Patch 3732 - 3735

I've accumulated all the changes in the change log. See the second post of this topic or find the latest version on Github.

If you contributed - please go over it and ensure that your contributions are acknowledged. The relevant commits start at the third page of the commit history, right after commit ad3a67.

A work of art is never finished, merely abandoned

@snagglefox said in Patch 3732:

I keep forgetting to mention, it seems in the dev version a lot more trees are starting broken already. For instance, I've noticed every time I'm started as mid on Seton's north side, the tree in the path towards the hydro are mostly broken whereas in the live version they aren't. I can't remember if other spots are similar, but I do know other people similarly complained while in other spots.

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Tree groups on FAF Develop

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Tree groups on the FAF branch

You are correct, I'm not sure if this is brutally vital however. The spawn-in animation changed to improve the fidelity of the game. I'll see if I can fix this, but if I can't without breaking the animation then I'm afraid that this is a loss that we'll have to take.

A work of art is never finished, merely abandoned

@Jip how can you see that view of the tree groups like that? I will say that the north front spawn is already weaker than the south front spawn on Seton’s so that’ll be a further, though slight, nerf to north team. Does this also have an impact on other maps with lots of tree groups near the spawn like Selkie for instance?

I appreciate you looking into it! It might not seem major, but as a mainly mid player that uses a double fac opener, it's quite a big change since every little bit of reclaim matters.

@snagglefox

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This appears to be quite close to the original - is that sufficient?

@Exselsior

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And you need cheats as enabled.

A work of art is never finished, merely abandoned

That looks much better! The most important bit are the trees on the top right which looks like you fixed for the most part. Thank you!!

New patch lookin good !

All I would add to the com entry explosion would be to err on the lower side to preserve at least the same amount of tree groups even if it means sometimes you may end up with one or two more.

What I do want to bring up, is something I have notice from replays, that seems to have crept in since the patch for overcharge spill damage to shields, is that a single mobile shieldgen can be destroyed when the unit covered is overcharged, even when it is out of range of the aoe or the gun even.

I'm not sure if this was intended behavior or not? seems a bit much I know non-Sera mobile shields have been hit by the nerf-bat a few times already.

It also reduces micro opportunities for retreating your depleted shield to let it recover, I feel the shield should only be destroyed if targeted directly or in the aoe at least.

I thought this might have been a bug but still happens in faf-dev, made a quick replay to show.

https://replay.faforever.com/16791466

It's an intended behavior that was introduced in this patch: http://patchnotes.faforever.com/3720.html#oc

yes but was it intended to affect shields that are even only just covering the other unit that is overcharged ?

oh just to add in the replay the overcharge kills the Athanah several shots before the Othuum is destroyed

If OC depletes the shield of a mobile shield then it kills it. Even if it does so with its AoE.

i mean did you look at the replay ? shieldgen is way outside of AcU and Oc aoe range but still dies (due to how it was coded i am guessing).

I noticed this more when gun coms are auto oc vs an army with some shields they die sometimes even when on the fringe of combat

No I did not, time stamp?

4:10 for the shield dying before the slipper

Patch day is closer and closer and I highly encourage everyone to play on the FAF Develop game type to find the last issues. A gentle reminder that the average performance is a lot better than the performance on the FAF game type.

A work of art is never finished, merely abandoned

For some reason there is a visible border surrounding ingame chat

“Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
— Steve Jobs.
My UI Mods

The only issues I have seen are:

  1. The new Auto balancer sometimes does not place the players in the matching slots in game as they were in the lobby.
  2. Sometimes players have to re X in the lobby, (host sees them as not X when are have X).

Never Fear, A Geek is Here!

@Penguin_ ^, see the feedback of thecore.

@nullptr I've always had that, I thought it was the default.

A work of art is never finished, merely abandoned

@thecore said in Patch 3732:

The new Auto balancer sometimes does not place the players in the matching slots in game as they were in the lobby.

Do you ever have that issue when spawns are fixed and you did not use the minimap to swap slots?

pfp credit to gieb

@Penguin_ When it happened to me I hosted a game using default settings, everyone joined, clicked balance and stated the game. @phong looks like was also able to recreate the bug. Some more tests are needed here.

Never Fear, A Geek is Here!

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