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Releases: FAForever/fa

Game version 3773

04 Nov 13:55
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Please refer to the notes of versions 3771 and 3772 for the full patch notes.

This patch ships with a new executable that tackles game crashes related to the memory address '0x0128CACC'.

With gratitude to all those who took the time to report issues,

Jip

Bug fixes

  • (#5636) Fix various bugs that could occur with AI
  • (#5635) Fix various bugs with the recent tactical missile changes

The minimum range is increased for various weapons that fire tactical missiles. Reduced the chance that non-zigzagging tactical missiles end up missing their target.

  • (#5634) Revert an accidental parameter change related to path finding

Units should now be as responsive as before.

Other changes

  • (#5626) Improve the code style of the navigational mesh

Contributors

With thanks to the following people who contributed through coding:

With thanks to the following people who contributed through binary patches:

And, last but certainly not least - with thanks to those that took part in constructive discussions:

Game version 3772

02 Nov 10:45
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Please refer to the notes of versions 3771 for the full patch notes.

With gratitude to all those who took the time to report issues,

Jip

Features

  • (#5545) Rebalance walls

With the latest patch, walls now reliably block projectiles, even for units hiding behind them. This can create nearly impenetrable defenses without the need for artillery. In collaboration with the balance team, we have decided to implement the following balance changes for all wall sections:

    • Health: X -> 500
    • Health regeneration: X -> 0
    • Build time: 20 -> 15
    • Mass costs: 2 -> 3
    • Energy costs: 10 -> 20
  • (#5617) Allow engineers to change orientation when done constructing

In the recent patch, units no longer automatically rotate towards the optimal rollout point upon completing construction. The old behavior, especially noticeable with large units (e.g., naval units), could be quite awkward. We have decided to make an exception for engineers since an incorrectly oriented engineer at the beginning of the game can significantly slow down your build order, costing valuable seconds.

AI

  • (#5621) Enhance 'PathToWithThreatThreshold' to also provide information about the threat location.
  • (#5621) Introduce 'DirectionsFromWithThreatThreshold' for obtaining a secure landing location.
  • (#5607) Correct 'GetPositionsInRadius' to function with the updated coarse graph.
  • (#5608) The easy AI is now functioning properly once more.

Bug fixes

  • (#5618) Correct the missing energy requirements for Overcharge.
  • (#5606) Conceal the collapse button of the mass fabrication panel via the 'UI_ToggleGamePanels' console command.
  • (#5620) Experimental mobile factories can now be selected even during construction.
  • (#5619) Restore the trail to the projectiles of the AA guns on the Cybran carrier.
  • (#5615) Display the backpack on the UEF ACU when the bubble shield enhancement is installed.
  • (#5611) Correct an edge case that would prevent the Microwave Laser weapon from firing
  • (#5610) Resolve factory modules (of mobile factories) causing issues with campaign objectives.

Factory modules are still part of the objective. It is up to the author of the campaign map to exclude them in the script files if they do not want them to be part of the objective

  • (#5610) Correct Zappers (Cybran TMD) from intercepting the wrong missiles.
  • (#5622) Adjust the walking animation rate of various units.
  • (#52) Prevent the 'OnEnterWater' event of projectiles triggering when intersecting with the terrain.

This bug was addressed through an assembly patch, which was noticeable due to water splashes appearing on land. This issue was particularly prominent with transports crashing, but it also affected the average projectile, creating small water splashes.

  • (#53) Rectify a bug where a projectile would intersect with the terrain while there's a unit in between.

This bug was fixed through an assembly patch, primarily affecting the Stinger's ability to target specific, smaller units.

Other changes

  • (#5616) Reintroduce Seraphim-specific scorch splats.
  • (#5613) Include the damage of the Colossus' claw in the blueprint, facilitating modding.
  • (#5614) Store map-wide albedo for shaders in the same slot, simplifying terrain shader switching.

Contributors

With thanks to the following people who contributed through coding:

With thanks to the following people who contributed through binary patches:

And, last but certainly not least - with thanks to those that took part in constructive discussions:

Game version 3771

29 Oct 11:52
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This patch introduces a number of significant changes that once again affect the game's balance. The balance team is fully aware of this and is actively making adjustments to adapt to these changes. If you want to experience the latest in balancing, be sure to select the FAF Beta game type when hosting a game; it contains the most up-to-date improvements. We encourage you to provide feedback on the forums and through Discord.

