@Lunyshko протрезвей, ты выше 1900
Posts
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RE: Another Novax conversation
Novax Intel capabilities has been massively buffed sirca 2019, it didn’t have them prior to it. If Novax should be nerfed, un-buff is the first thing that comes to mind, not the last one.
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RE: Double Allied Tournament 4
The tournament is over. Thanks everyone for participating. Congratulations to:
@Neytron & @Ctrl-K for winning 1st place, custom avatar & 70$
@Lunyshko & @Terminal for taking 2nd place, faction face/logo avatar & 50$
@GingerbreadMan & @F-Odin for taking 3rd place, faction logo avatar & 30$I've been overwhelmed by multiple requests from players. Someone didn't show up, someone was late, someone forfeited, someone get banned in the middle of the tournament. This lead to making difficult decisions to ensure competitive & fair bracket for everyone. Maybe it's unusual and harder to read compared to challonge tables, but I'm sure it was better from a competitive standpoint. I still believe no-bracket-stalling formats like rolling rounds Swiss and Round Robin are the way to go, but I will look forward to writing some scripts on automatizing Swiss to ease the burden of being a TD.
Next time I'm likely to host tournament with less mods, higher rating cap and improved format. You can write me the feedback in Discord PMs about what you've liked/disliked about the tournament, it may affect my future plans.
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RE: Double Allied Tournament 4
Depending of tomorrow FAF server status tournament may be postponed by a week or more. Decision will be made a several hours before tournament start. Keep in touch.
UPD. FAF is live, hopefully it will last! -
RE: Another Novax conversation
@Nuggets said in Another Novax conversation:
as the sat "wastes" the smds
This part is easily implementable as a SMD button for toggle on/off "firing at satellites". So SMD won't fire if it's not necessary.
@maudlin27 btw it will be just reverse of the +50% speed buff from 2019 or smth
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RE: Double Allied Tournament 4
@Sainse Map list has been updated. Now maps are more diverse in size, type and provide more opportunities for dual ACU gameplay.
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RE: Another Novax conversation
SMD killing Novaxes after two shots wouldn't be that unbalanced in terms of economics costs cause of coverage (nuke covers basically the entire map, smd isn't) and BP (two SMD missiles ain't cheap compared to novax rebuild)
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RE: Another Novax conversation
Novax is exclusive to UEF, with his change you won’t have any opportunity to fight Novax if you’re not UEF.
The way to overwhelm this is to give this opportunity to every fraction, which would be basically an already suggested idea of SMDs shooting down Novaxes.
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RE: Reduce T2 Air Snipes
@Caliber I'm 1700 too, it doesn't happen all the time. It's easy to scout and requires simply making ints or flaks to counter. Not a rocket science really
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RE: Reduce T2 Air Snipes
It's not prevalent in high rated lobbies cause this tactic is an easy way to lose as well
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RE: UEF: how to deal with T2 mobile tac missiles?
Build TMD
Make guncom/nanoguncom and tanks to kill enemy MMLs -
Client doesn't start
While starting a client I see a FAF icon preview, after which this pops up. This error occurred on installation that previously worked for no updates. The path is ascii only.
error.logThings I've tried:
- Reinstall client
- Clear %AppData/faf
- Clear %ProgramData/faf
- Reinstall java
Nothing helped
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RE: Double Allied Tournament 4
Standings
Teams
- Swatoslav & ikigami (2092+2002=4094)
- Chisato aka Yudi & amy_1130 (2409~2200+1890=4090)
- Nuggets & FtXCommando (2148+1935=4083)
- Lunyshko aka
& Terminal (2200+1871=4071)
- Neytron & az4t (1998+2064=4062)
- Popiska &
SiilentBugsorry_no_air (2412~2200+1850=4050) - Wifi_
& Tarnow11 (2354~2200+1808 = 4008)
- ZLO & Vindex (2200+1770=3970)
- WilloWisppsi & vena- (2149+1700=3849)
- GingerbreadMan & F-Odin (1955+1881=3836)
- PhantomSamurai & Aranei (2000+1700=3700)
- White_Owl & BlinChik (1600+2038=3638)
- AmonRa & XlebyLLIKoB (1893+1723=3616)
- CunningFox
& Finisterre (1770+1559=3329)
Vacant players
You could be here
- LimeZ3_ (2000)
- Eco-player7 (1829)
- Lolichan (1664)
Bracket
Swiss stage
Legend
W = Win, L = Lose, D = Draw, B = Bye, F = Forfeit, Auto = auto-won, Play = result of match is not decided yet
Team Round 1 Round 2 Round 3 Round 4 Round 5 Round 6 Team score 1. Swatoslav & ikigami Won vs 8 Won vs 6 Won vs 3 Won vs 4 Lost vs 5 Lost vs 10 4/6 WWWWLL 2. Chisato & amy_1130 Won vs 9 Lost vs 3 Lost vs 10 Forfeit Forfeit Forfeit 1/6 WLLFFFF 3. Nuggets & FtXCommando Won vs 10 Won vs 2 Lost vs 1 Won vs 7 Won vs 14 Won vs 5 5/6 WWLWWW 4. Lunyshko & Terminal Won vs 11 Lost vs 5 Won vs 6 Lost vs 1 Win vs 7 Win vs 9 4/6 WLWLWW 5. Neytron & az4t Won vs 12 Won vs 4 Won vs 14 Won vs 14 Won vs 1 Lost vs 3 5/6 WWWWWL 6. Popiska & sorry_no_air Auto vs 13 Lost vs 1 Lost vs 4 Won vs 8 Won vs 9 Won vs 12 4/6 WLLWWW 7. Wifi_ & Tarnow11 Lost vs 14 Won vs 11 Won vs 12 Lost vs 3 Lost vs 4 Forfeit 2/6 LWWLLF 8. ZLO & Vindex Lost vs 1 Lost vs 12 Lost vs 9 Lost vs 6 Lost vs 10 Won vs 11 1/6 LLLLLLW 9. WilloWisppsi & vena- Lost vs 2 Lost vs 10 Won vs 8 Won vs 12 Lost vs 6 Lost vs 4 2/6 LLWWLL 10. GingerbreadMan & F-Odin Lost vs 3 Won vs 9 Won vs 2 Won vs 11 Won vs 8 Won vs 1 5/6 LWWWWW 11. PhantomSamurai & Aranei Lost vs 4 Lost vs 7 Bye Lost vs 10 Won vs 12 Lost vs 8 2/6 LLBLWL 12. White_Owl & BlinChik Lost vs 5 Won vs 8 Lost vs 7 Lost vs 9 Lost vs 11 Lost vs 6 1/6 LWLLLL 13. AmonRa & XlebyLLIKoBForfeit vs 6 Forfeit Forfeit Forfeit Forfeit Forfeit 0/6 FFFFFF 14. CunningFox & Finisterre Won vs 7 Bye Lost vs 5 Lost vs 5 Lost vs 3 Forfeit 2/6 WBLLLLF The following commands passed into the second stage. Due to having high amount wins versus stronger teams, teams Nuggets and Neytron automatically pass into semifinals. Everyone else plays quarterfinals BO1.
Team Score Buchholz Ginger 5 14 Nuggets 5 19 Neytron 5 17 Swato 4 24 Banani 4 18 Popiska 4 12 Final stage
Single elimination bracket as of 29th March 19.00 UTC. It will be changed due to external reasons
I've been informed by moderation & tournament team that team Nuggets & FTX cannot proceed to participate in the tournament. It creates a difficult compication for the tournament bracket, since if it continues to be playes at is it, there will be only three semifinalists.
After careful consideration I've decided to re-adjust the bracket in a way that I consider to best serve keeping the tournament competitive and fair. Losers of quarters finals will be granted an additional BO1 versus one another to decide, which one of whem will face team Ginger in semifinals BO3. This way I re-introduce 4th semifinalist in order to compensate for the lack of team Nuggets.
General notes: losers of quarterfinals get "second chance", but after losing they need to win 3 games in a row to get into finals (no chance of mistake). On another hand, team Ginger need to win only 1 game to get into finals.
Final stage. Final table.
