Game version XYZW (1st of Month, Year)

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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

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.

Other changes

  • (#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.

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: