Full notes
Full Fractured Alliance update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
We’ve been working on adding a Tactical Pause system to make the game more accessible to players who don’t want to rely on high APM and micro. This feature lets you pause the game, issue commands, and then unpause to see everything play out. It’s especially useful for learning the game’s mechanics or for players who want more control over complex maneuvers.
Recent Changes & Additions
Pause State Propagation
Applied a global pause state to all units and buildings. Everything halts correctly now, including background processes.
Damage Handling Fixes
Units no longer take AoE radiation damage while paused. Pause mode now reliably freezes all damage sources.
Pause Mode Visuals
Added color grading during pause mode to make it visually clear when the game is paused.
Command Queuing During Pause
Orders can now be given while paused. Pathfinding updates immediately, so you can see unit path lines before unpausing.
Navpath Visualization
Improved navpath line drawing while in tactical/pause mode. Paths are now visible for queued orders, helping with planning and adjustments.
UI & Controls
Integrated tactical pause into the UI.
Added ability to bind tactical mode to a key preset for faster access.
Your support matters!
We currently don't have a publisher, funding or other means to help this project grow. Because of that our community is more important than ever. So if you have a little bit of time, please free free to:
Wishlist the game
Subscribe on YouTube
Support on www.patreon.com/FracturedAlliance
Share about the game with your friends on social media.
Every bit helps. See you on the field Commander!
Source
Changelog.gg summarizes and formats this update. How we read updates.
