This post is a summary of the current status of FAF Beta. It maybe will be updated at key turning points with new PRs being merged to reflect the state of beta at any point in time.
The purpose is to have a more easily accessible information channel on changes in progress than Github's atrocious interface. Later hopefully there will be some permanent link to the thread from a certain hub or a certain chat topic.
Changelog
Zthuee
- BuildTime 180 -> 270
Zthuees are more efficient BP per unit strength compared to other T1 arties which allows for powerful arty spam with a rather small investment in factories. For now their BP has been rebalanced, but other arty reworks in conjunction to keep the faction diversity fresh are under consideration.
UEF T1 Bomber
- Damage 4 -> 4.5
- InitialDamage 47.5 -> 42.5
- MuzzleSalvoDelay 0.3 -> 0.2
Scorcher’s drop pattern allows it to sometimes kill engies even if enemy manages to partially dodge. These changes convert some of the bomb’s initial damage to DoT as well as make the drop pattern tighter resulting in a smaller spread of the bombs and not allowing the last two of them to home in on the engie that had already started to dodge.
Titan and Loyalist
- BuildCostEnergy 5400 -> 5250
- BuildTime 2400 -> 2160
This is a small buff to the Titan and the Loyalist bringing their E and BT costs more in line with other T3 units which should make massing them a bit easier, potentially prolonging the T3 light bot stage before bricks and percies come out.
Kennel Drones
- Now have higher selection priority than buildings
QoL change.
UEF T3 Sonar
- Add Jamming
- Energy Maintenance cost 500 -> 550
With Cybran and Seraphim sonars having special quirks UEF and Aeon sonars have been left underwhelming. This deals with the UEF sonar, aeon is still under consideration.
T1 Land Scouts
- Reduce the aggro range while on assist/attack move
This will help the scouts to not aggro on enemy units and civilians from far away when they are given an attack move or an assist order.
T4 Arties
- Ranges normalized to 4000 (Mavor range)
This makes all T4 arties viable for the entire 3 people who play 81x81 maps.
Notha
- HP 1175 -> 1000
Make shooting nothas down easier as they could be extremely difficult to deal with if you lose air control.
T1 Land Scouts
- BT 80 -> 60
- Mole E cost 80 -> 60
- Spirit E cost 40 ->60
Make scouts slightly more appealing to create early game.
Soul Ripper
- Add Stealth at -600 maintenance E cost
After the numerous veterancy changes as well as experimental BT changes soul ripper has lost most of its strength, this will allow it to rotate around the map easier and be more effective at harassing and/or sneak sniping.
Paragon
- Add a 100,000 E storage
This will prevent the bug where despite not draining more E than paragon provides you still go into stall and drop shields.
LABs
- Slightly increase the hitbox
Allow for more reliable hitting of unmicroed labs moving at an angle.
Cybran Destroyer
- TurretYawRange 135 -> 140
Make it slightly less punishing to have to retreat your navy.
UEF Destroyer
- TurretYawRange 140 -> 160
- TurretYawSpeed 90-> 100
- Torpedo firing cycle adjusted to combat torp defense better
Improve handling and micro potential, slightly improve effectiveness vs subs.
Aeon Destroyer
- TurretYawRange 160 -> 150
- TurretYawSpeed 100-> 90
Slightly reduce the micro potential to soften the snowball effect that can occur with aeon destroyers.
Sera Destroyer
- Torpedo firing cycle adjusted to combat torp defense better
Cybran Strat Bomber
- DamageRadius 7 -> 6.5
- EnergyMaintenanceCost 65 -> 150
UEF Strat Bomber
- Damage 3000 -> 3100
- DamageRadius 6 -> 5.5
Sera Strat Bomber
- Damage 3250 -> 3000
- DamageRadius 5 -> 6
Aeon Strat Bomber
- Damage 3450 -> 3000
- DamageRadius 4 -> 5.25
- Added a 3s stun of units up to T3, included.
All strat bombers
- Double the amount of mass killed required to vet
Reduce the snowball effect from early strat bomber rushes killing mexes continuously and regaining any hp lost, making it very difficult to kill if you don't have air control.
Aeon T1 bomber
- Better match the splash radius to the damage radius
Atlantis
- Fix the AA behaving inconsistent with the stats, adjust the stats to preserve the current balance
Cybran ACU Stealth Upgrade
- E cost 5000 -> 14000
- Mass cost 350 ->600
- Buildtime 500 -> 800
- Provides 2500 extra HP
Gives cybran acu better chances in midgame against ACUs that can have both T2 and gun at the same time.
Selen
- E maintenance cost 0 -> 1 (while cloaked)
- StealthWaitTime 1 -> 3
- Vision and radar range are now multiplied by 0.6 when entering cloak mode
Drastically reduce the abusiveness of cloaked selens both in the early game with the reduced radar as well as the mid game with energy maintenance cost.
Sera ACU regen field
- Now provides regen to the ACU itself, 10 hp/s for the first upgrade and 20 hp/s for the second
- Now uses different regen floor values for units depending on their tier:
*Basic tier
RegenFloorT1 = 3
RegenFloorT2 = 8
RegenFloorT3 = 15
RegenFloorT4 = 25
RegenFloorSCU = 15
*Advanced tier
RegenFloorT1 = 15
RegenFloorT2 = 30
RegenFloorT3 = 60
RegenFloorT4 = 120
RegenFloorSCU = 80
This boosts the upgrade's attractiveness over T2 and also fixes some inconsistencies where some units were getting more regen from the 1st upgrade tier than the 2nd.
Beetle
- HP 350 -> 400
- ExplosionRadius 6 -> 6.5
- MaxAcceleration 5 -> 7
- TurnRate 160 -> 200
- Reduce detonation trigger distance when manually attacking a unit
Slightly increase maneuverability to compensate for pathfinding, slightly increase the explosion radius and buff hp to 400 for slightly more survivability, notably allowing it to survive an obsidian shot. Make the beetle come close before detonating if it is manually ordered to attack a unit, before it would detonate at max range and miss a lot of potential damage, now it either detonates up close or gets killed before that and detonates closer than before anyway. Added an extra range ring to indicate the detonation trigger radius.
Known issue: Beetle won't detonate when right clicked on Fatboy and potentially some other very large units due to trigger radius being smaller than the half-size of the unit, have to use manual trigger or wait for it to die instead.
Loyalist
- Add 1.5s stun to the slow-firing weapon affecting units up to T2, excluding navy and structures
Allows to better deal with T2 which is the main threat during early T3 stage
Jester
- Fix the bug where it would not do damage to moving units
- Replace splash damage with soft projectile homing
Now jester should be able to hit all or at least most targets consistently.
T1 PDs
- Adjust the hitboxes and bones of the PDs to make the wall-pd template behave the same way for each faction