Patch 3637 is up

Hi everyone -

Patch 3637 is up.  This fixes several problems we had with patch 3636 from yesterday.   I’ll post a more detailed summary tomorrow.

Sheeo stayed up until 7:30am his time getting this patch done for us all, thank you Sheeo!

Also thanks to TAG_UBER for helping Sheeo and I test the patch.

Sheeo also helped UBER and I get a full dev environment installed so we could test… but also that means I can now work on FAF client code.

Be afraid.  Be very afraid ;-)


Fixed 3636 coming real soon

Hi everyone.  A 3637 patch is coming real soon.  3636 was supposed to be just the bug fixes and new lobby from 3637, but we accidentally left some prototype balance changes in that we didn’t intend to release.  So 3637 will now be the “fixed” 3636, and 3638 will have the balance changes.   This is my fault, and I promise we’ll get better at this.




Patch 3636 is here!

It’s been a long time in the making, but patch 3636 is here at last. It’s a patch motivated by exploits and bugs that were in 3634, and as such there are no direct balance changes included. These will be developed as part of the next patch, 3637.

This patch also includes a new 2.5 lobby by Xinnony with major improvements.  Please note we do know of one bug with the new lobby related to CPU scores.   It’s being worked as you read this.

Everyone in all the teams working behind the scenes for FAF hopes you have a great time. Enjoy!

Changelog for patch 3636

Exploit Fixes

  • Fixed infinite economy exploit
  • Fixed free ACU upgrade exploit
  • Security exploits with simcallbacks
  • Fixed UEF Drone upgrade exploits

Bug Fixes

- Continental Fixes:

  • Fixed units firing from transport
  • Fixed Continental not dying to Nukes with the shield up
  • Improved fix for units being transported taking no damage while the shield is up
  • Fixed UEF T3 Mobile AA being able to fire from Continental, and reduced projectile number
  • T3 Seraphim Mobile Artillery given proper ‘ARTILLERY’ designation
  • Fix adjacency buffs working when unit is turned off
  • Fixed Cybran ACU with Laser upgrade being unable to ever fire the weapon after being transported, and improve targeting furtheR

- Cybran ACU Fixes:

  • Fixed Cybran ACU with Torpedo upgrade firing at the floor after being transported
  • Fixed Cybran ACU Torpedo upgrade firing while the ACU’s feet are only just underwater
  • Fixed Cybran ACU being unable to be shot by Torpedoes with only its feet in the water

- Other Fixes:

  • Fixed Seraphim ACU dying when dropped from Transport after being picked up while firing
  • Fixed Seraphim ACU shot being visible through FoW
  • Fixed invalid preview range of SMDs
  • Fixed Aeon T1 Bomber targeting subsurface units
  • Given units now get correct experience points
  • Given units are returned to their original owner in share until death
  • UI-mods are now refreshed before launch

Game Improvements

  • Personal Shields now protect units also under bubble shields
  • Personal Shields now protect units properly from splash weaponry
  • Bubble Shields now interact with splash weaponry properly
  • Replay sync support
  • Hotbuild ‘upgrade’ key now takes engy-mod into account
  • Attempt to fix bomblet spread on bombers such as UEF and Cybran T1 Bombers
  • Attempt to fix Seraphim T1 Mobile AA’s aim
  • Improved autobalance with random spawns in lobby
  • SMD can be paused
  • New “No Walls” Unit Restriction
  • Improved the Unit Restrictions menu descriptions, including localisation
  • Improved the Attack-Move feature (Factory Attack-Move Engineer behaviour left alone)
  • Made factory queue templates more accessible, the save button was hidden when the factory wasn’t paused
  • Show replay-ID in score
  • Less UI-lag
  • Some sim-speed improvements
  • Remove ACU score bump, ACU kills now score 5000


  • Sheeo
  • a_vehicle
  • Crotalus
  • Pip
  • IceDreamer
  • thygrrr
  • PattogoTehen
  • RK4000
  • Eximius
  • Xinonny

We’d like to extend special thanks to these users for their assistance with translations

  • Navax
  • Alex1911
  • Preytor

The changelog can be viewed online at github here as well.