The previous patch (version 3770) was a silent update designed to address several commonly exploited attack vectors. Notably, we closed an attack vector that had been causing issues in lobbies. As a consequence of this, side-loading Lua scripts to modify the lobby (such as Kyro's Lobby) or to alter strategic icons (ASI) is no longer functional. Fortunately, there are alternative UI mods available in the vault.

Many have asked us why we don't allow changes to ASI and the uploading of such modifications to the vault. The reason is straightforward: the author clearly specifies in the description that no alterations are permitted. While we must respect this rule, it can certainly be frustrating. Personally, I take this as a reminder to appreciate software and assets with open source and/or Creative Commons licenses that permit people to create derivatives of the work.

With thanks to all those that took the time to report issues and participate in feedback sessions,

Jip

Features

Physically based rendering (PBR) shaders

We've been discussing shader improvements, and the initial changes are now live! PBR shaders have been implemented for all units, including mods, when you have the high fidelity preset selected. The medium fidelity preset now corresponds to the previous high fidelity setting, while the low fidelity preset remains unaffected.

This marks a significant advancement, and we're eagerly anticipating further graphic refinements in the upcoming developer iterations. If you happen to be a texture or 3D model artist, your assistance would be greatly appreciated in this endeavor. If you're interested in contributing, please don't hesitate to reach out to us via Discord.

image

Tactical missiles

They've been left neglected for a considerable amount of time, but that's about to change! Tactical missiles have undergone extensive adjustments to enhance their behavior and introduce added immersion. These changes encompass alterations to their trajectory, velocity, and impact or intercept effects. Additionally, tactical missiles now exhibit distinct behaviors based on their faction:

  • UEF: Tactical missiles are capable of reaching significantly higher altitudes.
  • Cybran: Tactical missiles split into multiple projectiles when intercepted.
  • Aeon: Tactical missiles follow a zigzag pattern.
  • Seraphim: Tactical missiles can achieve higher speeds.

image

Anti-projectile weaponry

In a previous developer iteration, we addressed the issue of excessive "overkill" by anti-projectile weaponry. The concept was to "lock on" to a projectile, which would prevent other anti-projectile weaponry from locking on, and this generally worked well. However, there were exceptions when a weapon maintained the lock on a projectile while reloading.

To rectify this, all anti-torpedo and anti-tactical missile weaponry have now been modified to disable their weapons during the reloading process. This action prevents them from locking onto projectiles, effectively ensuring that the weapon won't block other nearby weapons to intercept projectiles. Consequently, Tactical Missile Defenses (TMDs) and Torpedo Defenses (TDs) now function with greater reliability and increased efficiency.

Mobile Factories

In the previous developer iteration, we introduced the mobile factories feature, and thanks to valuable player feedback, we've made some improvements:

  • You can now manage the queue of the factory module while selecting the primary unit. This includes queuing units and pausing or setting the factory module to repeat-build.
  • For Aircraft Carriers, you can now simply right-click the deploy button to automatically deploy aircraft when they are created.
  • You can now easily toggle between selecting the primary unit and the factory module. This simplifies the process of directly managing the factory module, such as setting rally points.

And last but certainly not least, the CZAR now has the ability to build air units, following the same behavior as other aircraft carriers.

These enhancements aim to provide a smoother and more efficient experience when working with mobile factories, making gameplay even more enjoyable.

Navigational Mesh

The navigational mesh plays a crucial role in helping AI entities decipher and navigate the map. In this iteration, we've implemented several improvements:

  • The computation of the navigational mesh now takes 20% to 30% less time compared to the previous version. On an average computer and a typical 20x20 map, it should now take no longer than two seconds to generate the navigational mesh.
  • We've introduced a separate graph, similar to a mesh surface, for the actual pathfinding process. This adjustment reduces the overhead involved in generating paths, effectively skipping details that are irrelevant.

