Balance · 18
The projectile strikes for the Lightning Beam were reduced from 1 + 1 per 65 of damage to 1 + 1 per 100 of damage.
projectile strikeAntiAirPeriod was reduced from 0.3 to 0.248 to improve Dome interception of fast projectiles.
period durationThe Overdrive Upgrade Centre no longer unlocks the Smelter.
unlock behaviorStriker device splash damage radius on destruction decreased from 300 to 150, structure splash damage decreased from 130 to 120, device splash damage increased from 120 to 500, AA damage multiplier vs cannon and cannon20mm increased from 0 to 8.5, damage multiplier to armour and doors increased from 0 to 0.5, build cost increased from 500 to 600 metal, fire cost increased from 2500 to 3000, and zap on destruction distance reduced from 2000 to 1000.
striker balanceEMP Beam was overhauled: effective AntiAir except to missiles and rockets, EMP chance vs missiles increased from 0.25 to 1 (circling vs missiles 0 to 0.5), reload time increased from 20s to 22s, beam duration reduced from 3s to 2.5s, cost reduced from 200/2000 to 100/1500, upgrade time reduced from 45s to 40s, and shoots down howitzers.
emp beam adjustmentThe Armourdillo door speed increase was reduced from 3x to 2x, representing a -33% change.
door speed increaseThe Firebird commander can build two Water Cannons while other commanders can only build one (population cap set to 2 for Firebird and 1 generally).
population capVolatile Canister energy storage was increased from 2000 to 3000, hitpoints increased from 15 to 100, and reclaim is now possible.
volatile canister adjustmentThe cost to upgrade Smelter2 from Smelter was reduced from 500 to 300 metal (-40%) and 6000 to 5000 energy (-17%).
upgrade costThe zap on destruction distance for the Lightning Beam was reduced from 2000 to 1000.
zap distanceThe Firebird commander's passive Water Cannon will fire at flaming projectiles.
targeting behaviorDefault projectile follows the Rods From God beacon trajectory, build time increased from 24s to 40s, energy build cost increased from 1600 to 3000, metal build cost increased from 200 to 250, and default reload time reduced from 30 to 11.
harpoon adjustmentThe Shield is no longer damaged by lightning.
damage vulnerabilityWater Cannon costs 1000 energy to fire to overheating, water cannon cost changed to per-projectile and lowered, Firebeam turns water projectiles into steam, and flaming projectiles passing through water return to non-flaming type.
water cannon mechanicRemoved obsolete WeaponDamageBonus from water projectiles.
removalZapper metal cost reduced from 200 to 150, metal repair cost reduced from 132 to 20, and energy repair cost increased from 1320 to 2000.
zapper balanceThe ammo metal cost for Rods from God was increased from 100 to 200, and beacon hitpoints were increased from 45 to 58.5.
rods from god balanceThe upgrade cost for the Mine was increased from 75 to 100 metal (+33%) and 2500 to 3000 energy (+20%).
upgrade cost
Content · 3
The Water Cannon is now available in multiplayer and skirmish modes.
availabilityAdded support for animated sprite edging.
sprite supportCo-op on Elimination has been refreshed with voting, a shoot only / weapons only mode, and options to reject requests to join or restrict permissions.
game mode feature
Controls · 2
Changed default key binding B of zoom selection to O to resolve conflicts with cycle ammo.
key binding fixToggle fullscreen console keys are no longer bound by default to avoid accidental use.
console key binding
System · 19
Added GetWeaponCurrentAmmo and IsConsoleActive script functions.
script functionThe script.lua file of a mod can now be modded.
modding capabilitySplash damage is now calculated based on the base device position rather than the centre.
splash damage calculation fixEffect IDs are now reset for map start.
effect idAntiAirDoorDelay was increased from 1 to 1.5, allowing dome-style weapons to better intercept from behind doors.
door delayMoved non-generic parts of forts.lua to mission.lua and battlelog.lua.
