With thanks to the following individuals who contributed through model, texture, and effect changes:

And, last but certainly not least - with thanks to those that took part in constructive discussions: