Patch 3636/3637 release

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Patch 3636/3637 release

Postby Sheeo » 12 Dec 2014, 01:46

It's been a long time in the making, but patch 3636 is here at last. It's a patch motivated by exploits and bugs that were in 3634, and as such there are no direct balance changes included. These will be developed as part of the next patch, 3637.

Everyone in all the teams working behind the scenes for FAF hopes you have a great time. Enjoy!

Changelog for hotfix patch 3637

- Selection Range Overlay works for multiple units again
- Score no longer flickers when watching replays
- Targeting issues, especially related to the seraphim ACU have been adressed
- Compatibility with certain mods restored
- Lobby 2.5b included (Changelog shown in game)

Notes:
- On some maps air wrecks may still appear in midair
- It's still likely that there are incompatibilities with mods. Please let us know your exact setup of the game when reporting issues

Changelog for patch 3636

*Exploit Fixes*
- Fixed infinite economy exploit
- Fixed free ACU upgrade exploit
- Security exploits with simcallbacks
- Fixed UEF Drone upgrade exploits

*Bug Fixes*
- Continental Fixes:
- Fixed units firing from transport
- Fixed Continental not dying to Nukes with the shield up
- Improved fix for units being transported taking no damage while the shield is up
- Fixed UEF T3 Mobile AA being able to fire from Continental, and reduced projectile number
- T3 Seraphim Mobile Artillery given proper 'ARTILLERY' designation
- Fix adjacency buffs working when unit is turned off
- Fixed Cybran ACU with Laser upgrade being unable to ever fire the weapon after being transported, and improve targeting further
- Fixed Cybran ACU with Torpedo upgrade firing at the floor after being transported
- Fixed Cybran ACU Torpedo upgrade firing while the ACU's feet are only just underwater
- Fixed Cybran ACU being unable to be shot by Torpedoes with only its feet in the water
- Fixed Seraphim ACU dying when dropped from Transport after being picked up while firing
- Fixed Seraphim ACU shot being visible through FoW
- Fixed invalid preview range of SMDs
- Fixed Aeon T1 Bomber targeting subsurface units
- Given units now get correct experience points
- Given units are returned to their original owner in share until death
- UI-mods are now refreshed before launch

*Game Improvements*
- Shield Fixes:
- Personal Shields now protect units also under bubble shields
- Personal Shields now protect units properly from splash weaponry
- Bubble Shields now interact with splash weaponry properly
- Replay sync support
- Hotbuild 'upgrade' key now takes engy-mod into account
- Attempt to fix bomblet spread on bombers such as UEF and Cybran T1 Bombers
- Attempt to fix Seraphim T1 Mobile AA's aim
- Improved autobalance with random spawns in lobby
- SMD can be paused
- New "No Walls" Unit Restriction
- Improved the Unit Restrictions menu descriptions, including localisation
- Improved the Attack-Move feature (Factory Attack-Move Engineer behaviour left alone)
- Made factory queue templates more accessible, the save button was hidden when the factory wasn't paused
- Show replay-ID in score
- Less UI-lag
- Some sim-speed improvements
- Remove ACU score bump, ACU kills now score 5000

Contributors:
- Sheeo
- a_vehicle
- Crotalus
- Pip
- IceDreamer
- thygrrr
- PattogoTehen
- RK4000
- Eximius
- Xinonny

We'd like to extend special thanks to these users for their assistance with translations
- Navax
- Alex1911
- Preytor

The changelog can be viewed online at github here as well.

Changelog for lobby 2.5

Big thanks to Xinnony for his work on the in-game lobby. Changelog here:

- Add Changelog dialog
- Add numbers of Restriction in OptionContainer
- Add new view in ModManager
- Add 'Show system message' option for see (connecting players, go observers, disconnected, ...)
- Add 'Player Swapped' message
- Add 'Connected with xxx (with FAF Proxy)' message see if is connected with FAFproxy
- Add 1250 and 1500 Units Caps
- Fix Preset not loaded correctly (exemple FinalRushPro)
- Fix ModManager crash sometime
- Fix a bug in Game Options, the new value is reset if you scroll the list
- Fix sometime a PresetLobby not loaded (caused by map not available)
- Fix 'CH' and 'VA' flag country
- Fix yellow country
- Replace Checkbox to Radiobox in ModManager
- Replace the 'world' flag country
- Delete 'Player go to Slot' message
- Delete 'Player go to Observer' message
- Remember a options 'Hide default Options'
- Show message if map is not available in PresetLobby
- SpeedUp UpdateGame(), merge 3 loops
- Typo in 'Lobby options'
- The ConnectDialog lasts until the lobby is fully loaded
- Typo 'x mods UI' to 'x UI mods' (KRAMP idea)
- Now you can see and select only the color available
- Transparent color the ACU in Minimap (just the grey color, not the black border)
- Add new restrictions (NoEngineeringStation+EnhancementDrone), (NoEyeofRhianneandSoothsayer)
- Typos in PresetLobby