As always, we strongly discourage direct code interactions with the navigational mesh. We encourage users to utilize the 'NavUtils' wrapper. Code that employs the 'NavUtils' wrapper remains unaffected functionally and automatically benefits from these runtime improvements.

image

Other features

  • (#5370) The toggle to select drones now selects all drones from all drone carriers within your selection.
  • (#5125) When you right-click a control group, it appends your current selection to the control group.
  • (#5487) Visualizations of raised platforms are now displayed when spawning units through the cheat menu.
  • (#5507) Translations for Simplified Chinese have been added.
  • (#5500) Descriptions concerning TMLs (Tactical Missile Launchers) and SMLs (Strategic Missile Launchers) have been updated.
  • (#5566) Descriptions for (S)ACU enhancements have been extended for better clarity and information.
  • (#5514) Introducing a wall overspill mechanic:

Walls now have an overspill mechanic similar to Shields. They overspill damage to directly adjacent walls. The overspill factor is 20%. For example, when a wall receives 10 damage, all adjacent walls receive an additional 2 damage.

  • (#5524) Enhancing the performance of end-game score graphs:

The score graphs now render significantly faster, thanks to the same optimizations applied to speed up the simulation.

  • (#5541) Resource deposit detection in context-based templates while zoomed out:

The search radius for resource deposits now extends as you zoom out, making it easier to build and place extractors.

  • (#5543) Context-based templates can now trigger on your build preview:

Context-based templates no longer rely solely on the context of the mouse. With this change, they can also use the build preview as context to cycle through templates. For instance, if you have a Tech 2 Radar in the build preview, you can cycle to a build template that surrounds the radar with power generators. Similarly, if a Tech 3 Power Generator is in the build preview, you can switch to a build template that surrounds the power generator with air factories. These new templates can be edited, extended, or replaced just like the old ones.

  • (#5540) Assistance in copying the command queue of an engineer:

This feature can be enabled in the game options. When holding CTRL and assisting, an engineer will now copy the command queue of the engineer being assisted and apply it to your current selection, making engineering tasks more efficient.

Bug fixes

  • (#48) Resolving the bug where projectiles hit the wrong unit:

In the past, there was an issue where projectiles would occasionally strike the incorrect unit. This problem typically occurred when a projectile intersected with multiple units at the same time, resulting in it targeting the last unit it encountered. This bug was particularly noticeable when walls positioned behind a point defense structure absorbed most of the damage, causing walls to function unreliably. The bug was most prevalent with tightly packed units or high-velocity projectiles, such as those fired by the Rhino.

Fortunately, this bug has now been fixed. Projectiles will strike the first unit they encounter, ensuring that damage is allocated correctly. Consequently, damage will be absorbed by the walls in front of a point defense, enhancing the reliability of the gameplay. Additionally, small non-hover units can now effectively use walls as cover, as the walls will consistently absorb incoming damage.

  • (#5550) Corrected the issue of beam weapons sometimes missing various (hover) units.
  • Addressed the problem of missing targeting bones in various (structure) units.
  • Resolved a crash that occurred when distributing reclaim orders.
  • Fixed the Aeon tech 1 bomber (occasionally) flipping over its axis.
  • (#5553) The Seraphim regeneration field now properly applies to Transports.
  • (#5554) The Seraphim regeneration field now properly applies to Sparkies.
  • (#5254) Fix the Monkeylord from being able to get stuck.
  • (#5489) U...
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Game version 3770

17 Oct 18:12
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This release is a hotfix. Unlike other hotfixes it has no in-game notification.

Jip

Bug fixes

  • (#5450) Fix one actively used exploit for breaking the lobby

Contributors

@4z0t

Game version 3769

24 Sep 17:37
cf90fd0
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Please refer to the notes of versions 3765, 3766, 3767 and 3768 for the full patch notes.

With gratitude to all those who took the time to report issues,

Jip

Bug fixes

  • (#5454) Fix a bug that can enable the Seraphim MML to launch an endless barrage of missiles.
  • (#5454) Fix a bug where the command queue is stuck on a launch order.

This specifically occurred with the tech 3 strategic submarines and the tech 3 Seraphim battleship. As a result, the unit would be 'stuck' on the launch order, and any other order issued after the launch order would never be executed.

  • (#5454) Fix a bug where distributed launch orders would not actually launch a missile.

This occurs when you issue launch orders and then distribute them. The new, distributed orders are processed and removed from the queue even though no missiles have been launched.

