# Game version 3767 (17th of September, 2023)
Please refer to the notes of versions 3765 and 3766 for the full patch notes.
With gratitude to all those who took the time to report issues,
Jip
## Features
- (#5427) Introduce a basic visualizer of the performance metrics that we gather as players play the game.
- (#5448) Generate additional metadata when generating markers for AIs.
- (#5422) Introduce a resource deposit grid for the AI.
This grid allows for computationally efficient lookups for the AI to scan the environment for resource deposits.
## Bug fixes
### Beams that miss
We examined all tech 1 and tech 2 naval units and found that some had the ability to reliably evade beam weapons, with one particular submarine even doing so without moving.
The Seraphim destroyer should now be able to reliably hit all tech 1 and tech 2 naval units with its beam weaponry.
Additionally, the Galactic Colossus can no longer evade the beams and should now be hit reliably, especially by the Spiderbot.
### Other bug fixes
- (#5437) Fixed units being able to miss the Galactic Colossus while it is being constructed.
- (0883d0c) Fixed errors when an AI would be defeated.
- (0fecc7d) Fixed tree groups breaking when building structures.
- (#5412) Quickly fixed an issue where coop had trouble understanding the mobile factories.
- (#5441) Fixed the AI misinterpreting blank markers.
## Contributors
With thanks to the following individuals who contributed through coding:
- Relent0r
- Jip
- Eddie
- Clyfordv (Slicknixon)
- Dhomie (Grandpa Sawyer)
With thanks to the following individuals who contributed through model, texture, and effect changes:
- MadMax
- Jip
And last but certainly not least, with thanks to those who took part in constructive discussions:
- A-Army
- Yolo-
# Game version 3766 (9th of September, 2023)
See the patch notes of 3766 for the full patch notes.
With thanks to all those that took the time to report issues,
Jip
## Features
### Capping of a structure
In the previous patch, we reduced the ability to cap structures by assisting a structure. Thanks to an assembly patch by 4z0t, the technical reasons for this reduction have been fixed. As a result, we are now reintroducing the feature with improvements.
The feature now sorts the build orders by the distance to the nearest engineer relative to the structure they are assisting. This helps reduce pathfinding issues. Additionally, the feature now applies a single build order to all engineers, which reduces the framerate impact that players previously experienced.
Upon release, players can enable the following assist-to-cap behaviors through the game options:
- Cap an extractor with mass storages
- Cap an extractor with 4 or 8 mass fabricators
- Cap a radar or tech 2 artillery with tech 1 power generators
- Cap tech 3 or experimental artillery with tech 3 power generators
### Other features
- (#5398) Introduces a hotkey to issue an upgrade to the structure currently under the mouse cursor
- (#5394) Introduces a hotkey to cap the structure currently under the mouse cursor
- (#5397) Introduces a hotkey to select all units consuming resources
- (#5407) Introduces the generation of Naval Area markers for AIs
The average AI is now more likely to construct naval factories.
- (#5405) Improvements to the Mods Manager
No more text bleeding, and the URL dialog is temporarily removed when you open links in the lobby.
## Bug fixes
- Exclude external factory unit from the unit restrictions menu
- Fix Solace dropping the torpedo salvo way behind the target
- Fix a bug where the build preview of templates would reset every few seconds
This was a mistake on our end. With this fix, the game is more compatible with UI mods such as Eco Manager and UI Party again
- (#5405) Fix the bleeding of water ramps on sharp cliffs
## Contributors
With thanks to the following people who contributed through coding:
- Gordenwunderlich / Nex37
- Jip
- Hussar
- BlackYps
With thanks to the following people who contributed through binary patches:
- 4z0t
- Strogo
- KionX
- RTD
And, last but certainly not least - with thanks to those that took part in constructive discussions:
- Babel
- Valigo
- MostLostNoob
- LoliNekoTrap
# Game version 3765 (2nd of September, 2023)
The third developer's iteration contains more new features than any release in the past two years. It opens up new ways for players to approach the game.
However, some features are being left behind. One of the most notable changes is the removal of the feature that allowed players to hover over a deposit to initiate the build mode for extractors or hydrocarbon plants. This feature was computationally expensive and is no longer part of the standard FAForever experience. However, it is still available as a UI mod for those willing to accept the performance penalty. You can find the 'Hover to Build' UI mod in the vault.
Another feature with reduced functionality is the ringing feature. You can now only ring extractors with storages, while all other options are integrated into the new Context-Based Templates feature. You can read more about this in the features section. This change was made because the old ringing feature was computationally expensive and could cause stutters and frame drops for players. Therefore, it has been limited to its most commonly used functionality: the ability to ring extractors with storages.
Lastly, any functionality that relied on the old spread attack implementation will no longer be operational. The previous implementation was susceptible to abuse and could even crash the game. We hope that the new implementation will better serve your needs as a player.
