On the 20th December, the day after the finals of LoTS, the developers patch is due. You can find the most recent patch notes on Github. With thanks to all the people that helped with the patch in some fashion. Whether that is by developing, reviewing or testing by playing on the FAF Develop branch and reporting back.
The milestone on Github is essentially empty. Note that it says 3726 because of two additional hotfixes required for the beta patch. With that over 86 pull requests and / or issues have been tackled - and hopefully with many more to come with future patches.
At this point the FAF Develop branch is stable. Stable means that games play as expected - no crashes that alter gameplay significantly. With one more week to go I am asking you all to help test the developers branch by playing on it. In general there are only benefits: improved features, less bugs and better performance. By hosting on FAF Develop and reporting back either in this topic or in #game-testing on the official discord you can help guarantee it is as stable as possible when we release the patch. For once I'd like to release a patch with no hotfixes after the fact.
For quick-access I copied the patch notes into this post. They are not final - as an example I still need to read through them and fix typo's . You can find the most recent patch notes on Github.
Patch 3730 (23th of December, 2021)
===================================
Games using the featured mod Nomads will break when playing the Aeon
faction until Nomads has been updated by its maintainer.
### Features
- (#3627) Whitelist Kyro's lobby
The file `kyros.nxt` is now white listed. If you intent to
work on this lobby, please consider working on the lobby
of the repository instead.
### Bug fixes
- (#3628) Fix inconsistency with hover queue
- (#3626) Fix issue with insignificant units and campaign levels
- (#3625) Force recompilation of shaders due to Nomads shaders
- (#3624) Fix highlight of selected units to drop in transport
- (#3624) Fix template menu that allows you to rename / delete templates
### Contributors
- 4z0t (#3624)
- Jip (#3627, #3628, #3626, #3625)
Patch 3729 (20th of December, 2021)
===================================
### Features
- (#3615) Happy Christmas (in advance) ^_^
### Bug fixes
- (#3618) Fix scale of Seraphim build effects
- (#3618) Fix issue with disconnection window for auto lobbies (ladder / tmm)
- (#3618) Revert removed effect template for backwards compatibility with mods
- (#3620) Add delay to ringing feature to prevent malicious intent
- (#3621) Fix backwards compatibility with mods
### Contributors
- 4z0t (#3615)
- Jip (#3618, #3620, #3621)
Patch 3728 (20th of December, 2021)
============================
### Features
- (#3484, #3500, #3535, #3600, #3604, #3610, #3611)
Allow more structures to be cap-able using a similar mechanic to storages for extractors.
This changes the ringing behavior to:
- 2 clicks + shift to mass storage an upgrading t1 extractor
- 1 click to mass storage a t2 / t3 extractor
- 3 clicks to shift + mass fab cap an upgrading t2 extractor
- 2 clicks to shift + mass fab cap a t3 extractor
- 1 clicks to mass storage a t3 fabricator
- 1 clicks to pgen an t2 artillery
- 2 clicks + shift to pgen an upgrading t1 radar
- 1 clicks to pgen an t2 radar or t3 radar
- 1 click to wall a t1 pd
General rule of thumb:
- Typical: click
- Upgrading: shift + 2 click
- Dangerous: shift + (regular click count + 1)
Shift was already part of the feature and is extended to prevent unintended ringing.
Assisting behavior
- When all engineers are of the same faction, they can all build the same storage. No assisting happening.
- When you have engineers of two or more factions, one must assist the other as they can't build the same storages.
- When you have engineers of one faction and units that can't build the storage (kennel drones, ACU) then they must assist an engineer as they can't build the storages themselves.
This option can be adjusted in options -> gameplay. Search for
the field 'Automated Structure Encircling'. Options are:
- Off
- Only mass storages and extractors
- Full suite
- (#3597, #3604, #3605, #3607) Add factory queue on hover
This allows you to get a quick overview of the factory queue by
just hovering over the unit. Especially useful for casters as
you can now view the factory queue without switching to the army
in question.
Can be adjusted in the options -> interface. Search for the
field 'Show Factory Queue on Hover'. Options are:
- Off
- Only on when observing
- Always
- (#3531) Add an option to scale down the UI (to 80%) for low resolution monitors
This doesn't appear to be an issue at first due to the infinite
zoom but when the score board takes up 50% of your screen due to a
1024x720 resolution then it suddenly is.