I'd like to extend a thank you to all FAF-contributors that didn't directly contribute to patch 3636. We wouldn't have come this far without them! Also a big thank you to Ze_PilOt.
Last edited by Sheeo on 13 Dec 2014, 16:29, edited 1 time in total.
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Re: Patch 3636 release

Postby Sheeo » 12 Dec 2014, 02:01

We've been notified that CPU-ratings are broken in the lobby.

We're working on a hotfix for this. Please feel free to post/discuss any other discoveries in this thread!
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Re: Patch 3636 release

Postby Lame » 12 Dec 2014, 02:17

Improved the Attack-Move feature


does this mean all attack units now behave like those with <26 attack range always did?

if yes that is a MASSIVE change to unitmicro and greatly impacts balance.
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Re: Patch 3636 release

Postby keyser » 12 Dec 2014, 02:18

thank you for the job done ! you guys are great! :D
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Re: Patch 3636 release

Postby Totaltuna » 12 Dec 2014, 02:21

Love your faces, good job! :) Time for Testie tests
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Re: Patch 3636 release

Postby Zock » 12 Dec 2014, 02:22

This looks very solid, great work!

- Improved the Attack-Move feature (Factory Attack-Move Engineer behaviour left alone)


No more having to manage to click the pd in middle of 9 walls. :D Need to keep an eye on hoplites and maybe mongoose though, unless we want to risk them becoming viable without needing crazy attention. ;)
gg no re

ohh! what a pretty shining link! https://www.youtube.com/c/Zockyzock
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Re: Patch 3636 release

Postby Sheeo » 12 Dec 2014, 02:28

Lame wrote:
Improved the Attack-Move feature


does this mean all attack units now behave like those with <26 attack range always did?

if yes that is a MASSIVE change to unitmicro and greatly impacts balance.


You're right, it will have an impact on balance. It's hard to say how much, since this goes for all units that are changed.

None the less, it's a bugfix -- the command was broken. The GuardScanRadius value was simply missing from the blueprints.
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Re: Patch 3636 release

Postby Androish » 12 Dec 2014, 02:31

Mass energy income on replays might be bugged a bit. Watching a live replay now and I get negative income values on several of the players but it varies up and down.
It's a Phantom game. Never seen the issue before the Patch.

Just to clarify it's the observer energy/mass in the top right that seems off. if I observe a player it looks ok.

And also it seems if someone say something anything in chat it is multiplied as if he said it 3x or 4x times

(if anyone can confirm)
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Re: Patch 3636 release

Postby Lame » 12 Dec 2014, 02:37

the impact will be massive

you can probably get the same out of rangebot as you could before with <50% of the attention now
after every small retreat you can que up another attackmove and instantly pressure your opponent again - this is a huge gamechanger for these units - especially with cybran stealth

cybran subs vs sera destroyer balance is fucked just as much as rangedbots

80 range destroyers from cybran (again with the stealth advantage) or aeon will also become stronger


i dont see why you included balance changing code without a balance team first.
in the council thread someone said the developers have no power - looks like you have quite a lot after all.
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Re: Patch 3636 release

Postby Sheeo » 12 Dec 2014, 02:48

Androish wrote:Mass energy income on replays might be bugged a bit. Watching a live replay now and I get negative income values on several of the players but it varies up and down.
It's a Phantom game. Never seen the issue before the Patch.

Just to clarify it's the observer energy/mass in the top right that seems off. if I observe a player it looks ok.

And also it seems if someone say something anything in chat it is multiplied as if he said it 3x or 4x times

(if anyone can confirm)


Confirmed and thanks for the report.

We'll get the Phantom featured mod updated to adress at least the chat, within the next few days.
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