With appreciation towards all the contributors that made this iteration possible,
Best regards,
Jip
## Features
### Mobile Factories
A long-standing functional myth has now become a part of the FAForever experience! All Tech 3 Aircraft Carriers, plus the Tempest, the Atlantis, and the Fatboy, can now build using a separate build module attached to the unit. The build module is located at the back of the unit. Clicking just over the back (on land/water) will select the build module. All factory hotkeys interact with these build modules.
We're open to ideas from players on how we can further improve this feature, especially in terms of user interactions.
The Megalith remains unchanged, while the CZAR temporarily loses its ability to build. We were unable to finalize it, but we hope to include it in a future patch.
### Advanced orders
We're enhancing existing advanced orders and introducing new ones. The most notable change is the complete reimplementation of the Spread Attack feature from the ground up. This wouldn't have been possible without the dedicated work of Strogo, RTD, and KionX.
All of the mentioned orders are linked to hotkeys. In the key bindings menu, you'll find new world-wide-web icons next to hotkeys. If the world-wide-web icon is present, you can click on it to learn more about the hotkey on the FAForever wiki. We highly recommend checking out the Wiki; it even includes short videos that can explain concepts better than a thousand words ever could.
The following hotkeys have been improved or added:
- Distribute orders (formerly Spread Attack)
- Distribute orders (for the unit your mouse is hovering over)
- Copy orders (for the unit your mouse is hovering over)
- Load into transports
- Filter engineers
- Cycle templates (see below: Context-based templates)
### Advanced map shaders
We're excited to announce the introduction of advanced map shaders that map authors can now apply to their new maps. Existing maps will remain unchanged. These new shaders enable you to incorporate properties such as shadows, ambient occlusion, normals, and albedo textures directly into the terrain. This integration makes them an integral part of the rendering pipeline, rather than applying them on top of the terrain, as decals typically do.
### Context based templates
An alternative use of the build templates system! With this new feature, you can cycle through build templates that adapt to the context of your selection and your mouse location. FAForever includes a set of default templates for this feature. The functionality is fully customizable, allowing you to remove existing templates or add your own to cycle through via UI mods.
You can find the hotkey by searching for 'Context.' It defaults to 'Tab' for new players or those who have reset their keybindings.
### Other features
- (#5321) Pausing engineers will also pause reclaiming props.
- (#5300) The score graph now uses square root scaling to make it easier to view the first few minutes.
- (#5326) We've improved CPU resource utilization to reduce frame stuttering for CPUs with 6 or more logical cores.
In practice, many CPUs have 6 or more logical cores. If we detect that your CPU has sufficient cores, we change the process affinity to ignore the first compute core. The first compute core is often used by processes, including the OS. When the game ignores the first compute core, the render thread (which is otherwise locked to the first compute core) has more room to operate and is less influenced by other processes and the OS. As a result, you'll experience fewer stutters and overall better frame times.
- [9e73421](https://github.com/FAForever/FA-Binary-Patches/commit/9e734211cbec22e9ce4696cf3c9343bdda54fdf5) On average, there is a 5% performance improvement (both in simulation and UI) across the board.
A free Cybran Cookie for anyone who can explain how it works without asking the assembly magicians.
- [120d32](https://github.com/FAForever/fa/commit/120d329af238ef93d2c054b444a2f704febb6155) Added a new hotkey to load all units of your selection into the transports of your selection.
- (#5333) Added tread crushing damage to the Fatboy.
- (#5367) Added the standard Cybran build effect to the Megalith.
- (#5362) Added links to the Wiki to explain hotkeys in the key bindings menu.
- (#5360) Sped up the death animations of a wide range of structures.
## Bug fixes
- (#5317) Bombers with multiple projectiles are now less likely to miss their target when micromanaging them.
- (#5294) Gifted structures now properly copy the orientation.
- (#5335) Fixed a bug that occurred with the navigational mesh for non-square maps.
- (#5329) Disabled intel and maintenance costs of units inside a carrier.
- (#5374) Fixed upgrading structures losing their control groups.
- (#5371) Fixed invulnerable props being removed when building on top of them.
- (#5371) Fixed light particles when building structures being visible through the fog of war.
- (#5343) Fixed a bug that could cause the simulation to freeze.
## Contributors
Unlike previous changelogs we no longer list the commits of each individual contributor.
With thanks to the following people who contributed through coding:
- RabidPope
- Gordenwunderlich / Nex37
- Hussar
- BlackYps
- Basilisk3
- speed2
- Grandpa Sawyer
- Hdt80bro
- Maudlin27
- Relent0r
- Jip
- Deribus
With thanks to the following people who contributed through binary patches:
- 4z0t
- Strogo
- KionX
- RTD
With thanks to the following people who contributed through model, texture and effect changes:
- MadMax
- Deribus
- Jip
And, last but certainly not least - with thanks to those that took part in constructive discussions:
- CheeseBerry
- Tomma
- Nex37
- MostLostNoob
- FemtoZetta
- Sheikah
- ComradeStryker
- Resistance
- Maudlin27
- MadMax
- IndexLibrorum
- Derp
- Deribus
- Magge