Game version XYZW (1st of Month, Year)
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With kind regards,
ABC
Balance
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(#6535) Improve the maneuverability and reliability of Strategic Bombers to promote proactive use of them and as a competing option to T3 gunships
Strategic Bombers (UAA0304, UEA0304, URA0304, XSA0304):
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Maneuverability:
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Turn speed: 0.8 -> 1.2
Lets strats micro to more effectively avoid flak damage and leaves less opportunities for ASF/SAMs to deal damage.
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Lift Factor: 7 -> 10
Complements the new turn speed by improving how quickly strats lift off and navigate up/down terrain.
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Reliability:
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Bomb drop threshold: 3.5 -> 8
Greatly improves the reliability of bomb drops on uneven terrain or during turns. This is similar to what was done for the Ahwassa in [#2465](https://github.com/FAForever/fa/pull/2465).
As a side effect, this usually makes the bomb drop from further away, so ACUs will have an easier time dodging bombs. Dodging was made more difficult with the strat elevation reduction in [#4799](https://github.com/FAForever/fa/pull/4799), so this counteracts that change.
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Smaller loops on auto attack to maximize DPS:
BreakOffDistance: 60 -> 50RandomBreakOffDistanceMult: 1.5 -> 1
This only affects bombers automatically attacking from an idle state or from an attack, attack move, or patrol order. Previously strats would drop bombs every ~13 seconds, and now they drop every ~10 seconds.
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Auto-attack range: 90 -> 64
Strats will no longer automatically fly off to attack very distant targets. The 64 range matches strats’ radar range.
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(#6535) Reduce the veterancy requirement for Strategic Bombers to match their mass cost reductions in previous patches.
Strategic Bombers (UAA0304, UEA0304, URA0304, XSA0304):
- Mass killed required per veterancy level: 4200 -> 2x of own mass cost (3500)
- (#6559) Various fixes and improvements for Megalith’s build capabilities:
- Fix the build range preview to display the real build range.
- Extend build range by +1 so that eggs can be more easily placed far enough away so that the Megalith doesn’t have to walk due to the egg being placed within its footprint.
- Add repair capability to the Megalith so it can finish unfinished eggs.
- Add reclaim capability to make it more clear that it can reclaim. Previously it could only reclaim by building an egg on top of wrecks.
- Add pause capability as is standard with engineering units.
- Update the T3 Mobile Arty and T3 Mobile Anti-Air crab eggs stats to reflect previous balance changes to those units.
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(#6842) Make land scouts prioritize radar structures over mobile units and remove their PD/static AA target priority.
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(#6897) Make the Beetles’ cloak consume 10 Energy per second. Beetles were previously the only cloaked unit without an energy upkeep, which allowed players to rush them at the early T2 stage with both low build and upkeep costs. Since the unit is already very strong, this exception was not necessary. Adding a 10 E/s drain brings Beetles in line with other cloaked units and tones down their early rush potential while still preserving their identity.
Fire Beetle: T2 Mobile Bomb (XRL0302):
- Economy
- Energy consumption: 0 -> 10
- Economy
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(#6900) Remove the Seraphim Lightning Tank’s
FiringTolerance, as it could have caused the unit to miss aircraft. Functionally, the unit remains unchanged.Uyanah: T3 Lightning Tank (DSLK004):
- Lightning Projector (anti-air)
- FiringTolerance: 2 –> 0
- Lightning Projector (anti-air)
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(#6920) Automatically start rebuilding the Novax Satellite at the base station if the satellite is destroyed by artillery fire, nuclear missiles, or any other means.
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(#6921) Decrease Salem’s anti-torpedo flares’ target check interval from 1.0s to 0.4s (the default for anti-projectile weapons). This makes it more likely to detect torpedoes and fire the flares correctly, especially against torpedo bombers.
Salem: T2 Destroyer (URS0201):
- Anti Torpedo Solution
- Target Check Interval: 1.0s -> 0.4s
- Anti Torpedo Solution
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(#6934) Increase build time for ACU TMLs so that they are less effective on the move, in combat, and from the water. You can still reach a high fire rate with engineer assistance.
Seraphim and UEF ACU (XSL0001 and UEL0001):
- TML Missile build time: 450 -> 700 (same as SACU)
- Build time with T2 suite: 10.8 -> 16.7 seconds
- Build time with T3 suite: 4.5 -> 7.0 seconds
- TML Missile build time: 450 -> 700 (same as SACU)
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(#6935) Increase minimum range of ACU TMLs so that they are less powerful in ACU vs ACU fights.
Seraphim ACU (UEL0001, XSL0001):
- TML:
- Minimum range: 15 -> 30
UEF ACU (UEL0001):
- TML and Billy Nuke:
- Minimum range: 15 -> 30
The minimum range for Billy nuke has to be increased so that the TML’s minimum range ring is visible.
- TML:
- (#6936) Adjust HP of T2 Air/Land HQs so that Cybran T2 HQs do not die to 1 TML hit. This prevents Cybran players from being unfairly locked out of the tech needed to counter TMLs.
Features
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(#6938) Introduce a lobby option to enable or disable the sharing of excess resources with allies (overflow)
The lobby option is enabled by default. It can be disabled for training purposes.
Bug fixes
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(#6712) Fix the attack-move engagement range for Torrent (increased from 120 to 180)
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(#6848) Fix
RemoveOutliersstatistics function used in the profiler for when all given values are the same. -
(#6865) Fix unit view detail error when nuke damage isn’t written properly in the blueprint for a unit.
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(#6915) Fix weapons with fire rate modifiers getting stuck waiting for energy drain.
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(#6916) Fix not being able to queue the upgrade for the Aeon T2 shield before it is built.
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(#6919) Fix ACUs being unkillable if their player disconnects in the middle of a recall.
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(#6932) Adjust default maximum frame time to not interfere with vsync
- (#6945) Add Terrain301 shader again. It is used by the sunset biome in older map generator versions. Regenerating a map like this on the current FAF patch would create an error on loading the map, because the shader had been removed in the meantime.
- (#6947) Fix replay ID extraction possibly breaking UI.
Graphics
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(#6918) Add high resolution mass and hydrocarbon markers.
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(#6946) Increase the
StrategicIconSizeof the Obsidian’s Quantum Cannon and the Wagner’s Meson Rocket from1to2, to better align their visual representation with their overall power. Furthermore, this change makes it easier to distinguish between the Wagner’s high-damage and low-damage weapons.
Performance
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(#6892) Improve resolution of available support factories during ACU ehnancement to higher teches.
Reduces number of required selections down to 2 (was 7) that were resolving available support factories for construction during ACU enhancement to higher teches.
Other changes
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(#6857) Refactor duplicated SCX menu panel border creation into a uiutil function.
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(#6883) Update blueprint modding documentation in the game repository (MODS.LUA).
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(#6828) Fix typo in RU translation of UEF T2 transport description for how many T3 units it can carry.
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(#6910) Improve annotations of the trail emitter blueprint
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(#6911) Remove debug statements when building kernel drones
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(#6938) Remove the ability to toggle sharing excess resources when teams are locked
There is no benefit to yourself or your team to disable sharing excess resources (overflow) when the teams are locked. Disabling it is equivalent to silently sabotaging your allies. The toggle in the diplomacy menu is removed when teams are locked. When teams are unlocked you can toggle it accordingly.
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(#6942) Annotate the UI function
OnMouseButtonPressand related code. -
(#6955) Add annotations related to command graph functions.
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: