we are receiving a lot of complaints about unavailable services. In detail the What’s new? tab in the client, downloads from our content servers (maps, mods, replays, etc.) are broken for all users using IPv6.
We are aware of this issue and sorry for the inconvenience. While fixing the server setup might take a while, a confirmed workaround is deactivating IPv6 on your computer. Our fellow contributers have created a walkthrough how to do that on Windows 10 in our wiki here (use on your own risk).
When we activated the one-account-per-machine mechanism with the server update last week, we were aware that it is easy to circumvent for dedicated villains. Yet, we gave it a try before taking more drastic measures.
Unfortunately, as expected, people are circumventing it and continue their malicious behavior. As they can easily create new accounts once we ban them, we’re basically unable to ban such people.
Therefore, at the expense of FAF’s openness for new players, we decided to force Steam-Link for all accounts created after 2018-09-15 12:00 UTC.
This means that new users are required to:
- Have a Steam account
- Have Supreme Commander: Forged Alliance in their game library
- Go through FAF’s Link Account to Steam process
Otherwise, they won’t be able to log in.
It really hurts me to enable this as it is going to be a big hurdle for anyone who wants to join FAF or bring their friends over. But unfortunately, this step seems necessary for now.
We will continue to improve the one-account-per-machine system and try to work out other options (like mobile phone validation) but since our resources are rather limited, it will likely take quite a while until we are ready to remove the Steam-Link restriction.
Thank you for your understanding,
Dear FAF users,
As some of you might know, FAF has a one-account-per-machine policy. This is necessary as some folks invest an incredible amount of time in creating multiple FAF accounts in order to circumvent bans, manipulate ratings upload cheat maps or for any other malicious behavior that hurt the FAF community.
For quite a while now, this policy has not been technically enforced due to technical issues. This caused a lot of unnecessary work for our moderator team, which had to observe each account being created (about 100 per day) only to sort out and ban the malicious ones.
The technical issues have now been sorted out and the system re-enabled. This will result in some of you not being able to log in anymore if you have been using multiple accounts on the same machine. If that’s the case, please stick to your original account.
If you are using multiple accounts from the same machine by different people, each of you
has to link their account to your Steam account.
If you have any other problem, please contact a moderator on the forums.
We just released an hot fix (3698) for the AI taking over the player in the ladder, which was not suppose to happen. This hot fix should also fix the no rush timer enhancement from 3697 . It wasn’t working due to the new executable that wasn’t correctly shipped in.
Some people have been asking to add an option for the addition of coloured pseudo in the lobby chat, we got that covered, but the change still need some fine-tuning (which might take some time). Thus it will be introduced in the next patch.
Thanks for the feedback.
The Game Dev Team
Master & Apprentice
Global score will be the rating to go by in this tournament. Both players need to be with in the rating cap of 3300 Global points
Master = O1500
Apprentice = U1300
Date : 1st Sep 3PM UTC
1st : £10 Steam Code + 2v2 Ava
2nd : Faction Face Ava
3rd : Faction Logo Ava
Format: This will be a double elimination. Round will be BO3 and BO5 for the final.
Maps: To be announced.
Full Details: http://forums.faforever.com/viewtopic.php?f=26&t=16556&p=166816#p166816
Greetings Commanders! IceDreamer reporting…
Today sees a very special occasion. Due to real life circumstances, the time I’ve been able to personally spend coding and curating the game’s code-base has been much smaller the last few months. Thanks to that, a new approach was required, one where I took a back-seat, big-picture view and encouraged regular contributors and testers to not only continue their usual brilliant help, but to create, review, test, curate, merge, and assemble the patch itself between themselves. They rose to the occasion magnificently, and I am extremely proud of what this team of volunteers has accomplished: A true community-led patch.
The changelog is impressive, and can be found here. Highlights include:
– The ability to double-click walls to select them
– Improved performance
– AI takeover to minimize disconnect impact
Please direct any feedback to the dedicated forum thread
Enjoy the carnage, Commanders!