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Releases: FAForever/fa

Game version 3835

07 Apr 15:59

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A leftover change from April fools made the overcharge projectile invisible. This is now fixed.

Kind regards,

BlackYps

Game version 3834

06 Apr 18:45

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This patch reverts the April fools changes. With thanks to Deribus and M3RT1N for preparing the changes.

Kind regards,

BlackYps

Game version 3833

01 Apr 23:48
a57b732

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Two files snuck into the patch that should not be there, leading to desyncs.

With special thanks to Nomander for reacting quickly and investigating the cause,

BlackYps

Game version 3832

01 Apr 08:46
132476b

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This hotfix most notably fixes the bug where a campaign mission no longer shows the 'Operation Complete/Failed' dialog.
We also release some more bugfixes and balance changes that were made in the meantime as a bonus.

With gratitude to all those who contributed to this patch and/or took the time to report issues,

BlackYps

Balance

  • (#7056) Reduce how often shots fly over the top of the Seraphim destroyer by lowering how high units aim at the destroyer.

    Uashavoh: T2 Destroyer (XSS0201)

    • Aim point above-water elevation: 0.65 -> 0.45
      • Resulting height of hitbox above aim point: 0.25 -> 0.45
  • (#7059) Adjust VeteranMassMult to better align the Vulthoo with its role as a 'Tech 2.5 unit'

    Vulthoo: T2 Gunship (XSA0203)

    • VeteranMassMult: 1.5 -> 1.375
  • (#7062) Reduce the build time of hives, especially for the lower levels, to make them worth building over T3 engineers when you need buildpower very quickly.

    The Hive: T2 Engineering Station (XRB0104, XRB0204, XRB0304):

    • Build time:
      • Level 1: 1171 -> 880
      • Level 2: 1171 -> 1000
      • Level 3: 1171 -> 1120

Bug fixes

  • (#7039) Salem Class (URS0201): Fix Nanite Torpedoes preventing the other weapons from firing during their salvo.

  • (#7050) Fix campaign/coop missions not ending properly after completion

    The dialog to continue to the mission after dialogue and/or score screen pops up again.

  • (#7061) Fix wrecks from overkilled units taking extra long to reclaim.

Other changes

  • (#6529) Update German localization of loading tips.

Contributors

With thanks to the following contributors:

  • Jip
  • Nomander
  • ETFreeman
  • Uveso
  • BlackYps
  • Nory

Game version 3831

20 Feb 13:33
53f5c7b

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We had to fix some important bugs. Most notably manual OC works again now.

With gratitude to all those who contributed to this patch and/or took the time to report issues,

BlackYps

Bug fixes

  • (#6959) Add the Salvation to Notify's default messages.

  • (#7031) Fix manual overcharge not shooting.

  • (#7032, #7033) Fix spooky and etfreeman unit databases not being updated.

  • (#7034) Don't show reclaim labels for unreclaimable props.

  • (#7038) Fix various sim callbacks detecting the incorrect army as the source of the callback in games with AI or observers. This fixes the issue where paintings were displayed to the incorrect players in AI games.

  • (#7042) Fix the score screen button not appearing at the end of a game.

  • (#7043) Fix missing hotkey label for the 'Minus' key by mapping it to the '-' symbol.

Other changes

  • (#6856) Add -toLobby arg to the developer local multiplayer launch script which launches the instances into the lobby.

Contributors

With thanks to the following contributors:

  • Nomander
  • NoryGit
  • Gatsik
  • Jip
  • BlackYps
  • ETFreeman

Game version 3830

14 Feb 18:04
1c0396d

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It's the first patch of 2026! I hope you all made it into the new year in one piece.

With gratitude to all those who contributed to this patch and/or took the time to report issues,

BlackYps

Balance

  • (#6939) Increase the GuardScanRadius cap of naval units. This prevents them from moving closer to their targets than necessary when using attack-move, although it does increase their performance impact.

    The units affected include battleships (especially the UEF battleship), strategic missile submarines, missile cruisers, the Cybran destroyer, the Cybran cruiser, and the Aeon Shard.

  • (#6962) The Exodus's FiringRandomness and FiringTolerance are lowered to prevent excessive misses when microing, and its MaxRadius is increased to buff Aeon's lacking ability to bombard shores effectively at the Tech 2 stage. Additionally, this PR reverts the nerfs to the Exodus's TurretYawRange and TurretYawSpeed introduced in commit 3177522, which were a significant nerf to the unit's microability.

    Exodus Class: T2 Destroyer (UAS0201):

    • Oblivion Cannon
      • FiringRandomness: 0.25 --> 0.2
      • FiringTolerance: 2 --> 1
      • MaxRadius: 70 --> 75
      • TurretYawRange: 150 --> 160
      • TurretYawSpeed: 90 --> 100
  • (#6966) Reduce the distance at which T1 Interceptors and Swiftwinds hover instead of turning when given a move order.

    T1 Interceptors and Swiftwind (UAA0102, UEA0102, URA0102, XSA0102, XAA0202):

    • StartTurnDistance: 10 -> 5
  • (#6972) Reduce deceiver stealth field range to make fire beetles easier to kill, make hiding armies/raids more difficult, and reduce its effectiveness in comparison to static stealth field generators.

    Deceiver: T2 Mobile Stealth Field System (URL0306):

    • Radar and sonar stealth field radius: 24 -> 20
  • (#7000) Reduce the Sparky's Guard Scan Radius, since the large radius caused them to chase enemies instead of reclaiming during attack-move or patrol. The smaller radius keeps them focused on reclaim in contested areas while still letting them defend themselves when enemies get close.

    Sparky: T2 Field Engineer (XEL0209):

    • AI
      • GuardScanRadius: 26 --> 8
  • (#7015) Make anti-torpedoes more effective against the Seraphim destroyer. This makes T2 subs stronger against the Seraphim destroyer, giving Aeon and Cybran navies a new counterplay option.

    Uashavoh: T2 Destroyer (XSS0202)

    • Ana-It Torpedo Launcher:
      • Torpedoes per salvo: 4 -> 3
      • Salvo delay between shots: 0.9s -> 0.8s
      • Damage: 95 (95 DPS) -> 126 (94 DPS)
  • (#7016) Increase Fire Beetle build time by reverting the reduction from #5548, since Beetles have shown to be too strong defensively and at the Tech 2 stage. In conjunction with the Deceiver nerf in #6972, the higher build time makes beetles require a larger infrastructure to build in large amounts for emergency defenses or for mixing into armies.

    Fire Beetle: T2 Mobile Bomb (XRL0302):

    • Economy
      • BuildTime: 550 --> 700
  • (#7017) Increase Seraphim T1 Submarine's HP so that it draws other T1 subs and survives 1 torpedo bomber pass like other subs.

    Sou-Istle: T1 Attack Submarine (xss0203)

    • HP: 550 -> 610
  • (#7019) Reverts the nerf to the Cybran frigate's range from #4565, since it left them too weak to cover Salems and caused issues on maps where lots of frigate raiding is required.

    Trident Class: T1 Frigate (URS0103):

    • Proton Cannon
      • Range: 26 --> 28
  • (#7024) Decrease the minimum range of ACU TMLs. This makes them a bit stronger again in ACU vs ACU fights and also fixes the issue from #6998 where ACUs wouldn't walk into gun range to attack a target. The UEF ACU's Billy nuke is adjusted to ensure the TML range ring remains visible.

    Seraphim ACU (XSL0001):

    • Tactical Missile Launcher
      • MinRadius: 30 -> 20

    UEF ACU (UEL0001):

    • Tactical Missile Launcher & Billy Nuke
      • MinRadius: 30 -> 20

Features

  • (#6838) Implement the previously non-functional BlueprintBuff.Icon field which syncs the buff name to the UI when it affects a unit.

  • (#6906) Tweak the formula used to calculate the level of detail (LOD) for props.

    Large props are visible for longer, and it should now be easier again to spot broken tree groups.

  • (#6997) Add lobby option under "Common Control" that enables union control of armies of players that disconnect.

Bug fixes

  • (#6821) Fix factory transfer when units that are meant to be rebuilt are restricted by HQ requirements.

  • (#6821) Fix transfer in the middle of factory transfer causing rebuilding to fail.

  • (#6839) Fix Health (adjusts unit health) and DamageRadius (adjusts damage radius for unit weapons) buff effect types. Previously they would just error if you used them.