Quarter BO1 Semi BO3 Finals BO3 Banani vs Ginger 0:1 Ginger vs Banani 1:2 Banani vs Neytron 0:2 <-- 1st place/2nd place Swato vs Popiska 0:1 Neytron vs Popiska 2:0 Ginger vs Popiska 2:0 <-- 3rd place "Lucky loser": Banani vs Swato 1:0
Map pool
First stage. Swiss
Round 1. Phenom Spartiate v2. Playable slots: 3,4,5,6
Round 2. Adaptive Moon. Playable slots: 3,4,7,8
Round 3. Adaptive aloren. Playable slots: 5,6,9,10. Closed: 1,2
Round 4. Adaptive Ndera. Playable slots: 1,2,3,4. Spawn mex: 7,8
Round 5. Adaptive tabula rasa. Playable slots: 5,6,9,10. Spawn mex:1,2,13,14,15,16
Round 6. Adaptive Wonder Open. Playable slots: 5,6,7,8. Closed: 11,12,13,14,15,16. All other: spawn mexFinal stage.
Round 1 (BO1)
Adaptive Project Albus. Playable slots: 5,6,9,10. Closed: 7, 8. All other slots: spawn mex
Semifinals (BO3)
Adaptive Fields of Great Proenix. Playable slots: 3,4,5,6. Slots 7,8,9,10,11,12: spawn mex
Adaptive sin. Playable slots: 3,4,5,6. Slots 9,10,11,12: spawn mex.
Funeral plains. Playable slots: 1,2,3,4Finals (BO3)
Seton's Clutch. Mid+rock.
Adaptive Canis River. Playable slots: 5,6,9,10. Spawn mex: 1,2, 7,8.
Adaptive Kusoge. Playable slots: 3,4,9,10. Closed slots: 11,12,13,14. All other: spawn mexMap table
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Double Allied Tournament 4
Double Allied Tournament 4 is an official 2v2 tournament scheduled for 29th & 30th March. Two stages: swiss and single elimination.
Prizes (150$ by FAF):
- 70$ for the 1st place & custom avatar
- 50$ for the 2nd place & faction face/faction logo avatar
- 30$ for the 3rd place & faction logo avatar
Tournament date:
- First part. 13.00 UTC, Saturday, 29th March
- Semifinals & finals. 13.00 UTC, Sunday, 30th March
Registration:
- Sign up here in pairs or single. Write your FAF nickname & rating here. Registration will end on 28th March 23:59 UTC.
- Don't feel shy to sign up solo, organizers will try their best to help you with finding a suitable mate (no pun intended)
- Combined rating cap for each team is 4100. No rounding.
Rating calculated based as of 10th March. Global/3v3 is taken, whichever is higher with at least 10 rated games this year. 1v1, 2v2, 4v4 are not counted. - It means that if you have 2098 global with 15 rated games and 2232 3v3 with 5 rated games, 2098 global is taken into account. But if both have less than 10 rated games this year, 2232 is taken into account.
- 10 rated games should be dated between 1st January and 10th March 2025
- Rating cap per player is 2200. Player's rating above 2200 counted just as 2200 even if it's 2400.
Tournament Format:
- Games are played between teams of 2
- First stage. Swiss. 6 tours. Teams with 4+ points will progress into second stage.
- Initial seeding: top half vs bottom half
- Depending on table score standings team may face the same opponents twice (unlikely, but possible)
- Teams with the most amount of wins will have a priority in getting free round at final stage. In case of ties Buchholz will be used
- Second stage. Single elimination Bo1, semifinals & finals Bo3
- In-client channel is #dat4
- Additional guidance (maps & table) will be provided in a special Discord thread
Tournament rules:
- If the team is 30 minutes later after start of event, team gets disqualified.
- If one of team members cannot participate, it can be replaced during the tournament by any other pre-registered participant. You can register your reserve player immediately, if you want to.
- Replacement should be within rating cap specified by tournament.
- Replacements outside of pre-registered players should be manually approved by Tournament Director and should not be higher rated than the original participant
- Win = 1 score points, draw = 0.5, defeat = 0
- In case of uneven amount of teams in first stage, team gets a bye (free score) in the following precedence: previous tournament winner, then lowest team rating.
- No one gets a bye more than once per stage
- Any conflict or critical bug should be immediately appealed to the organizer. This does include in-game pause. It means both pausing in case of critical problem and keeping game paused until official resolution.