script organizationAntiAirFireTimeMin was added, which overrides AntiAirFireLeadTimeMin to make dome style AA weapons fire with less restriction.
firing restrictionUpgrades can now specify that they can't be cancelled using CanBeCancelled.
upgrade ruleCharge to fire and hold to fire weapons now close their doors after firing.
door closing behaviorHoldToFire, ChargeToFire, and FireDelay are now usable in combination and with regular projectiles.
weapon mechanics fixDownloading new workshop items is now paused while in game.
download behaviorNew options have been added around projectile selection for anti-air capabilities.
targeting optionRemoved the artificial host lag cap in ranked matches.
host lag cap removalOptimized the EMP Beam to use ProjectileDamage instead of the BeamDamage function which only returns a flat rate.
damage function optimizationProjectile lightning resistance in a material is now designated as ResistLightning.
material propertyThe charge to fire mechanic can now spawn projectiles (allowing Zapper's charge mechanic to spawn projectiles), and SkipSpawnProjectile can be used to ignore it.
charge to fire mechanicAdded AntiAirInclude, AntiAirExclude, AntiAirIncludeConditions, and AntiAirReleaseFireDelay ammo properties for ammo-specific AA targeting and temporary firing.
ammo propertyThe CollidesWithOuterCladding projectile property was added to be used with PassesNotOnFire.
projectile propertyOrbital weapons are now blocked by terrain above where they land.
orbital weapons blocking
UI · 3
Tooltips can now be disabled independently of in-game tips.
tooltips behaviorImproved colours and layout on Fort Select, adding the ability to page through forts on maps that have too many to fit nicely.
ui layoutRanked match players can now opt-in to reveal their name during loading or at the end of the match, and choose to chat if both agree.
ranked match feature
Fix · 59
Fixed an issue where ammo selection is lost when moving a weapon, causing reload time to change.
ammo selection bug fixFixed an issue where returning a damaged Warhead in High Seas' Rigged to Blow didn't satisfy the objective.
objective completion fixFixed an issue where the outro cutscene completes before the victory screen in DLC2 missions.
outro cutscene fixFixed some commander tooltips being cut off and having non-functional scrollbars.
tooltip fixFixed an issue where the player loses control in the Flotsam & Jetsam High Seas mission.
player control fixOrbital checks now check for a friendly target both at impact and at fire time.
orbital check fixFixed an issue where projectiles (e.g. cannon) can reflect when colliding directly with a joint.
projectile reflection fixFixed an issue where the Dome fires too early or too late on occasion.
timing fixFixed an issue where players could build into the back water in Black Seas to gain additional resources.
map exploit fixFixed collisions with own structure's background struts not being possible for the Water Cannon.
collision bug fixFixed swastikas in Steam names showing up in leaderboards.
leaderboard filter fixFixed dome style AA weapons using AntiAirFireLeadTimeMin/Max incorrectly considering their line of sight to the point of impact blocked.
line of sight fixHidden the context menu when starting cutscenes.
context menu fixFixed flashing sprite issues.
sprite visual fixFixed an issue where cancelling an upgrade resets the burst counter.
upgrade cancellation fixFixed multiple crashes: in SelectDeviceType when OnDeviceSelected calls Deselect, missing beam collision projectile types, selecting weapons without a device group, drawing portal overlay, incorrectly formatted upgrade tables, missing sparks effect angle generator, EnableExpandedHUD in replays, invalid blockIndex in IsPointInBlock, UpdateItemPanel with modded HUD, random lobby crashes, missing default ammo in script functions, and destroyed colliding struts with EMP beams.
crash fixFixed BeamDamageMultiplier not being applied when damage is specified using ProjectileDamage.
damage multiplier fixFixed a crack in the terrain behind mines in Harbourside.
terrain crack fixFixed an issue where camera controls can drift when combined, especially at high frame rates.
camera control fixFixed an issue where the language reverts to English at startup.
language reverting fixFixed an issue where GetRayHitDoor doesn't return true when a ray stops at a door.
raycast fixFixed an issue where adding a replay description renames the file incorrectly.
file renaming bug fixFixed an issue where cursor sensitivity is not reset when the host quits.
cursor sensitivity fixDisabled the use of compressed textures with Vulkan if they are not supported.
texture compatibility fixFixed LogValue displaying multi-line values incorrectly on the console.
console display fixFixed an issue where the Firebeam was already unlocked when starting the Mad Scientist battle.
unlock state fixFixed a hang when devices can upgrade to each other and one table is incorrectly formatted.
game hang fixFixed an issue where the lobby setting to limit by playtime was broken.
lobby setting fixFixed timers showing in a stuck state when going to instant replay.
timer display fixFixed desyncs occurring when maps lack AI scripts, when AI builds unstable nodes from new construction, and from incomplete MeshProjectile::Reset during missile launches.
desync fixFixed an issue causing inactive AI in the Convoy mission.
ai bug fixPrevented batteries and metal store from being sold off the boat in Supply Lines, swapping materials so only intended structures can be sold.
selling exploit fixIgnored the population cap when updating new device alerts.
population cap calculation fixDisabled firing of the second 3 missile silos until after the EscapePodCutscene.
firing restriction fixFixed an issue where AA didn't work in ranked matches.
ranked match bug fixFixed total fire cost not being shown when HoldToFire weapons overheat.
fire cost display fixFixed an issue where fire can spread after being extinguished by AI.
fire spread fixFixed Firebird maps not working with rich presence.
rich presence fixFixed the Motherload mission outro movie responding improperly to the escape key.
outro movie fixFixed issues with the Zapper: firing when spread arc exceeds firing arc, not bypassing friendly team bracing, improper HUD placement between Swarm and Warhead, reload steam not stopping when charging is cancelled, and bypassing portals instead of only disabling them.
zapper bug fixFixed SetBlockOwner not updating the colour of terrain and edges.
terrain color fixHidden tips and commander gauge when hiding the HUD instantly, and fixed HUD disappearing on latest AMD drivers.
hud visibility fixPrevented the Fulminator from being used in ranked by not selecting a commander.
ranked mode exploit fixAdded a fail state if a player destroys containers on scales.
fail state fixFixed terrain asymmetry related to Ledge Grab.
terrain asymmetry fixRemoved all checkpoints except the one after the StartRodsFromGodCutscene cutscene.
checkpoint fixFixed debug readouts overlapping and showing duplicate data.
debug readout fixPrevented terrain from being built through from nodes close to the surface.
terrain building fixFixed an issue where the AntiAir interception point of vertical projectiles was incorrectly calculated.
anti-air calculation fixChanged how the victory check is performed to prevent soft locking.
victory check fixFixed several issues in Training Day: prevented scrapping non-water cannons, prevented winning without doing anything, removed broken power-up effects, and scheduled ammo rebuild.
training day fixFixed ConnectPortals and other script functions not working on TEAM_BACKGROUND.
script function fixFixed an issue where the Warhead could pass through the Fulminator force field and structure.
collision bypass fixFixed an issue where structure disappears while on-screen at the end of Rescue Labs.
structure display fixFixed clients timing out and disconnecting when loading assets takes an excessive time.
network timeout fixFixed autofire working with UpdateWeaponAim and CanUpdateAimWhileFiring/ChargeToFire.
autofire fixFixed an issue where the 'Show News' option was not saved.
news option saving fixFixed issues where Phantoms couldn't move zappers and rfg ammo, decoys no longer spawned zaps on destruction, dummy weapons cloaked themselves, and the transfer pad didn't work.
phantom bugRemoved the black out on seek in Pyramid Scheme.
visual bug fix
General · 1
A load of crashes, desyncs, mission problems, security issues, and other misc bugs have been fixed.
general

