Hi, thank you for working on this
You may have seen my answer on HN.
I tried this on Linux, it seems to be working fairly well. I haven't launched it for long.
This is a quick list of the issues I found, I have to go to bed, so I can't test more thoroughly right now:
"Exit to windows" is not appropriate in the menu when not running on windows
Multi-monitor works well (even detected my monitors on Wayland), but:
Why not allow windowed mode on the secondary display?
Is it really necessary to restart the game when changing video options?
It was not clear to me what the other options did.
To simplify usage, would it be possible to add a button to open a new window? This would open a floating window (PiP), with controls to detach it from the game window, pin, resize it, tile, etc.
It may be interesting to have a different unit selection per-screen, with the HUD interface, etc: one screen focused on your base, the other on the battlefield
You could have a look at the following script to locate the SC:FA folder, it worked well for me (flatpak Steam, library in a secondary disk). It also puts faf data in $HOME/.faforever (xdg dirs would be better)
One of my friends (on windows) had an empty window after clicking "Multiplayer LAN"
I am on sway (Wayland), the join code was not copied to the clipboard. Pasting works fine.
I had a crash when joining another game, it should at least be an in-game message if the map is missing (ideally transmit it, of course):
2026-10-24T23:06:42.394883Z ERROR rts_core_engine: engine start failed: runtime error: scenario /maps/sentina iii.v0001/sentina iii_scenario.lua is not in the VFS: pass a VFS path like /maps/<folder>/<name>_scenario.lua (vault maps need --vault <dir>)
No stats for unit-related data such as units built, etc.
production numbers kept blinking when changing quickly, which is annoyingly attentions grabbing
it seems to me that the window content (ground textures, etc) was being stretched when I full screened the window (using a DE shortcut). I didn't double check, but it looked like the window aspect ratio affected the textures' aspect ratio.
status bar info (ticks/s mostly I think) keeps shifting the pause button left/right, I think some values could use fixed-width printing (padding left with spaces)
We'll try to run an actual multiplayer game soon to check this out.
Looking forward to the source code release