FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    Patch 3732 - 3735

    Scheduled Pinned Locked Moved General Discussion
    63 Posts 21 Posters 8.9k Views 1 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • JipJ Offline
      Jip
      last edited by

      @snagglefox found and fixed, see also:

      • https://forum.faforever.com/topic/3565/patch-3732/3

      Thank you for reporting it. If you find the time to sandbox the issue with the experimental strategic launcher then it is appreciated 🙂 .

      A work of art is never finished, merely abandoned

      1 Reply Last reply Reply Quote 0
      • JipJ Jip referenced this topic on
      • S Offline
        snoog
        last edited by

        Here we go. Was able to reproduce the nuke bug.

        https://replay.faforever.com/16766290

        game_16766290.log

        https://youtu.be/fRS1pUQh0y0

        Was too lazy to clip the video. Just skip towards the end, I nuke rock and the bug occurs. Was able to do it again with another nuke right after the end of the clip.

        1 Reply Last reply Reply Quote 0
        • JipJ Offline
          Jip
          last edited by Jip

          Interesting - thank you. There are no errors, so I'm not sure why it happens.

          edit: yet.

          A work of art is never finished, merely abandoned

          1 Reply Last reply Reply Quote 0
          • S Offline
            snoog
            last edited by

            I keep forgetting to mention, it seems in the dev version a lot more trees are starting broken already. For instance, I've noticed every time I'm started as mid on Seton's north side, the tree in the path towards the hydro are mostly broken whereas in the live version they aren't. I can't remember if other spots are similar, but I do know other people similarly complained while in other spots.

            JipJ 1 Reply Last reply Reply Quote 1
            • JipJ Offline
              Jip
              last edited by

              I'll look into it - thank you for sharing.

              A work of art is never finished, merely abandoned

              1 Reply Last reply Reply Quote 0
              • JipJ Offline
                Jip
                last edited by Jip

                I've accumulated all the changes in the change log. See the second post of this topic or find the latest version on Github.

                If you contributed - please go over it and ensure that your contributions are acknowledged. The relevant commits start at the third page of the commit history, right after commit ad3a67.

                A work of art is never finished, merely abandoned

                1 Reply Last reply Reply Quote 0
                • JipJ Jip referenced this topic on
                • JipJ Offline
                  Jip @snoog
                  last edited by

                  @snagglefox said in Patch 3732:

                  I keep forgetting to mention, it seems in the dev version a lot more trees are starting broken already. For instance, I've noticed every time I'm started as mid on Seton's north side, the tree in the path towards the hydro are mostly broken whereas in the live version they aren't. I can't remember if other spots are similar, but I do know other people similarly complained while in other spots.

                  39fe7bf7-2896-4f94-a326-8742f269c49f-image.png
                  Tree groups on FAF Develop

                  2b9c5300-e127-46e3-b872-5fba34877b38-image.png
                  Tree groups on the FAF branch

                  You are correct, I'm not sure if this is brutally vital however. The spawn-in animation changed to improve the fidelity of the game. I'll see if I can fix this, but if I can't without breaking the animation then I'm afraid that this is a loss that we'll have to take.

                  A work of art is never finished, merely abandoned

                  1 Reply Last reply Reply Quote 0
                  • E Offline
                    Exselsior
                    last edited by

                    @Jip how can you see that view of the tree groups like that? I will say that the north front spawn is already weaker than the south front spawn on Seton’s so that’ll be a further, though slight, nerf to north team. Does this also have an impact on other maps with lots of tree groups near the spawn like Selkie for instance?

                    1 Reply Last reply Reply Quote 0
                    • S Offline
                      snoog
                      last edited by

                      I appreciate you looking into it! It might not seem major, but as a mainly mid player that uses a double fac opener, it's quite a big change since every little bit of reclaim matters.

                      1 Reply Last reply Reply Quote 0
                      • JipJ Offline
                        Jip
                        last edited by

                        @snagglefox

                        70b2b69b-78a4-4641-97b8-5accdafbc476-image.png

                        This appears to be quite close to the original - is that sufficient?

                        @Exselsior

                        889316e9-4ac9-43a1-972c-25c9ff4b20d1-image.png

                        And you need cheats as enabled.

                        A work of art is never finished, merely abandoned

                        1 Reply Last reply Reply Quote 2
                        • S Offline
                          snoog
                          last edited by

                          That looks much better! The most important bit are the trees on the top right which looks like you fixed for the most part. Thank you!!

                          1 Reply Last reply Reply Quote 0
                          • B Offline
                            Blade_Walker
                            last edited by

                            New patch lookin good !

                            All I would add to the com entry explosion would be to err on the lower side to preserve at least the same amount of tree groups even if it means sometimes you may end up with one or two more.

                            What I do want to bring up, is something I have notice from replays, that seems to have crept in since the patch for overcharge spill damage to shields, is that a single mobile shieldgen can be destroyed when the unit covered is overcharged, even when it is out of range of the aoe or the gun even.

                            I'm not sure if this was intended behavior or not? seems a bit much I know non-Sera mobile shields have been hit by the nerf-bat a few times already.

                            It also reduces micro opportunities for retreating your depleted shield to let it recover, I feel the shield should only be destroyed if targeted directly or in the aoe at least.

                            I thought this might have been a bug but still happens in faf-dev, made a quick replay to show.

                            https://replay.faforever.com/16791466

                            1 Reply Last reply Reply Quote 1
                            • T Offline
                              Tagada Balance Team
                              last edited by

                              It's an intended behavior that was introduced in this patch: http://patchnotes.faforever.com/3720.html#oc

                              1 Reply Last reply Reply Quote 0
                              • B Offline
                                Blade_Walker
                                last edited by Blade_Walker

                                yes but was it intended to affect shields that are even only just covering the other unit that is overcharged ?

                                oh just to add in the replay the overcharge kills the Athanah several shots before the Othuum is destroyed

                                1 Reply Last reply Reply Quote 0
                                • T Offline
                                  Tagada Balance Team
                                  last edited by Tagada

                                  If OC depletes the shield of a mobile shield then it kills it. Even if it does so with its AoE.

                                  1 Reply Last reply Reply Quote 0
                                  • B Offline
                                    Blade_Walker
                                    last edited by

                                    i mean did you look at the replay ? shieldgen is way outside of AcU and Oc aoe range but still dies (due to how it was coded i am guessing).

                                    I noticed this more when gun coms are auto oc vs an army with some shields they die sometimes even when on the fringe of combat

                                    1 Reply Last reply Reply Quote 0
                                    • T Offline
                                      Tagada Balance Team
                                      last edited by

                                      No I did not, time stamp?

                                      1 Reply Last reply Reply Quote 0
                                      • B Offline
                                        Blade_Walker
                                        last edited by

                                        4:10 for the shield dying before the slipper

                                        1 Reply Last reply Reply Quote 0
                                        • JipJ Offline
                                          Jip
                                          last edited by

                                          Patch day is closer and closer and I highly encourage everyone to play on the FAF Develop game type to find the last issues. A gentle reminder that the average performance is a lot better than the performance on the FAF game type.

                                          A work of art is never finished, merely abandoned

                                          1 Reply Last reply Reply Quote 0
                                          • Ctrl-KC Offline
                                            Ctrl-K
                                            last edited by

                                            For some reason there is a visible border surrounding ingame chat

                                            “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
                                            — Steve Jobs.
                                            My UI Mods
                                            Support me

                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post