In-game rules:
- Common control - multiple armies, union control
- Share conditions - partial share
- SIM-mods "HQ SACU" and "TwoACUs"
- Replay ID to download the mods: https://replay.faforever.com/24460565
- Prebuilt Units: on
- Unlimited timeouts
- Do not transfer your entire base or entire army before your commander dies. Transfering some units is allowed; swapping bases is also allowed
- Do not Alt+F2 to change view after your death and before your base is given to an ally. After 30 seconds since your death has passed, you can change the view and help your ally, but not before.
- No in-game spectators other than directors and streamers are allowed
- Name your lobby in format like "DAT4 ABC vs XYZ"
- It is recommended to not choose similar colors as your opponent (pink/red, light blue/dark blue); similar colors for allies are OK. Here is the tutorial
Tournament settings
Description of union control:
If one of commanders dies, the player can switch via Alt+F2 to his ally and continue to help his ally. Alt+F2 won't allow do anything besides it (won't allow giving yourself Paragon or Mavor). So if one of teamates dies, both player will control all the units they have. For example, one can play land and other play air to divide responsibilities.
It essentially eliminates APM penalty for a commander's death. In order to compensate it, full share is changed to partial share. Partial share works as full share except it doesn't share military units, only buildings and engineers.
SIM mods description
HQ SACU. T3 land/air HQ can produce stock SACUs (without upgrades). The support factories cannot, only HQs.
TwoACUS. At the start of the game you get two ACUs instead of one.You can see both of these on the screenshot below. Since I chose UEF, I got two UEF ACUs. Nothing else has been added.
Contact
PM me for any questions or suggestions in Discord @sainse.row. This includes organizational, stream coverage questions & prize contribution suggestions.
- 70$ for the 1st place & custom avatar
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RE: Should I stay or should I Go?
So the question is basically well-documented and maintained library in Go versus much less documented and less maintained library in Java.
Go doesn’t have high requirements. It’s designed to be relatively easy for learning provided developer is experienced in any other high level languages. So it sounds like Go option is better, especially long-term.
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RE: supreme scoreboard
What settings do you use? I use in-game 125%/150% UI scaling and doesn’t have this weird overlap neither on FHD nor on QHD display
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Game version 3818
Game Version 3818 (14th of February 2025)
This is the first major patch of 2025. The balance and game teams are looking forward to releasing major balance patches every three months. This patch nerfs the extremely oppressive Seraphim T2 destroyers and T3 subhunters. Same goes to Bricks – they are no longer straight up better version of Percies. This patch also slightly nerfs Aeon and Seraphim T2 PD, buffs Snipers speed. Improved the behavior of Czar’s anti-air, buffed shield recharge and vision. Increased the effectiveness of mobile shields against Ahwassa. Anti-torpedo behavior has been enhanced. And many other less significant changes that you can read below.
Table of Contents
Balance Changes
Air Units
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(#6415) Ahwassa Bomb Collision:
Make Ahwassa’s bomb ignore collisions with ASF, same as strategic bombers. -
(#6563) Ahwassa Damage Consolidation:
Combine Ahwassa’s final 3 damage instances into 1 damage instance.
Greatly improves the effectiveness of stacked low HP shields (such as the UEF and Aeon mobile shields) and fixes Ahwassa not overkilling units as much as it should. It means that now Ahwassa leaves less reclaim wreckages. -
(#6448) Air Projectile Collision Fix:
Fix projectiles colliding with dead air units.
From a balance perspective, this increases the effectiveness of SAMs against groups of aircraft flying directly at them. -
(#6560) Vulthoo: T2 Gunship Adjustments:
Adjust several minor stats to better align the Vulthoo with its role as a ‘Tech 2.5 unit’.
Vulthoo: T2 Gunship (XSA0203):
Physics- FuelRechargeRate: 5 → 10 (15 for Tech 3 Gunships)
- FuelUseTime: 400 → 600 (800 for Tech 3 Gunships)
Air Crash - Damage: 100 → 200 (300 for Tech 3 Gunships)
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(#6595) Vulthoo Weapon Bug Fix:
Fix a bug that prevented the Vulthoo from hitting units directly beneath it.
Vulthoo: T2 Gunship (XSA0203):
Heavy Phasic Autogun (x2)- TurretPitch: -20 → -40
- TurretPitchRange: 60 → 90
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(#6551) CZAR: Experimental Aircraft Carrier Improvements:
Improve the performance of the currently underused Czar by increasing its survivability and improving the targeting of its flak cannons.
