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
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 over killing 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 un-targetable 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