Not all of the UI can manage this - please report issues in #game-general
in the FAF discord when you find them.
- (#3554) Add quick-swap feature to lobby for the host
As a host you can quickly swap two players by
left-clicking on the slot numbers of two players. It
highlights to teal (light / bright blue color) when
in swap modus. Click the highlighted slot number to
cancel.
- (#3616) Expands the disconnection dialog
A host can now set a lobby option to change the
delay required during a disconnection dialog. This defaults
to the current behavior but can be set to 10 and
30 seconds.
The exit dialog is now on top of the disconnection dialog,
instead of the other way around.
- (#3602) Overhaul of the cheat spawn menu
Adds a basic prop spawn mode. Units are spawned using the
command feedback on the spawn location. If spawning
multiple units they spawn in a box formation. Multi column
support and customizable in the game options. Dynamic
support for custom factions. Adds in a toggle for
revealing hidden-from-spawn-menu units
### Stability
- (#3477) Prevent clearing critical state in AI functions
- (#3490, #3551) Refactor the init files of the game
This is an involved change but one that was due.
The init files can no longer load in content that clash between
the base game files or between older versions of the same mod.
This could also occur when the mod was not activated for sound
and / or movie files.
The client supports loading content from a separate vault
location, the init files need to support this functionality
accordingly. The init files of the game types FAF, FAF Beta
and FAF Develop support this functionality. Other game types
need to be updated accordingly.
The vault location determined by the client is used to load in
content (maps / mods). Any other location is no longer read and
therefore any map / mod in the other locations are not found
by the game. If after this patch you 'lost' a few of your
maps and / or mods it means that they were in an old vault
location - you'd need to move those manually.
Adds icon support to FAF Beta.
Adds the ability to more easily block content that is integrated.
- (#3527) Integrate the Nvidia Fix mod and block the mod from loading
- (#3543) Prevent applying bugs to insignificant units, like the Cybran build drone
- (#3550) Attempt to fix Rhino from missing its target
### Bug
- (#3522) Fix upvalue issue of patch 3721
- (#3486) Fix (mod) units being unbuildable due to error in UI
- (#3432) Fix overcharge occasionally basing its damage on the previous unit it hit
- (#3316) Fix experimentals doing death damage upon death during construction
Monkeylord: only when fully complete as it sits
Megalith: only when fully complete as it sits
Colossus: when complete 50% or more
Ythotha: when complete 50% or more
- (#3440, #3604) Removes the dummy drone from the unit restriction list
This drone was often misintepreted as an easy way to unrate a game. In
contrast to what the name suggests it does have a function: to help gift
units when a player dies and full share is on. The drone can no longer be
restricted and instead there is a dedicated lobby option to unrate the
game.
- (#3525) Fix the unpathable skirts of the Seraphim Quantum Gateway
- (#3582) Fix Aeon aim bones being underground when building
This fixes the famous issue where an unfinished t1 pd
attracts a lot of fire, but because its aim bones are still
underground all the attacking units shoot at the ground. No
more!
- (#3581) Fire Beetle properly applies EMP / stun buffs
- (#3601) Fix Seraphim t3 MAA from zapping through shields
- (#3599) Fix consumption bug introduced by #3447
- (#3598) Fix Rhino overshooting its target.
- (#3598, #3614) Fix errors on gifting when full share is enabled
- (#3596, #3617) Fix typo that prevents cybran build beams from spawning
- (#3609) Fix inconsistency with SACU presets that prevent them from having custom strategic icons
- (#3612) Fix kennels not spawning their drone when you immediately queue up an upgrade
### Other
- (#3480) Update visuals for the UEF T2 PD and Destroyer
- (#3523) Switch off debug utilities by default
This is only useful for developers, but it did cause
a (slight) drain on resources when it was turned on
even though you're not looking at the logs. It turns it
off by default during each startup, you can prevent
this as a developer by adding
`debug = { enable_debug_facilities = true }`
to your preference file
- (#3417) Add unit tests for generic utility functions
- (#3420) Fix small issues for units of the Cybran faction.
- (#3492) Remove greyness when deviation is high
In combination with other work, such as combining the number of
games people played across the board (ladder / tmm / globals)
it should become easier for people to 'get into' custom games
without being called a noob beforehand or a smurf afterwards (never
played custom games, but played a lot of ladder).