CZAR: Experimental Aircraft Carrier (UAA0310):
Intel- VisionRadius: 70 → 100
Defense - ShieldRechargeTime: 120 → 100
- ShieldRegenRate: 180 → 240
Fizz Launcher 1 - Damage: 240 → 140
- DPS: 960 → 560
- FiringTolerance: 3 → 10
- HeadingArcRange: 120 → 90
Fizz Launcher 2 - Damage: 240 → 140
- DPS: 960 → 560
- FiringTolerance: 1 → 10
- HeadingArcRange: 120 → 90
- PrefersPrimaryWeaponTarget: true → false
- VisionRadius: 70 → 100
Naval Units
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(#6437) Cybran Carrier Rotation:
Automatically rotate the Cybran Carrier towards its target when idle or attacking so that all its weapons can fire.
Units rotate in place while aiming, so formations do not get disrupted.(#6649, 6558) Uashavoh: T2 Destroyer (XSS0201): The Seraphim destroyer is currently too powerful due to its micro potential, but severely nerfing its main stats like range or damage would make it weaker than it already is when not micro’d, which would be unfun at lower levels. Considering this, the underwater speed is reduced to allow counterplay potential without heavily affecting lower level gameplay: Aeon and Cybran destroyers can catch Seraphim destroyers that overcommitted, and all destroyers (particularly UEF) can flee from submerged Seraphim destroyers and get out of torpedo range.
To prevent it from becoming too weak against Tech 2 Torpedo Launchers due to moderate frontal turret nerf, its torpedo defense is buffed by improving its targeting and reload time. This should also make the unit more resilient against sub spam. -
Uashavoh: T2 Destroyer – Frontal Turret Nerf:
- Front Ultrachromatic Beam Generator
- Damage: 50 → 45
- DPS: 137 → 123
- Underwater speed: 5 → 4.5
Ajellu Anti-Torpedo Defense - FiringTolerance: 90 → 180
- MinRadius: 15 → 5
- Reload: 3.3s → 3.0s
- UseFiringSolutionInsteadOfAimBone: false → true
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(#6607) Anti-Torpedo Weapon Improvements:
Improve the functionality of several anti-torpedo weapons by giving them a minimum range and altering their targeting. The addition of a MinRadius prevents locking onto projectiles that cannot reasonably be intercepted. In particular, the torpedo defense of the Aeon T3 Sonar should perform noticeably better with these changes. Audio queues are added to the torpedo defenses of the Seraphim Tech 1 and Tech 3 submarines.
Aeon T3 Sonar Platform (UAS0305):- Quasar Anti Torpedo:
FiringTolerance: 2 → 180
MinRadius: 0 → 5
UseFiringSolutionInsteadOfAimBone: false → true
Sou-istle: T1 Attack Submarine (XSS0203): - Ajellu Anti-Torpedo Defense:
FiringTolerance: 0 → 180
MinRadius: 0 → 5
UseFiringSolutionInsteadOfAimBone: false → true
Audio queue added
Yathsou: T3 Submarine Hunter (XSS0304): - Ajellu Anti-Torpedo Defense (x2):
MinRadius: 0 → 10
Audio queue added
Barracuda (XRS0204) and Megalith (XRL0403): - Anti-Torpedo Flare:
MinRadius: 0 → 5
- Quasar Anti Torpedo:
Land Units
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(#6437) Othuum Rotation:
Automatically rotate Othuum towards its target when idle or attacking so that all its weapons can fire.
Units rotate in place while aiming, so formations do not get disrupted. -
(#6606) Sniper Bots Buff:
Buff the power of sniper bots, which have become too expensive and micro-intensive relative to saving for a T4 to counter Bricks and Percivals. The changes improve speed and firing accuracy.
Aeon and Seraphim Snipers (XAL0305 & XSL0305):- Speed: 2.2 (Seraphim) / 2.4 (Aeon) → 2.3 (Seraphim) / 2.5 (Aeon)
- Firing Tolerance: 2 (Aeon) / 3 (Seraphim) / 0.5 (Seraphim sniper mode) → 0 (all)
- Firing Randomness while moving: 0.4 (Seraphim) / 0.3 (Aeon) / 0.2 (Seraphim sniper mode) → 0.18 / 0.1 / 0.05
Seraphim Sniper (XSL0305): - Sniper mode speed: 1.65 → 2.0
Note: The speed was unintentionally reduced from 1.8 to 1.65 due to a previous nerf. This is reverted and further buffed to 2.0; additional tweaks may follow next patch.
