Experimental changes
These are the deployed changes on the fafbeta game mode. This game mode is for testing new features or balance changes. The changes here are subject to change and may be modified again or removed entirely.
This changelog is autogenerated from the actual deployed changes and always up to date.
You can test these changes by hosting a game in the fafbeta game mode.
Features
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In fullshare, make self-destruct with a selection that includes ACUs only destroy the ACUs (#7132).
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Add a new temporary template hotkey that can save a selection of structures and then recall it as a build mode when used with an engineer selection, or as a cheat-only spawn mode when used with no selection (#7185).
-
Give external factories their respective factoryâs UI selection sound (#7207).
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Add ârestart sessionâ button to the quit game dialog for skirmish missions (#7226).
Bug fixes
- Add missing tooltips for the following game options (#7044):
- Invert middle mouse button
- Reclaim batching threshold
- Painting duration when observing
- Assist to upgrade radars
- Default to repeat build
- Show player names
-
Fix a very badly named key for the âshow player namesâ option. Unfortunately this requires players who were using it to re-enable the option (#7044).
-
When using
MergeLabelto merge weapon blueprints, merge into all weapon blueprints that have that label instead of merging into only one blueprint under the assumption that labels must be unique (#7191). -
Fix error when worldview with render shapes is destroyed (#7210).
-
Fix assisting to upgrade T2 radars not checking for any adjacent pgens to be built first (#7212).
-
Fix displayed abilities for Aeon torpedo bomber and Aeon and Cybran hydrocarbon power plants (#7225).
-
Fix error with shields that have a mix of guards with and without orders queued after the assist order (#7227).
-
Fix error when using interrupt pathfinding on immobile engineers (#7228).
- Fix
MaxHealthbuffs (used by regen aura) not setting health to a lower new max health value (#7230).- Fixes aircraft getting stuck in air staging after losing the regen aura buff.
- Fixes units taking less damage than expected for 1 shot after losing the regen aura buff.
- Fixes units instantly refilling to the boosted max HP when regaining the regen aura buff.
-
Fix
DiskGetFileInfocrashing to desktop with non-string parameters (#7258). This would rarely cause a crash when joining a lobby right as a host launches the game. -
Added missing platoon builder for Seraphim AI in FA campaign (#7279)
-
Fix error when issuing an assist order to a mobile shield/deceiver with a destroyed unit in the selection (#7284). This should fix mobile shields sometimes stopping in range of enemies while assisting another unit, instead of continuing to move.
-
Fix error in
/sim/recall.luawhen switching armies in non-team games (#7285). -
Add backwards compatibility for the naval formation changes in Nomads (#7289).
-
Disable the default score board sending chat messages when gifting units or resources, as that has been replaced by the chat rework (#7293).
- Fix issues with the fire beetle (#7307):
- Fix fire beetles sometimes running in circles when issued an attack command.
- Fix fire beetles not attacking when patrolling or attack-moving.
- Fix damage effect not being affected by changes to the weaponâs damage table, such as damage and damage radius modifiers.
- Visuals are now scaled with damage radius modifiers.
- Fix the explosion rangeâs indirect-fire (yellow) range ring not showing. The direct-fire (red) range ring is the detonation range when attacking something.
- Update weapon names and information in UI to make it more clear what they do.
- Remove the
SONARcategory from the UEF Spy Plane as it has no sonar (#7310).
Graphics
-
Give the Seraphim ACUâs Refracting Chronotron Amplifier its own model, so it is no longer visually identical to the engineering upgrades (#7197).
-
Double the resolution of the shield dome mesh and clean up the shader code (#7263).
AI
-
Created a new file with helper functions for formation commands that orient the formations correctly by angle on each node. (#7267)
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Refactored platoon and ScenarioFramework to use the new formation commands. (#7267)
-
Attack platoons in campaign now orient formations correctly, so units move through path nodes faster. (#7267)
Performance
- Use per-unit order functions in SimUtils
DisableAI(#7293).
Other changes
-
(#6550) Add argument to choose game exe file to use in launch script.
-
Add functions for UI mods to add or remove context-based templates on the fly (#7004).
-
Add SHIFT binding options for âPause Unitâ and âToggle Repeat Buildâ (#7170).
-
Annotate various sim unit, UI, and sim sync functionality (#7208).
-
Fix FAF intellisense plugin not detecting hook paths with non-word characters, and fix new diagnostics showing up from hooked content (#7213).
-
Clean up code style and fix annotations in
ACUUnit.lua(#7215). - All custom
String_functions are moved to the defaultstringlibrary. Same pattern as the extendedtable. (#7250) -
Annotate
formations.lua(#7259). -
Annotate
WldUiProviderclass (#7268). -
Improve a large amount of annotations (#7270).
-
Refactor and annotate the BaseManager class and other files and functions used by the campaign platoons. (#7271)
- Unified objective logic under a new class (#7273)
-
Improved ObjectiveGroup (#7273)
-
Document debugging process for replays and desyncs (#7274).
- Cached results of categories set operations to reduce object de/allocations and improved sim-speed performance. (#7280)
-
Fix annotations in
Shape.luaand for__pow(#7293). -
Update annotations for
OnBeat,GetConstructEconomyModel,SelectedUnit, and weapon damage attribute-changing functions (#7293). -
Log number of mods set when setting selected mods (#7293).
- Fixes annotations of table.find (#7309)
- Added table.findCustom function (#7309)
-
Added table.has function (#7309)
- Added single unit variant to all relevant IssueCommand sim functions (#7311)
- Improved documentation of IssueCommand sim functions (#7311)