Game version 3830 (14th of February 2026)

It’s the first patch of 2026! I hope you all made it into the new year in one piece.

With gratitude to all those who contributed to this patch and/or took the time to report issues,

BlackYps

Balance

  • (#6939) Increase the GuardScanRadius cap of naval units. This prevents them from moving closer to their targets than necessary when using attack-move, although it does increase their performance impact.

    The units affected include battleships (especially the UEF battleship), strategic missile submarines, missile cruisers, the Cybran destroyer, the Cybran cruiser, and the Aeon Shard.

  • (#6962) The Exodus’s FiringRandomness and FiringTolerance are lowered to prevent excessive misses when microing, and its MaxRadius is increased to buff Aeon’s lacking ability to bombard shores effectively at the Tech 2 stage. Additionally, this PR reverts the nerfs to the Exodus’s TurretYawRange and TurretYawSpeed introduced in commit 3177522, which were a significant nerf to the unit’s microability.

    Exodus Class: T2 Destroyer (UAS0201):

    • Oblivion Cannon
      • FiringRandomness: 0.25 –> 0.2
      • FiringTolerance: 2 –> 1
      • MaxRadius: 70 –> 75
      • TurretYawRange: 150 –> 160
      • TurretYawSpeed: 90 –> 100
  • (#6966) Reduce the distance at which T1 Interceptors and Swiftwinds hover instead of turning when given a move order.

    T1 Interceptors and Swiftwind (UAA0102, UEA0102, URA0102, XSA0102, XAA0202):

    • StartTurnDistance: 10 -> 5
  • (#6972) Reduce deceiver stealth field range to make fire beetles easier to kill, make hiding armies/raids more difficult, and reduce its effectiveness in comparison to static stealth field generators.

    Deceiver: T2 Mobile Stealth Field System (URL0306):

    • Radar and sonar stealth field radius: 24 -> 20
  • (#7000) Reduce the Sparky’s Guard Scan Radius, since the large radius caused them to chase enemies instead of reclaiming during attack-move or patrol. The smaller radius keeps them focused on reclaim in contested areas while still letting them defend themselves when enemies get close.

    Sparky: T2 Field Engineer (XEL0209):

    • AI
      • GuardScanRadius: 26 –> 8
  • (#7015) Make anti-torpedoes more effective against the Seraphim destroyer. This makes T2 subs stronger against the Seraphim destroyer, giving Aeon and Cybran navies a new counterplay option.

    Uashavoh: T2 Destroyer (XSS0202)

    • Ana-It Torpedo Launcher:
      • Torpedoes per salvo: 4 -> 3
      • Salvo delay between shots: 0.9s -> 0.8s
      • Damage: 95 (95 DPS) -> 126 (94 DPS)
  • (#7016) Increase Fire Beetle build time by reverting the reduction from #5548, since Beetles have shown to be too strong defensively and at the Tech 2 stage. In conjunction with the Deceiver nerf in #6972, the higher build time makes beetles require a larger infrastructure to build in large amounts for emergency defenses or for mixing into armies.

    Fire Beetle: T2 Mobile Bomb (XRL0302):

    • Economy
      • BuildTime: 550 –> 700
  • (#7017) Increase Seraphim T1 Submarine’s HP so that it draws other T1 subs and survives 1 torpedo bomber pass like other subs.

    Sou-Istle: T1 Attack Submarine (xss0203)

    • HP: 550 -> 610
  • (#7019) Reverts the nerf to the Cybran frigate’s range from #4565, since it left them too weak to cover Salems and caused issues on maps where lots of frigate raiding is required.

    Trident Class: T1 Frigate (URS0103):

    • Proton Cannon
      • Range: 26 –> 28
  • (#7024) Decrease the minimum range of ACU TMLs. This makes them a bit stronger again in ACU vs ACU fights and also fixes the issue from #6998 where ACUs wouldn’t walk into gun range to attack a target. The UEF ACU’s Billy nuke is adjusted to ensure the TML range ring remains visible.

    Seraphim ACU (XSL0001):

    • Tactical Missile Launcher
      • MinRadius: 30 -> 20

    UEF ACU (UEL0001):

    • Tactical Missile Launcher & Billy Nuke
      • MinRadius: 30 -> 20

Features

  • (#6838) Implement the previously non-functional BlueprintBuff.Icon field which syncs the buff name to the UI when it affects a unit.

  • (#6906) Tweak the formula used to calculate the level of detail (LOD) for props.

    Large props are visible for longer, and it should now be easier again to spot broken tree groups.

  • (#6997) Add lobby option under “Common Control” that enables union control of armies of players that disconnect.

Bug fixes

  • (#6821) Fix factory transfer when units that are meant to be rebuilt are restricted by HQ requirements.

  • (#6821) Fix transfer in the middle of factory transfer causing rebuilding to fail.

  • (#6839) Fix Health (adjusts unit health) and DamageRadius (adjusts damage radius for unit weapons) buff effect types. Previously they would just error if you used them.

  • (#6855) Fix issues with Unit.GiveNukeSiloBlocks (function that sets missile build progress for a unit, used in unit transfer):

    • Crash if used on a unit whose first weapon does not have a ProjectileId in its blueprint.
    • Setting incorrect progress for units whose first weapon is not the desired silo weapon (ex: missile SACU).
    • Setting incorrect progress for units with buildrate different from their blueprint spec (ex: missile SACU).
    • Yellow work progress bar not being updated after progress is set.
  • (#6872) Fix Nomads faction icon and inconsistent tooltip colors in the cheat spawn menu.

  • (#6881) Fix tread splats spawning for units that are attached to a transport.

  • (#6948) Fix wrong army report to lobby server with uneven teams.

  • (#6950) Fix the rollover unit view not showing shield HP for units with non-back slot shield upgrades.

  • (#6956) Fix error when the UEF submarine fires its missiles with a muzzle charge delay of 0 in the blueprint.

  • (#6957) Fix the ravager blueprint size category

  • (#6963) Fix non-area DoT damage dealing damage ticks before waiting the delay between damage ticks.

  • (#6965) Refactored defeat backend so now unit transfering is handled the same in all scenarios.

  • (#6973) Fix mass fabricators not updating their adjacency bonus for silos when toggled off or on.

  • (#6975) Fix mass fabricators and extractors applying an additional adjacency bonus when spawned adjacent to a mass consumer through cheats or the unit transfer mechanic.

  • (#6981) Fix disappearing terrain effects (Mainly ship wake effects, but other effects might be affected as well).

  • (#6985) Fix profiler benchmarking potentially sending unserializable data from Sim to UI.

  • (#6987) Fix the “Show Player Names” option crashing the game on startup when the option in the game.prefs file does not exist.

  • (#7010) Fix being able to fire two nuke/tactical missiles using up only 1 ammo and being able to fire at negative ammo.

  • (#7013) Re-add reload animation for the Seraphim T2 Mobile Missile Launcher.

  • (#7021) Fix tread marks glitch for various units (Fatboy in particular).

  • (#7022) Fix bombers not automatically attacking nearby enemies.

  • (#7029) Fix nil value error in FactoryUnit OnStopBuild.

Graphics

  • (#6993) Increase the StrategicIconSize of the Exodus’s Oblivion Cannon from 2 to 3 to better align the weapon’s visual representation with its overall power.

  • (#7008) Fix the left/right side of the Fatboy’s tread’s textures moving in reverse of the rest of the tread’s textures.

Other changes

  • (#6889) Improve annotations of the entity category functions

  • (#6911) Add annotations to OpAI
  • (#6911) Add missing platoon templates for coop, Sera base in 6th FA mission is now properly sending T3 tanks and Arty

  • (#6941) Annotate remainder of the ping.lua file.

  • (#7005) Add support for automatically updating the new unit database by ETFreeman

Contributors

With thanks to the following contributors:

  • Strogoo
  • Basilisk3
  • Nomander
  • HotCheese
  • Jip
  • Gatsik
  • Hdt80bro
  • 4z0t
  • Speed2
  • Dhomie
  • Maudlin27