There is no repair. On purpose.
Constructors build things and reclaim things. They do not fix things. Not units, not structures. Why the single most-questioned rule in SplinterFaction is the one that makes the factions work.
Read dispatchConstructors build things and reclaim things. They do not fix things. Not units, not structures. Why the single most-questioned rule in SplinterFaction is the one that makes the factions work.
Read dispatchSplinterFaction has no counter web — no armour classes, no damage multipliers. What it has instead are two specialist effects that bypass health entirely, each with its own bar. A closer look at heat and disruption, and the nova cascade.
Read dispatchWeather, time of day and fog are GPU-driven effects on the GL4 pipeline. They look good, they're deterministic across every player in a match. A nighttime raid for you is a nighttime raid for everyone.
Read dispatchA sensor tells you something is there. Not what, not how many, and only if it's moving. Why SplinterFaction has no radar at all, and what that does to scouting, ambushes, and the Federation's cloak.
Read dispatchThe single most common multiplayer problem, and it looks like a bug rather than a setting. Forward port 8452, or skip the whole question and use an autohost.
Read dispatchWave defense is co-operative, scales however you want it to, and is the best way to introduce a friend to the game. It's also a target-priority puzzle: the AI starts with a full beacon network, every beacon you kill weakens it, and the panel tells you where the next wave is coming from.
Read dispatchCoilbox checks for new versions on launch and fetches only what's changed, so you never reinstall. This is where the build-by-build notes will land, and what a note here will and won't cover.
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