Changelog for lobby 2.5

Big thanks to Xinnony for his work on the in-game lobby. Changelog here:

  • Add Changelog dialog
  • Add numbers of Restriction in OptionContainer
  • Add new view in ModManager
  • Add ‘Show system message’ option for see (connecting players, go observers, disconnected, …)
  • Add ‘Player Swapped’ message
  • Add ‘Connected with xxx (with FAF Proxy)’ message see if is connected with FAFproxy
  • Add 1250 and 1500 Units Caps
  • Fix Preset not loaded correctly (exemple FinalRushPro)
  • Fix ModManager crash sometime
  • Fix a bug in Game Options, the new value is reset if you scroll the list
  • Fix sometime a PresetLobby not loaded (caused by map not available)
  • Fix ‘CH’ and ‘VA’ flag country
  • Fix yellow country
  • Replace Checkbox to Radiobox in ModManager
  • Replace the ‘world’ flag country
  • Delete ‘Player go to Slot’ message
  • Delete ‘Player go to Observer’ message
  • Remember a options ‘Hide default Options’
  • Show message if map is not available in PresetLobby
  • SpeedUp UpdateGame(), merge 3 loops
  • Typo in ‘Lobby options’
  • The ConnectDialog lasts until the lobby is fully loaded
  • Typo ‘x mods UI’ to ‘x UI mods’ (KRAMP idea)
  • Now you can see and select only the color available
  • Transparent color the ACU in Minimap (just the grey color, not the black border)
  • Add new restrictions (NoEngineeringStation+EnhancementDrone), (NoEyeofRhianneandSoothsayer)
  • Typos in PresetLobby

I’d like to extend a thank you to all FAF-contributors that didn’t directly contribute to patch 3636. We wouldn’t have come this far without them! Also a big thank you to Ze_PilOt.


Proposed Council of Setons

Hi everyone.

I hope you are enjoying FAF and I also hope the new server is working well for you.

As you know, my plan when I purchased FAF and worked with Ze_Pilot to get the old server turned back on was to transition FAF to community driven leadership.

I’ve spent a great deal of time over the last two months getting to know the community better by talking, chatting, and working with a lot of the people involved in FAF. I didn’t want to make any quick decisions. I wanted to learn what the “FAF community” really meant. Who contributed, want roles did they play, and how would they best be represented on the community leadership group I’ve been calling the “Council of Setons”. I came up with 8 parts of the community I think are key:

1. Players – this really speaks for itself. The player community of FAF is the heart and soul of FAF.

2. Client/Server Developers – these are the people that invest their time improving both the FAF client you download and use and the server processes the client uses behind the scenes that make the client work.

3. Patch and Balance Developers – the people who build the “FAF patch”, in-game lobby, and work on balancing units for the core of FAF gameplay itself.

4. MOD & Map Developers – equally as important as FAF gameplay is the rich library of game mods and maps we have.

5. Server Operators – these are the people who work behind the scenes to make sure the game server is working well, is fixed when things go wrong, and generally “run” the FAF website, core server, proxy server, etc.

6. Moderators – you know them and (unless you’ve been banned) you probably love them, the moderation team for both FAF client chat, games, and the forums. They help keep the FAF community from going insane.

7. Promoters – the people who help promote FAF via blogs, casts, contests, and other forms of promotion. They help grow the FAF community.

8. Administrators – people (such as myself) who help out with a wide variety of tasks, including some of the above and other things like finances, working with all of the teams to help progress, and generally help fill in and divide the big role Ze_Pilot played within FAF.

So while it’s not the absolute final list, I’m thinking these 8 individuals would represent the FAF community. They would each work with and help guide a team of people responsible for each area. For example we have several people working on the FAF client/server, and several who want to work on patch/balance moving forward.

For the first year and to get things started soon, I propose to select 7 of the first-year councilors. I am thinking that each councilor would serve for one year, and then each community group would select a new councilor. I’d leave it up to each group to determine how they select their councilor, only stepping in if no one can be selected. The 8th role, the player councilor, would always be elected by the community of FAF players – including this first year.

The council itself would vote on strategic plans, but leave the details up to each individual team. With an 8 person council we can have a tie vote. That is fine. I think if we have a tie, the community should work to go one direction or another. If we had a tie for an extended period of time, say a few months, then I would cast a tie-breaking vote. But only after all attempts to find a compromise have been explored.

These are my thoughts. As I said, this is not a final plan, but it is the result of my thinking over the last two months. If you have any comments, questions, suggestions, or other thoughts, please let me know by either:

posting on this thread:

or by sending me a PM in FAF chat.

Thank you, and I look forward to you thoughts!


New Server – Looking good so far…

Hi Everyone.

We have successfully switched over to a new server.  The new server has a quad-core 3.5ghz Xeon, 16gb of RAM, a gigabit internet connection, and lives at Softlayer in Amsterdam.

GIANT 80×80 map-sized thanks to Rienzilla, who really did almost all the work to get this new server running.   Seriously, thank you so much.

Please note:  Replays for the month of October may not be on the new server yet.  They are being copied over.  They should all be on the new server by tomorrow.

If you notice any other problems at all, please let me know via one of the means below:

1 PM me in the FAF chat, or if you can’t get there

2. post on … or if you can’t get there

3. please email