this thread is meant to give you an overview of what is going on regarding the next game development/bugfix patch.
I will tag all Pull Requests for this patch with the 3710 milestone so you can easily filter and find them here
currently the following changes are merged into the deploy/fafdevelop branch and thus available for public testing via the faf client by playing the FAF Develop game mode:
Spoiler: show
- 1 - Add allies resources balance to scoreboard - Allow you to view the income of your allies, their storage and their current drain. By ctrl-click you can request mass, energy or engies. By shift-click you can give mass, energy or selected unit to your allies. video here : https://www.youtube.com/watch?v=RN_3deEmk_k
It doesn't work with the mod supreme score board or ecomanager on, but this change doesn't break the mods.
2 - remove vet bar for unvettable units - It will apply to T1/T3 air scouts, stealth boat, mobile stealth, mobile shields, shield boat, tmd, smd, T1 transports, aeon T3 sonar, drones, mercy, beetle.
3 - update readme
4 - Mounting ui textures from mod directories - essentially mods will be able to change ui textures like the strategic icons.
5 - Improved convenience when using the unit creation menu - spawing will be a bit easier when cheats are on.
6 - Allow transition for 3rd person cam- going to 3rd person view is now sexy. TIP for caster use this code in console after selecting an unit : UI_Lua do ForkThread(function()GetCamera('WorldCamera'):NoseCam(GetSelectedUnits()[1]:GetEntityId(), 0.2, 22, 15, 5)end) end
7 - clean changelog - made the old balance patch-note in lobby more readable.
8 - Fix for AI Base templates - fix/improve AI expansion base template.
9 - AI Patch V6 - use a better pathfinding for AI.
10 - Separate strategic icon for SACUs - SACU were using the ACU strategic icons. They still do with this change but now we can change their strategic icon if someone is willing to make some.
11 - fix select onscreen - select all land on screen was selecting factories also. It won't anymore.
12 - Removed observing after death - when observers option is on, the map will only reveal when all the player of your team are dead. It allows observers (casters/streamers) to be in team-game and watch/cast them without revealing the map for dead players until their team has lost.
13 - Pause facto effect fix - When facto are paused, the beam effect is stopped. Introduce minor fx glitch for seraphim.
14 - Add new optimal / mirrored spawn - it's an optimal balance putting in front of each other players having the most similar rating.
15 - fix half built ML/mega wreck falling under the ground - death animation was triggered even if these exp weren't finished yet, leading to having them fall even if they didn't stand on their feet. Now death animation will happen only when the ML/mega is finished.
16 - Fix acu projectiles - Fix gun fire from sera/uef ACU weren't showing yellow dot when zoomed out. Also fix aeon/cybran projectiles fx that weren't showing at ~160 LOD (intermediate zoom)
17 - Amphibious mode toggle for Salem - By turning the button off, the cybran destroyer won't get onto land by miss-click or bad pathfinding.
18 - make selection of mobile exp/sonar under construction act as building - This allow to select engies over exp and mobile sonar that are under construction.
19 - sera T2 sonar selection priority - Make finished T2 sonar selectable over engies.
20 - Use saved EntityId from the unit - code improvement to reduce the cpu load.
21 - add map to blacklist - prevent a map from being used.
- KionX
- wodzu93
- keyser
- speed2
- Uveso
- Strogo
- Crotalus
- Nojoke
- PhilipJFry
Going to update this post every once in a while with PRs that have been merged.
Feel free to test these changes and provide (constructive) feedback regarding these changes/this patch if you wish.