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(#6641) Nerf The Brick Against T3 Units:
Nerf The Brick as the 32 → 34 range buff from #5547 made it obsolete for Percivals and too strong against Harbingers/Othuums, leading to an overuse that hindered Cybran diversity.
The Brick: T3 Armored Assault Bot (XRL0305):
Heavy Disintegrator Pulse Laser- Max radius: 34 → 33
- Damage (DPS): 125 (312.5) → 118 (295)
- Turn rate: 68.75 → 75
The slight range reduction forces Bricks to rely on faster reaction times, improving micro potential and mitigating DPS snowballing effects.
Structures
Shields
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(#6464) Shield Assistance Timing:
Make engineers assisting a shield start repairing the shield in 0.1 seconds instead of 0.7 to 1.1 seconds. -
(#6589) UEF T3 Shield Generator (UEB4301) Regen Timing:
Increase the UEF T3 shield’s regen start time from 1 second → 3 seconds to align with other shields.
Point Defenses
(#6590) T2 Point Defense Damage Reduction:
Reduce the damage of Aeon and Seraphim T2 PDs, as they have better DPS/mass compared to the UEF PD, with differences in muzzle velocity and weapon type.Aeon T2 Point Defense (UAB2301):
- Damage: 600 → 560 (DPS: 150 → 140)
Seraphim T2 Point Defense (XSB2301):
- Damage: 605 → 550 (DPS: 151 → 138)
For comparison, the Triad offers 124 DPS; all three systems cost the same.
ACUs
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(#6591) UEF ACU Drone (UEA0001) Buff:
Buff the rebuild costs of the UEF ACU Drone by halving the previous upgrade cost.- Rebuild mass cost: 160 → 60
- Rebuild energy cost: 1600 → 800
- Rebuild time: 10 seconds → 200 buildtime (based on the ACU’s build power)
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(#6605) ACU Upgrade Descriptions:
- Cybran ACU Nanite Torpedo Upgrade:
Update the description to reflect the new DPS value. - Cybran SACU Gun Range Upgrade:
Fix the description so it correctly states +10 range (total 35) instead of +15 range (total 40).
- Cybran ACU Nanite Torpedo Upgrade:
Features
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(#6576) World Camera Preservation:
When switching to/from split view, the primary camera (left camera) is now preserved to reduce disorientation. -
(#6620) Damaged Air Unit Docking:
Add a feature to only dock damaged air units. This behavior can be accessed via hotkeys or by right-clicking the dock button. -
(#6634) Introduction of the New ‘Wasteland’ Biome:
A collection of textures dedicated to Supreme Commander map makers, featuring a drab, abandoned aesthetic.
Includes albedo, normal, and (for many decals) specular versions. Designed for optimal appearance at scales between 15–30, though blending with other layers is recommended to minimize repeating patterns. -
(#6642) Map Preview in Matchmaker Lobby:
Enable the map preview which provides a campaign-like overview of the map along with faction starting positions.
A Grafana dashboard (thanks to Brutus5000 and Sheikah) helps track lobby success and evaluate the preview’s impact. -
(#6643) Paused Session Resume Delay:
Introduce a 10-second enforced delay before a paused session can resume (applies to all players except the one initiating the pause).
Bug Fixes
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(#6405) Transfer Unit Upgrade Progress:
Transfer unit upgrade progress in modes outside full share, excluding share-until-death. -
(#6434) Frametime (FPS Cap) Improvements:
- Now properly applies when starting a new game session.
- Windowed mode is no longer forced to 100 fps; fullscreen is no longer capped at 60 fps.
- Minimum frametime decreased from 4 ms (250 fps) to 2 ms (500 fps).
