Patch 3777
Date: Dec 24th 2023
An intermediate patch that fixes a few long standing bugs.
With gratitude to all those who took the time to report issues.
Happy holidays to those that celebrate them.
-- Jip
Features
Introduce a game option to adjust the minimum frame time.
This option allows you to align your framerate with the (high) refresh rate of monitors, potentially introducing tearing.
Keep in mind that the game is often CPU-bound rather than GPU-bound.
Refine the damage per second (DPS) calculations in the unit preview.
These calculations become visible only when the 'Display more unit stats' game option is enabled.
Extend repeat build toggle support to external factories.
You can now activate or deactivate the repeat build flag while having the mobile factory unit (e.g., the Fatboy) selected.
Bug Fixes
Fix the wrong affinity mask being applied when a computer between 6 to 16 compute cores
This will noticeable impact the framerate of users.
Fix a bug that could make the build queue unresponsive.
A bug that was introduced two years ago. With thanks to the player named 'silentNoob' for his extensive efforts to try and document the bug.
Fix various bugs in the firing cycle of weapons.
Most notable:
- The UEF ACU no longer fires a second tactical missile at the same target when it has the full build suite.
- The Lightning tank, Bouncer and Cougar should no longer be able to rapid fire when giving target-changing orders (such as a stop order).
- The Spearhead now fires exactly once every 10 seconds.
- Units that pack and unpack no longer pack or unpack twice in a row.
- Fix mobile factories showing an infinite build time.
- Fix the Seraphim tech 3 mobile artillery being unable to fire backwards.
- Fix for units that linger while being built and the mobile factory is destroyed.
The lingering unit may not have been visible, but it does have gameplay impact. The lingering unit could for example block the placement for structures.
- Fix the bug where the UEF Strategic Missile Submarine is able to fire multiple missiles in a single salvo.
This could give the unit a negative missile silo count. The negative count would trigger all sorts of other bugs, such as the ability to launch missiles indefinitely.
- Fix the formations of mobile land to air units.
As a quick example, the Cybran Tech 1 MAA was considered a tank and would therefore always be at the front of the formation.
- Fix resources not being created on some generated maps.
- Fix the Atlantis being unselectable while being built.
- Fix projectiles that split being able to pierce shields.
- Fix shields warping across the map for 1/10th of a second as they are created.
- Various units are no longer able to evade beam weapons.
Improve the build animation of the Cybran naval factories.
The build arms are now animated and only extend as far as the size of the unit that they are building.
- Improve the charge and launch effects of the Yolona Oss.
- Match the water absorption of the terrain with the water absorption of units.
- Improve the water reflection of the sun.
- Fix various bugs in the PBR shaders.
Split the changelog across multiple files.
The original changelog file was so large it would almost turn into a singularity that would make generative AI blush.
Allow the display of a build rate of 1.
Primarily applies to the Mantis and the Siren.
- Reduce overhead of the base classes of Cybran units.
- Reduce overhead of the Cybran nano darts projectiles.
Contributors
With thanks to the following people who contributed through coding:
- Basilisk3
- BlackYps
- Garanas (Jip)
- 4z0t
- lL1l1
- MrRowey
With thanks to the following people who contributed through model, texture, description and effect changes:
- The-Balthazar
With thanks to the following people who contributed through binary patches:
- Hdt80bro
And, last but certainly not least - with thanks to those that took part in constructive discussions:
- silentNoob
- MostLostNoob
- Deribus
- Highlander-tx