  • (#5470) Fix a bug that cause gunships to have a tough time to hit certain units.

When a projectile experiences multiple collisions in a single tick, the engine does not always return the first collision. This issue frequently occurs with gunships, as they often fire from nearly vertical angles. Consequently, gunships can appear to 'hit' the terrain, even though they clearly hit the intended unit. To resolve this, we now ensure that every collision box of every unit has a minimum length of 0.5 ogrids.

  • (#5470) Fix a bug that allows certain units to evade beams in specific conditions

Most notable the Brick no longer has the ability to evade beams.

Contributors

With thanks to the following individuals who contributed through coding:

Game version 3768

17 Sep 19:20
4da2212
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Please refer to the notes of versions 3765, 3766 and 3767 for the full patch notes.

With gratitude to all those who took the time to report issues,

Jip

Bug fixes

  • (#5451) Fix a breaking bug for campaign content

Contributors

With thanks to the following individuals who contributed through coding:

Game version 3767

17 Sep 15:25
ead30df
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Please refer to the notes of versions 3765 and 3766 for the full patch notes.

With gratitude to all those who took the time to report issues,

Jip

Features

  • (#5427) Introduce a basic visualizer of the performance metrics that we gather as players play the game.
  • (#5448) Generate additional metadata when generating markers for AIs.
  • (#5422) Introduce a resource deposit grid for the AI.

This grid allows for computationally efficient lookups for the AI to scan the environment for resource deposits.

Bug fixes

Beams that miss

We examined all tech 1 and tech 2 naval units and found that some had the ability to reliably evade beam weapons, with one particular submarine even doing so without moving.

The Seraphim destroyer should now be able to reliably hit all tech 1 and tech 2 naval units with its beam weaponry.

Additionally, the Galactic Colossus can no longer evade beam weapons and should now be hit reliably, especially by the Spiderbot.

Other bug fixes

  • (#5437) Fixed units being able to miss the Galactic Colossus while it is being constructed.
  • (0883d0c) Fixed errors when an AI would be defeated.
  • (0fecc7d) Fixed tree groups breaking when building structures.
  • (#5412) Quickly fixed an issue where coop had trouble understanding the mobile factories.
  • (#5441) Fixed the AI misinterpreting blank markers.

Contributors

With thanks to the following individuals who contributed through coding:

With thanks to the following individuals who contributed through model, texture, and effect changes:

And last but certainly not least, with thanks to those who took part in constructive discussions:

  • A-Army
  • Yolo-

Game version 3766

09 Sep 11:28
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See the patch notes of 3765 for the full patch notes.

With thanks to all those that took the time to report issues,

Jip

Features

Capping of a structure

In the previous patch, we reduced the ability to cap structures by assisting a structure. Thanks to an assembly patch by 4z0t, the technical reasons for this reduction have been fixed. As a result, we are now reintroducing the feature with improvements.

The feature now sorts the build orders by the distance to the nearest engineer relative to the structure they are assisting. This helps reduce pathfinding issues. Additionally, the feature now applies a single build order to all engineers, which reduces the framerate impact that players previously experienced.

Upon release, players can enable the following assist-to-cap behaviors through the game options:

  • Cap an extractor with mass storages
  • Cap an extractor with 4 or 8 mass fabricators
  • Cap a radar or tech 2 artillery with tech 1 power generators
  • Cap tech 3 or experimental artillery with tech 3 power generators

Other features

  • (#5398) Introduces a hotkey to issue an upgrade to the structure currently under the mouse cursor
  • (#5394) Introduces a hotkey to cap the structure currently under the mouse cursor
  • (#5397) Introduces a hotkey to select all units consuming resources
  • (#5407) Introduces the generation of Naval Area markers for AIs

The average AI is now more likely to construct naval factories.

  • (#5405) Improvements to the Mods Manager

No more text bleeding, and the URL dialog is temporarily removed when you open links in the lobby.

Bug fixes

  • (7f101c3) Exclude external factory unit from the unit restrictions menu
  • (cfd0eae) Fix Solace dropping the torpedo salvo way behind the target
  • (09cec46) Fix a bug where the build preview of templates would reset every few seconds

This was a mistake on our end. With this fix, the game is more compatible with UI mods such as Eco Manager and UI Party again

  • (#5405) Fix the bleeding of water ramps on sharp cliffs

Contributors

With thanks to the following people who contributed through coding:

With thanks to the following people who contributed through binary patches:

And, last but certainly not least - with thanks to those that took part in constructive discussions:

Game version 3765

02 Sep 09:07
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The third developer's iteration contains more new features than any release in the past two years. It opens up new ways for players to approach the game.