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(#6449) Death Animation Fix:
Fix mods causing units to get stuck dying due to invalid death animation file paths. -
(#6510) Key Action Warning Fix:
Restore warning when user key actions are overwritten by default actions. -
(#6532) Projectile Impact Correction:
Fix excess projectiles impacting entities that die in the same tick (e.g., 6 tactical missiles hitting a shield when only 3 are needed). -
(#6543) Post-Death Collision Fix:
Fix dead units colliding with projectiles and beams for 0.1–0.6 seconds after death. -
(#6544, #6651) Unit Transfer Weapon Lock Fix:
Prevent unit transfer from enabling weapons locked by enhancements (such as the TML of the Seraphim SACU). -
(#6572) Bomber Altitude Bombing Fix:
Fix bombers missing when bombing while changing altitude. -
(#6578) Megalith Command Queue Correction:
Fix Megalith’s GetCommandQueue to return its own command queue rather than a hidden factory rally point queue. -
(#6583) Shield Reflection Fix:
Fix personal shields reflecting above the water surface. -
(#6602) AI Factory Manager Cleanup:
Remove unused personality function calls in the default AI factory manager and platoon former manager. -
(#6604) SACU Gun Range Upgrade Fix:
Ensure SACUs with gun range upgrades stop at max range during attack moves (adjust GuardScanRadius accordingly). -
(#6606) Seraphim Sniper Turret & Attack Fixes:
Fix issues with the Seraphim sniper’s dummy weapon overriding the real turrets’ yaw speed, stopping on underwater targets during attack moves, and misaligned GuardScanRadius. -
(#6617) Silo Hard-Stop Order Error Fix:
Fix an error preventing silos from pausing missile construction when given a hard-stop order. -
(#6629) Fatboy Dying Error Fix:
Fix a rare error that prevented the Fatboy from finishing its death sequence. -
(#6630) ACU Facing Correction:
Fix ACUs spawned on the right side of the map not facing toward the middle. -
(#6636) Air Factory Build Effects Fix:
Fix an error where build effects for Cybran land and air factories would not appear. -
(#6645) Distribute Order Error Fix:
Fix an error when using distribute orders on a unit that dies shortly after. -
(#6647) Buffer Overflow Exploit Fix:
Fix a buffer overflow exploit in the InternalSaveGame user global. -
(#6651) Megalith Hack Peg Launcher Fix:
Fix the hack peg launcher becoming enabled after a unit transfer (it is the origin of the bright red beams under the Megalith). -
(#9999) Documentation Workflow Fix:
Fix the documentation workflow expecting at least one snippet.
Graphics
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(#6328) Death Animation Speed Enhancements:
Speed up the death animations of several Seraphim structures:- T1 land factories
- T2/T3 land support factories
- T3 land HQ
- Air staging
- T2/T3 anti-air
- T2/T3 radars
- T3 artillery
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(#6621, #6648) Terrain Shader Enhancements:
Add new terrain shaders for improved texturing of mesa-like terrain and apply slight tweaks to existing shaders.
These changes have no immediate effect on existing maps, as virtually no maps use these shaders yet. -
(#6622) Seraphim Sniper Barrel Rotation Fix:
Fix the Seraphim sniper’s barrel not rotating when using the lower fidelity model (typically noticeable when zoomed out). -
(#6636) Factory Build Effects Fix:
Fix missing build effects for Cybran land and air factories.
Other Changes
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(#6575) Base Weapon Class Annotations:
Add remaining annotations for the base weapon class file. -
(#6596) Scripted Tasks Documentation:
Annotate files related to scripted tasks, such as the Scry ability of the Eye of Rhianne or unit enhancements. -
(#6598) TransportSpeedReduction Blueprint Documentation:
Add documentation for the recently added TransportSpeedReduction unit blueprint value. -
(#6600) Worldviews Functionality Annotations:
Annotate functionality related to worldviews. -
(#6612) Localization Update:
Add missing localization entries and update Traditional Chinese translations. -
(#6626) Enhancements Sync Annotations:
Annotate the synchronization of enhancements. -
(#6627) Collision Beam Entities Annotations:
Annotate code related to collision beam entities.
Contributors
Coding:
Nomander, Basilisk3, Jip, Uveso, Yuchenjimmy, MadMax, relent0r, sting-2, BlackYps, BalthazarBalance team:
Rhaelya, Turin, Farms, Tagada, Sainse, Nomander, StormLantern, Orb, Archsimkat, SpikeyNoob -