  • (#6855) Fix issues with Unit.GiveNukeSiloBlocks (function that sets missile build progress for a unit, used in unit transfer):

    • Crash if used on a unit whose first weapon does not have a ProjectileId in its blueprint.
    • Setting incorrect progress for units whose first weapon is not the desired silo weapon (ex: missile SACU).
    • Setting incorrect progress for units with buildrate different from their blueprint spec (ex: missile SACU).
    • Yellow work progress bar not being updated after progress is set.
  • (#6872) Fix Nomads faction icon and inconsistent tooltip colors in the cheat spawn menu.

  • (#6881) Fix tread splats spawning for units that are attached to a transport.

  • (#6948) Fix wrong army report to lobby server with uneven teams.

  • (#6950) Fix the rollover unit view not showing shield HP for units with non-back slot shield upgrades.

  • (#6956) Fix error when the UEF submarine fires its missiles with a muzzle charge delay of 0 in the blueprint.

  • (#6957) Fix the ravager blueprint size category

  • (#6963) Fix non-area DoT damage dealing damage ticks before waiting the delay between damage ticks.

  • (#6965) Refactored defeat backend so now unit transfering is handled the same in all scenarios.

  • (#6973) Fix mass fabricators not updating their adjacency bonus for silos when toggled off or on.

  • (#6975) Fix mass fabricators and extractors applying an additional adjacency bonus when spawned adjacent to a mass consumer through cheats or the unit transfer mechanic.

  • (#6981) Fix disappearing terrain effects (Mainly ship wake effects, but other effects might be affected as well).

  • (#6985) Fix profiler benchmarking potentially sending unserializable data from Sim to UI.

  • (#6987) Fix the "Show Player Names" option crashing the game on startup when the option in the game.prefs file does not exist.

  • (#7010) Fix being able to fire two nuke/tactical missiles using up only 1 ammo and being able to fire at negative ammo.

  • (#7013) Re-add reload animation for the Seraphim T2 Mobile Missile Launcher.

  • (#7021) Fix tread marks glitch for various units (Fatboy in particular).

  • (#7022) Fix bombers not automatically attacking nearby enemies.

  • (#7029) Fix nil value error in FactoryUnit OnStopBuild.

Graphics

  • (#6993) Increase the StrategicIconSize of the Exodus's Oblivion Cannon from 2 to 3 to better align the weapon's visual representation with its overall power.

  • (#7008) Fix the left/right side of the Fatboy's tread's textures moving in reverse of the rest of the tread's textures.

Other changes

  • (#6889) Improve annotations of the entity category functions

  • (#6911) Add annotations to OpAI

  • (#6911) Add missing platoon templates for coop, Sera base in 6th FA mission is now properly sending T3 tanks and Arty

  • (#6941) Annotate remainder of the ping.lua file.

  • (#7005) Add support for automatically updating the new unit database by ETFreeman

Contributors

With thanks to the following contributors:

  • Strogoo
  • Basilisk3
  • Nomander
  • HotCheese
  • Jip
  • Gatsik
  • Hdt80bro
  • 4z0t
  • Speed2
  • Dhomie
  • Maudlin27

Game version 3829

22 Nov 14:28
62fd371

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Two months have passed and it is time for another scheduled release, whoop whoop!

With gratitude to all those who contributed to this patch and/or took the time to report issues,

BlackYps

Balance

  • (#6535) Improve the maneuverability and reliability of Strategic Bombers to promote proactive use of them and as a competing option to T3 gunships

    Strategic Bombers (UAA0304, UEA0304, URA0304, XSA0304):

    • Maneuverability:

      • Turn speed: 0.8 -> 1.2

        Lets strats micro to more effectively avoid flak damage and leaves less opportunities for ASF/SAMs to deal damage.

      • Lift Factor: 7 -> 10

        Complements the new turn speed by improving how quickly strats lift off and navigate up/down terrain.

    • Reliability:

      • Bomb drop threshold: 3.5 -> 8

        Greatly improves the reliability of bomb drops on uneven terrain or during turns. This is similar to what was done for the Ahwassa in #2465.

        As a side effect, this usually makes the bomb drop from further away, so ACUs will have an easier time dodging bombs. Dodging was made more difficult with the strat elevation reduction in #4799, so this counteracts that change.

      • Smaller loops on auto attack to maximize DPS:

        • BreakOffDistance: 60 -> 50
        • RandomBreakOffDistanceMult: 1.5 -> 1

        This only affects bombers automatically attacking from an idle state or from an attack, attack move, or patrol order. Previously strats would drop bombs every ~13 seconds, and now they drop every ~10 seconds.

      • Auto-attack range: 90 -> 64

        Strats will no longer automatically fly off to attack very distant targets. The 64 range matches strats' radar range.

  • (#6535) Reduce the veterancy requirement for Strategic Bombers to match their mass cost reductions in previous patches.

    Strategic Bombers (UAA0304, UEA0304, URA0304, XSA0304):

    • Mass killed required per veterancy level: 4200 -> 2x of own mass cost (3500)
  • (#6559) Various fixes and improvements for Megalith's build capabilities:

    • Fix the build range preview to display the real build range.
    • Extend build range by +1 so that eggs can be more easily placed far enough away so that the Megalith doesn't have to walk due to the egg being placed within its footprint.
    • Add repair capability to the Megalith so it can finish unfinished eggs.
    • Add reclaim capability to make it more clear that it can reclaim. Previously it could only reclaim by building an egg on top of wrecks.
    • Add pause capability as is standard with engineering units.
    • Update the T3 Mobile Arty and T3 Mobile Anti-Air crab eggs stats to reflect previous balance changes to those units.
  • (#6842) Make land scouts prioritize radar structures over mobile units and remove their PD/static AA target priority.

  • (#6897) Make the Beetles' cloak consume 10 Energy per second. Beetles were previously the only cloaked unit without an energy upkeep, which allowed players to rush them at the early T2 stage with both low build and upkeep costs. Since the unit is already very strong, this exception was not necessary. Adding a 10 E/s drain brings Beetles in line with other cloaked units and tones down their early rush potential while still preserving their identity.

    Fire Beetle: T2 Mobile Bomb (XRL0302):

    • Economy
      • Energy consumption: 0 -> 10
  • (#6900) Remove the Seraphim Lightning Tank's FiringTolerance, as it could have caused the unit to miss aircraft. Functionally, the unit remains unchanged.

    Uyanah: T3 Lightning Tank (DSLK004):

    • Lightning Projector (anti-air)
      • FiringTolerance: 2 --> 0
  • (#6920) Automatically start rebuilding the Novax Satellite at the base station if the satellite is destroyed by artillery fire, nuclear missiles, or any other means.

  • (#6921) Decrease Salem's anti-torpedo flares' target check interval from 1.0s to 0.4s (the default for anti-projectile weapons). This makes it more likely to detect torpedoes and fire the flares correctly, especially against torpedo bombers.

    Salem: T2 Destroyer (URS0201):

    • Anti Torpedo Solution
      • Target Check Interval: 1.0s -> 0.4s
  • (#6934) Increase build time for ACU TMLs so that they are less effective on the move, in combat, and from the water. You can still reach a high fire rate with engineer assistance.

    Seraphim and UEF ACU (XSL0001 and UEL0001):

    • TML Missile build time: 450 -> 700 (same as SACU)
      • Build time with T2 suite: 10.8 -> 16.7 seconds
      • Build time with T3 suite: 4.5 -> 7.0 seconds
  • (#6935) Increase minimum range of ACU TMLs so that they are less powerful in ACU vs ACU fights.

    Seraphim ACU (UEL0001, XSL0001):

    • TML:
      • Minimum range: 15 -> 30

    UEF ACU (UEL0001):

    • TML and Billy Nuke:

      • Minimum range: 15 -> 30

      The minimum range for Billy nuke has to be increased so that the TML's minimum range ring is visible.

  • (#6936) Adjust HP of T2 Air/Land HQs so that Cybran T2 HQs do not die to 1 TML hit. This helps to prevent Cybran players from being locked out of the tech needed to counter TMLs.

T2 HQ (Air and Land) HPs (in order: Cybran, Aeon, Seraphim, UEF): 5.5k, 6.4k, 7k, 8k -> 6.1k, 6.6k, 7.2k, 8k

Cybran T2 HQ (Air and Land) Regen rate: 20 -> 15
Regen is reduced because the HP difference between Cybran and other factions is reduced.

Features

  • (#6938) Introduce a lobby option to enable or disable the sharing of excess resources with allies (overflow)

    The lobby option is enabled by default. It can be disabled for training purposes.

Bug fixes

  • (#6712) Fix the attack-move engagement range for Torrent (increased from 120 to 180)

  • (#6848) Fix RemoveOutliers statistics function used in the profiler for when all given values are the same.

