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- (#6469) Unlike other Tech 2 units, the Fire Beetle only takes up one clamp on transports. This makes it possible to load the same quantities of Fire Beetles and Tech 1 units into transports. To ensure that the Fire Beetle does not slow transports down excessively, its `TransportSpeedReduction` stat is reduced to match that of Tech 1 units. | ||
- (#6469) Unlike other Tech 2 units, the Fire Beetle only takes up one clamp on transports, the same as Tech 1 units. To ensure that it does not slow transports down excessively, the Fire Beetle's `TransportSpeedReduction` stat is reduced to match that of Tech 1 units. | ||
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- Fire Beetle: T2 Mobile Bomb (XRL0302): | ||
- TransportSpeedReduction: 0.3 --> 0.15 |
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- (#6479) Rework the in-game matchmaker lobby from the ground up | ||
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From a user perspective there should be essentially no changes. A new connection matrix is introduced that can help players to understand what source (a player) is connected to what source (another player). The diagonal represents what sources (other players) the local client is connected to. When you receive a message from a peer then it blinks the corresponding box in the matrix. | ||
From a user perspective there should be essentially no changes. A new connection matrix is introduced that can help players to understand what source (a player) is connected to what source (another player). The diagonal represents what sources (other players) the local client is connected to. When you receive a message from a peer then it blinks the corresponding box in the matrix. | ||
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There are further features ready such as a map preview that can help you prepare for the match ahead. That is not shown however until we have better tooling in place to gauge its impact. | ||
There are further features ready such as a map preview that can help you prepare for the match ahead. That is not shown however until we have better tooling in place to gauge its impact. | ||
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From a developers perspective the matchmaker lobby is now maintainable. You can now start the matchmaker lobby locally through your development environment. This allows you to run the matchmaker lobby as if you would find a match in the client. The matchmaker lobby is build from the ground up with maintainability in mind. It now supports a hot reload-like functionality for the interface. This allows you to change the interface on the go, without having to relaunch the game. | ||
From a developers perspective the matchmaker lobby is now maintainable. You can now start the matchmaker lobby locally through your development environment. This allows you to run the matchmaker lobby as if you would find a match in the client. The matchmaker lobby is build from the ground up with maintainability in mind. It now supports a hot reload-like functionality for the interface. This allows you to change the interface on the go, without having to relaunch the game. | ||
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All taken together this is still very much a work in progress and we would love to hear the feedback of the community. We welcome you on Discord in the dev-talk channel. | ||
All taken together this is still very much a work in progress and we would love to hear the feedback of the community. We welcome you on Discord in the dev-talk channel. |
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- (#6499) Allow Footprint locking for (modded) units | ||
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With thanks to an assembly patch the footprint changes that were previously unique to the Cybran Tech 2 Destroyer can now be applied to any unit. For more details, see the pull request on GitHub. | ||
With thanks to an assembly patch the footprint changes that were previously unique to the Cybran Tech 2 Destroyer can now be applied to any unit. For more details, see the pull request on GitHub. | ||
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Interested in how assembly patches work? Reach out to the game team. You can find us easiest via the official Discord server. | ||
Interested in how assembly patches work? Reach out to the game team. You can find us easiest via the official Discord server. |
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- (#6534) Select/go to commander hotkeys will now search for commanders in transports if it doesn't find any on the ground | ||
- (#6534) Select/go to commander hotkeys will now search for commanders in transports if it doesn't find any on the ground |
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- (#6418) Fix ACU explosions being able to kill TMD structures. | ||
- (#6418) Fix ACU explosions dealing too much damage to TMD structures. |
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- (#6499) Fix hard crash when exiting the game when a Salem is on land | ||
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The Cybran Tech 2 Destroyer (Salem) has the special ability to move from water onto land. There was a bug in a special, alternative implementation introduced by FAForever. Together with an assembly patch this bug is now fixed. | ||
The Cybran Tech 2 Destroyer (Salem) has the special ability to move from water onto land. There was a bug in a special, alternative implementation introduced by FAForever. Together with an assembly patch this bug is now fixed. | ||
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Interested in how assembly patches work? Reach out to the game team. You can find us easiest via the official Discord server. | ||
Interested in how assembly patches work? Reach out to the game team. You can find us easiest via the official Discord server. |
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- (#6406) Automatically eject people from a lobby when there is a missmatch in the game version | ||
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Players often mention how it is annoying that games desync as a game release happens. This happens even more frequently on the FAF Develop and FAF Beta Balance game types. With this change we introduce a guard to prevent players from joining a lobby when their game version does not match the game version of the host. If there is a missmatch, the host is informed in the chat and is encouraged to re-create the lobby. | ||
Players often mention how it is annoying that games desync as a game release happens. This happens even more frequently on the FAF Develop and FAF Beta Balance game types. With this change we introduce a guard to prevent players from joining a lobby when their game version does not match the game version of the host. If there is a missmatch, the host is informed in the chat and is encouraged to re-create the lobby. |
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- (#6463) Remove the 'Kill all your units' hotkey and related functionality | ||
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The existence of the hotkey makes it appear legitimate while it is typically against the rules. | ||
The existence of the hotkey makes it appear legitimate while it is typically against the rules. |
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- (#6485) The new, better way of calculating the water absorption is now available for all terrain shaders. The only requirement is that the light multiplier is set to more than 2.1. Decals now use PBR light calculations if the terrain shader uses it, making them more consistent with the ground they are on. | ||
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- (#6495, #6562) Refactor the map utilities module | ||
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Chunks up some larger functions into smaller functions to allow them to be re-used in other modules. | ||
Chunks up some larger functions into smaller functions to allow them to be re-used in other modules. |
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- (#6498, #6502, #6503, #6514, #6516, #6517, #6518, #6506, #6513) Refactor the Enhancements section in the ACU/SACU scripts | ||
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It replaces the long if/else chain with a more modular design that is easier to maintain and hook. Each enhancement has its own dedicated function, named with the format `ProcessEnhancement[EnhancementName]`. The CreateEnhancement function now calls the appropriate enhancement function automatically by that name format. | ||
It replaces the long if/else chain with a more modular design that is easier to maintain and hook. Each enhancement has its own dedicated function, named with the format `ProcessEnhancement[EnhancementName]`. The CreateEnhancement function now calls the appropriate enhancement function automatically by that name format. |
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- (#6526) Default the depth of recursive printing/logging to 3 tables deep | ||
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The new default applies to all the `repr`-like functions. This only changes the developers experience. | ||
The new default applies to all the `repr`-like functions. This only changes the developers experience. |