- (#3475) Fix capitalisation consistency
- (#3443) Allow trashbag to be re-used for effects
- (#3489) Fix UI description of teleport
- (#3491) Fix the attack animation of the Monkeylord
- (#3349) Updates the readme with the most recent dependencies
- (#3461) Remove game quality computations for games with more than two teams
The Trueskill system is not designed to compute the quality of a game
when more than (or less than) two teams are involved. Hence, the
computation is gibberish anyhow.
- (#3526) Remove the curated maps button until an alternative is available
- (#3528) Fix T2 seraphim sonar being restricted when t3 base spam is selected
- (#3533) Change default settings of auto lobby to 1.5K unit cap and full share (used by ladder / team match making)
- (#3441, #3614) Introduction of insignificant or dummy units
This introduces a new unit class that can be used to fix
various bugs and glitches with the game. One such issues
is the long standing bug with the Aeon build animation where
the aim bones are underground at the start of construction.
Sadly, this change is quite involved because a lot of the
functionality expects a full-fledged unit. We've tried to
catch some of these but there will be more issues that will
show up, especially with scripted maps.
- (#3552) Update regular expression of mod version removal
- (#3558) Restrict t2 artillery orientation to 90 degree angles
- (#3582) Fixed various issues with the Aeon build animation
As an example, hover units no longer jump to their hover
elevation when they're finished. All experimentals have
unique build animations that fit the style of the faction.
- (#3586) Force shader re-compilation on development branches
- (#3583) Update URLs to https instead of http
- (#3567) Fix graphics of Summit and Fatboy
- (#3606) Fix (build) icon of Seraphim T3 MAA
- (#3607) Fix Cybran ACU not having the right amount of build bots when enhanced
- (#3613) Add a hotkey to select all idle scouts
### Performance
- (#3417) Add minor performance improvements for generic utility functions
- (#3447) Removed old AI related code that was being run regardless of whether AIs were in-game
This change is involved performance-wise but does not impact gameplay.
As a practical example: chain ten engineers assisting one another and make the
first engineer assist a factory. With these changes they'll start assisting the
factory one by one as it takes one tick (simulation tick) to detect the unit
it is assisting has started working on something.
The previous behavior would be that all engineers get updated immediately. This
required it to search for engineers in its surrounding and all those it found
would need to look up its surroundings too. This can quickly get out of hand.
- (#3502) Optimize the import function that is used by all files.
- (#3512) Removes AI threat computations and fixes AI detection
AI code was being run during every game even when no AI was present in
said game. After discussing it with the AI devs this pull requests
completely removes the threat computations.
- (#3419) Reduce impact on sim of common hover emitter effects
Effects have an impact on the sim, in particular when they create a
particle. Once the particles exist they appear to be free of charge.
With this PR we reduced the number of particles created for various
units such as the Aeon T1 engineer to bring them into the same cost
range (sim wise) as the other engineers, without impacting their
visual appearance too much. Disables the hover effects of these units
all together when playing on low fidelity.
- (#3557, #3617) Fix and improve performance on Seraphim build animations
The old version had complicated logic and various
computations that were not required. The new version is
better for performance and a lot more smooth with regards
to the build animation.
- (#3582) Prevent unneccessary allocations during the Aeon build animation
- (#3587, #3589) Optimize most common called unit functions
- (#3595, #3590, #3588, #3617) Optimize weapons
### Contributors
- Askaholic (#3417, #3440)
- Madmax (#3420, #3419, #3582)
- Uveso (#3477)
- Rowey (#3475, #3528, #3533, #3583, #3606)
- Jip (#3443, #3316, #3491, #3447, #3484, #3492, #3500,
#3522, #3512, #3440, #3419, #3525, #3526, #3490,
#3527, #3531, #3543, #3411, #3551, #3550, #3557
#3558, #3582, #3581, #3587, #3589, #3601, #3600
#3599, #3598, #3595, #3590, #3588, #3586, #3567
#3604, #3607, #3610, #3609, #3611, #3612, #3613
#3614, #3616, #3617)
- KionX (#3486, #3489, #3523, #3349)
- Crotalus (#3432)
- Benzi-Junior (#3461)
- Balthazar (#3552, #3602)
- 4z0t (#3554, #3597, #3605, #3607)
- Marlo (#3582)
- Eternal (#3597)
- Tagada (#3480)
### Reviewers
- Balthazar (#3484, #3587)
- Relent0r (#3512)
### Translators
- Lenkin (#3440)
- 4z0t (#3597)