  • (#6865) Fix unit view detail error when nuke damage isn't written properly in the blueprint for a unit.

  • (#6915) Fix weapons with fire rate modifiers getting stuck waiting for energy drain.

  • (#6916) Fix not being able to queue the upgrade for the Aeon T2 shield before it is built.

  • (#6919) Fix ACUs being unkillable if their player disconnects in the middle of a recall.

  • (#6932) Adjust default maximum frame time to not interfere with vsync

  • (#6945) Add Terrain301 shader again. It is used by the sunset biome in older map generator versions. Regenerating a map like this on the current FAF patch would create an error on loading the map, because the shader had been removed in the meantime.

  • (#6947) Fix replay ID extraction possibly breaking UI.

Graphics

  • (#6918) Add high resolution mass and hydrocarbon markers.

  • (#6946) Increase the StrategicIconSize of the Obsidian's Quantum Cannon and the Wagner's Meson Rocket from 1 to 2, to better align their visual representation with their overall power. Furthermore, this change makes it easier to distinguish between the Wagner's high-damage and low-damage weapons.

Performance

  • (#6892) Improve deciding what support factories are available during ACU enhancement to higher teches.

    Reduces number of required internal selections down to 2 (was 7), that were resolving available support factories for construction during ACU enhancement to higher teches.

Other changes

  • (#6828) Update the description of the Aeon ACU's vision upgrade.

  • (#6857) Refactor duplicated SCX menu panel border creation into a uiutil function.

  • (#6883) Update blueprint modding documentation in the game repository (MODS.LUA).

  • (#6920) Fix typo in RU translation of UEF T2 transport description for how many T3 units it can carry.

  • (#6910) Improve annotations of the trail emitter blueprint

  • (#6911) Remove debug statements when building kernel drones

  • (#6938) Remove the ability to toggle sharing excess resources when teams are locked

    There is no benefit to yourself or your team to disable sharing excess resources (overflow) when the teams are locked. Disabling it is equivalent to silently sabotaging your allies. The toggle in the diplomacy menu is removed when teams are locked. When teams are unlocked you can toggle it accordingly.

  • (#6942) Annotate the UI function OnMouseButtonPress and related code.

  • (#6955) Add annotations related to command graph functions.

  • (#6964) Remove time requirement for rating custom games when recalling.
    Games ending through recall are always rated now.

Contributors

With thanks to the following contributors:

  • 4z0t
  • Basilisk3
  • BlackYps
  • Hdt80bro
  • Isocinetic
  • Jip
  • Maudlin27
  • Nomander
  • Speed2

Game version 3828

12 Sep 14:10

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This patch provides a fix where in some scenario's an ACU would become invulnerable when recall is initiated.

With gratitude to all those who took the time to report issues,

Jip

Balance

  • (#6921) Decrease Salem's anti-torpedo flares' target check interval from 1.0s to 0.4s (the default for anti-projectile weapons). This makes it more likely to detect torpedoes and fire the flares in time, especially against torpedo bombers.

    Salem: T2 Destroyer (URS0201):

    • Anti Torpedo Solution
      • Target Check Interval: 1.0s -> 0.4s

Bug fixes

  • (#6919) Fix a recalling ACU to become indestructible when a player disconnects in the middle of the recall sequence.

Other changes

  • (#6916) Enable queueing an upgrade to the Tech 2 Aeon shield while it is under construction

This behavior matches the behavior of other shields.

Contributors

With thanks to the following people who contributed through coding:

  • Nomander
  • Jip

Game version 3827

27 Aug 07:24

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This patch removes access to a potentially dangerous engine function that was exposed to all Lua environments.

With gratitude to all those who took the time to report issues,

Jip

Bug fixes

  • (#6911) Remove lingering print statements that trigger to events of the construction drones from Kennels.

Contributors

With thanks to the following people who contributed through coding:

And, last but certainly not least - with thanks to those that took part in constructive discussions:

Game version 3826

16 Aug 19:54

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Fix an edge case where announcements would break cinematic mode. This caused coop missions to hang.

With gratitude to all those who took the time to report issues,

BlackYps

Bug fixes

  • (#6905) Fix an edge case where announcements would break cinematic mode

Contributors

With thanks to the following people who worked out the solution:

  • Jip
  • Nomander