The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

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  • Announcements regarding our community

    64 Topics
    140 Posts
    FichomF
    If you've played co-op missions Operation Blockade, Tha Atha Aez, Golden Crystals, or Overlord Surth Velsok recently, you've probably run into it. You saw patches of ground replaced by a red-and-black stripe pattern, where the mission's terrain should be. It wasn't a graphics setting or a broken install. Every player loading those four missions saw exactly the same thing. These four missions bring their own custom terrain textures, and the path to those textures had gone out of date, so the game couldn't find them anymore. Instead of showing the intended ground, it had nothing to draw there, so it fell back to the glaring placeholder pattern players have been reporting for a while. That's now fixed. The deployment chain has been corrected so it always points to the right path for each mission's own textures, and the fix has been checked thoroughly. It was checked against versions the community had already patched manually, and by loading the missions in-game, with several players confirming the terrain renders correctly and nothing else broke in the process. If these missions put you off before, now's the time to give them another shot. Load one up and see the difference for yourself. Have fun out there! Thanks to Seraphim-Noob and Brutus5000 for fixing this Bug! Full technical details are documented in the pull request. [image: 1787772060434-786a385e-70f1-4848-a4d0-0676f603b4fe-image-resized.png]
  • The real competition starts here.

    264 Topics
    7k Posts
    wilson_W
    6 / 8 teams have already signed up. You better be quick!
  • 468 Topics
    5k Posts
    P
    It can be published on steam as mod, like those https://store.steampowered.com/search/?category1=997&ndl=1
  • A place to talk about whatever you want

    2k Topics
    27k Posts
    NuggetsN
    Roguelike v19 is now released! This is all fixed, changes and additions from the experimental version: Cards are trades now Every card above Common raises one or more stats and nerfs a different stat in the same category. Which stat pays is rolled fresh every time the card is offered, and it is never a stat the card is raising. Rate of fire, range, speed and splash are worth roughly three times health, damage, projectile speed and build power, so a nerf on a valuable stat costs proportionally less. No card can charge more than 15 percent, whatever the roll. (Splash is never the rolled nerf) Note on this: Its not something like +10% health -10% damage. The buffs will always be higher than the nerfs. Classes (default off) 62 classes, picked once, that change how every future card behaves or gives you buffs in other ways. Three modes: Earned offers them at 9:30 weighted by what you have taken, Chosen offers them at 0:20, Random just gives you one at the start of the game. Note: They are default off, as I am not 100% sure on the balance of them. I am fairly confident, but this was blocking me from pushing all the other changes and fixes so I thought I would simply have it default off. They work perfectly fine and are fine to use. Reset Picks A button at the bottom of the stats panel. Wipes every stat you have gained and hands back 75 percent of your picks, one offer at a time. Your class is kept. Usable as often as you like, but each use costs a quarter of what you hold. (Example: If you had 8 cards picked and reset, you will get 6 new picks offered) Other changes Build power is now covering everything you own that builds, including mass extractors and radar, not just factories and engineers Tactical missile launchers are now buffed like any other structure. Nuke silos, T3 artillery, the Scathis and the Novax satellite moved under Heavy Artillery (lobby option) Category Affinity (default on): cards from a category you already have become more likely, up to double. Never guaranteed Equal Rarities now has three settings: off, same rarities, or the exact same cards for everyone. Rerolls are also taken into account (So for example if player 1 rerolls, he will see new picks, and if player 2 also rerolls he will see the exact same with "same cards" and only the same rarity with "same rarities" enabled) @cychwa_klaymberg Ground fire shows your real splash radius, including splash you were given (Fixed as reported by @machette ) New lobby options: Pick Cost Escalation and Pick Cost Ceiling let you tune how fast buying and mass-killed picks get more expensive Card Downsides can be switched off entirely for pure upside (in case you want to go crazy with stats. I assume this will be useful in modded games) Fixed: economy cards no longer reset RAS income on commanders Fixed: Unbuilt units / Experimentals / buildings would get the HP buff applied while under construction and thus increasing the progress. Now buffs are only applied to completed units. Removed: Large Buffs Increase Costs (lobby option) Probably also other changes / fixes I forgot! Anyway, dont forget to only host on the newest version to prevent desyncs!
  • 3k Topics
    16k Posts
    N
    supcom campaign branch is enabled when playing campaign on the steam version and it being enabled gets saved to the game prefs for some reason.
  • For people who want to add more stuff to FAF

    609 Topics
    8k Posts
    maudlin27M
    v321 Update 16 changes based on a Radde 5km land replay, including: ACU should be more aggressive when injured if it has a personal shield Land scouts should stay closer to ACUs so theyre less likely to fight an enemy ACU they cant see Once M28 reaches T2 land it should be even less likely to build T1 land units (or more t1 land factories) When looking for nearby enemies to run from, zones adjacent to the current zone should be considered in some cases (let me know if games are significantly slower following this change) Acknowledgements Radde - 5km land mapgen replay beating 1.5/1.0 M28
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