However, some features are being left behind. One of the most notable changes is the removal of the feature that allowed players to hover over a deposit to initiate the build mode for extractors or hydrocarbon plants. This feature was computationally expensive and is no longer part of the standard FAForever experience. However, it is still available as a UI mod for those willing to accept the performance penalty. You can find the 'Hover to Build' UI mod in the vault.

Another feature with reduced functionality is the ringing feature. You can now only ring extractors with storages, while all other options are integrated into the new Context-Based Templates feature. You can read more about this in the features section. This change was made because the old ringing feature was computationally expensive and could cause stutters and frame drops for players. Therefore, it has been limited to its most commonly used functionality: the ability to ring extractors with storages.

Lastly, any functionality that relied on the old spread attack implementation will no longer be operational. The previous implementation was susceptible to abuse and could even crash the game. We hope that the new implementation will better serve your needs as a player.

With appreciation towards all the contributors that made this iteration possible,

Best regards,
Jip

Features

Mobile Factories

A long-standing functional myth has now become a part of the FAForever experience! All Tech 3 Aircraft Carriers, plus the Tempest, the Atlantis, and the Fatboy, can now build using a separate build module attached to the unit. The build module is located at the back of the unit. Clicking just over the back (on land/water) will select the build module. All factory hotkeys interact with these build modules.

We're open to ideas from players on how we can further improve this feature, especially in terms of user interactions.

The Megalith remains unchanged, while the CZAR temporarily loses its ability to build. We were unable to finalize it, but we hope to include it in a future patch.

Advanced orders

We're enhancing existing advanced orders and introducing new ones. The most notable change is the complete reimplementation of the Spread Attack feature from the ground up. This wouldn't have been possible without the dedicated work of Strogo, RTD, and KionX.

All of the mentioned orders are linked to hotkeys. In the key bindings menu, you'll find new world-wide-web icons next to hotkeys. If the world-wide-web icon is present, you can click on it to learn more about the hotkey on the FAForever wiki. We highly recommend checking out the Wiki; it even includes short videos that can explain concepts better than a thousand words ever could.

The following hotkeys have been improved or added:

Advanced map shaders

We're excited to announce the introduction of advanced map shaders that map authors can now apply to their new maps. Existing maps will remain unchanged. These new shaders enable you to incorporate properties such as shadows, ambient occlusion, normals, and albedo textures directly into the terrain. This integration makes them an integral part of the rendering pipeline, rather than applying them on top of the terrain, as decals typically do.

terrain-example-02

terrain-example-02

Context based templates

An alternative use of the build templates system! With this new feature, you can cycle through build templates that adapt to the context of your selection and your mouse location. FAForever includes a set of default templates for this feature. The functionality is fully customizable, allowing you to remove existing templates or add your own to cycle through via UI mods.

You can find the hotkey by searching for 'Context.' It defaults to 'Tab' for new players or those who have reset their keybindings.

Other features

  • (#5321) Pausing engineers will also pause reclaiming props.
  • (#5300) The score graph now uses square root scaling to make it easier to view the first few minutes.
  • (#5326) We've improved CPU resource utilization to reduce frame stuttering for CPUs with 6 or more logical cores.

In practice, many CPUs have 6 or more logical cores. If we detect that your CPU has sufficient cores, we change the process affinity to ignore the first compute core. The first compute core is often used by processes, including the OS. When the game ignores the first compute core, the render thread (which is otherwise locked to the first compute core) has more room to operate and is less influenced by other processes and the OS. As a result, you'll experience fewer stutters and overall better frame times.

  • 9e73421 On average, there is a 5% performance improvement (both in simulation and UI) across the board.
    A free Cybran Cookie for anyone who can explain how it works without asking the assembly magicians.

  • 120d32 Added a new hotkey to load all units of your selection into the transports of your selection.

  • (#5333) Added tread crushing damage to the Fatboy.

  • (#5367) Added the standard Cybran build effect to the Megalith.

  • (#5362) Added links to the Wiki to explain hotkeys in the key bindings menu.

  • (#5360) Sped up the death animations of a wide range of structures.

  • (#5312) Extend depth preview to help indicate when the water is deep enough for submarines

  • (#5365) Add high quality water textures that map authors can now use

  • [fe6db21] Improve the Damage over Time (DOT) effects of the Mercy

Bug fixes

  • (#5317) Bombers with multiple projectiles are now less likely to miss their target when micromanaging them.
  • (#5294) Gifted structures now properly copy the orientation.
  • (#5335) Fixed a bug that occurred with the navigational mesh for non-square maps.
  • (#5329) Disabled intel and maintenance costs of units inside a carrier.
  • (#5374) Fixed upgrading structures losing their control groups.
  • (#5371) Fixed invulnerable props being removed when building on top of them.
  • (#5371) Fixed light particles when building structures being visible through the fog of war.
  • (#5343) Fixed a bug that could cause the simulation to freeze.
  • (#5303) Fixed a bug that could cause weapons to reset their targets prematurely
  • (#5368) Reduce aliasing of water when anisotropic filtering is enabled through the Nvidia settings

Contributors

Unlike previous changelogs we no longer list the commits of each individual contributor.

With thanks to the following people who contributed through coding:

With thanks to the following people who contributed through binary patches:

With thanks to the following people who contributed through model, texture and effect changes:

And, last but certainly not least - with thanks to those that took part in constructive discussions:

Game version 3764

29 Jul 17:40
a9f5fec
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See the patch notes of 3762 and 3758 for the full patch notes.

With thanks to all those that took the time to report issues and participate in feedback sessions,

Jip

Features

  • (#5264) Enhancements to the unit restrictions menu

    • Filters out dummy units
    • Filters out insignificant units
    • Fixes various bugs
  • (#5269) Enhancements to the unit cheat menu

    • Add unit count input
    • Add faction logo to a unit
    • Add tech level to a unit
    • Improve readability of blueprint id
    • Fix various styling issues
  • (#5274) Allow tree groups to block a construction site

    Based on player feedback, tree groups now obstruct construction sites and are therefore reclaimed by the engineers

    This is not to be confused with 'broken tree groups'. A tree group that is broken is split into individual trees. Once broken, these individual trees no longer block the construction site

  • (#5275) Additional hotkeys to unpause or pause all units

    These new hotkeys allow you to express your intentions when (un)pausing a selection of units, especially when only a few of them need to be paused or unpaused

  • (#5276) Additional hotkeys to surface or submerge all units

    These new hotkeys allow you to express your intentions when surfacing or submerging a selection of units, especially when only a few of them are submerged or surfaced

Bug fixes

  • (#5290) Resolved the issue with the navigational mesh causing crashes during the save-load sequence

    Most notable when playing the campaign alone. The navigational mesh was written as a large cycle. As a consequence, once the navigational mesh was generated the save process would be unable to serialize it and crash the game

  • (#5291) Fix the Ythotha storm discriminating allied units and patches of ground

    There was a bug that would prevent the Ythotha storm from firing upon allied units. As a result, the storm would only deal damage to hostile units. Now, the storm treats all units and ground patches equally, inflicting damage without bias.

  • (#5277) Prevent the intel recharge thread from hijacking the work progress bar

    Most notable with the Cybran ACU once he has the stealth enhancement. This prevents the chaotic behavior when multiple Lua threads are trying to claim the progress bar

  • (#5282) Adjusted the positioning of tech 3 anti-air units in formations

    The Bouncer and the Lightning tank have a direct fire weapon. As a result, they were considered to be a direct fire unit by the formations script. They are now recognized as anti-air units and therefore end up at the middle or the back of the formation like other anti-air units

  • (#5285) Remove the ability to cap Tech 3 air factories

    The previous hotfix (3763) was unexpected and this change wasn't supposed to go live immediately. Regardless, we understood the feedback and are removing the behavior again

  • (#5287) Sanitize the anti-surface threat value of ACUs

  • (#5292) Fix a bug where Seraphim torpedo bombers can trick torpedo defenses

Other changes

  • (#5283) Add platoon form callbacks for conditional builds

Contributors