Angels Fall First cover
Angels Fall First screenshot
Genre: Fighting, Shooter, Simulator, Strategy, Indie

Angels Fall First

Patchy patch 18.5

Hey there AFF Community!

We expected this to be a small patch to fix some issue with map voting but there’s so much going on at AFF right now we just had to throw some extra changes in:

Prestige



Until now when you reached rank 25 in all aspects of loadout budget (combat, support and command) there wasn’t really any progression beyond that.

We’ve added a way to reset the ranks once you reach rank 25 in all three aspects. Some games call it “prestige” and make you unlock everything from the start but of course this is AFF - we’re not changing our philosophy that every loadout item is available to players from rank 0. You will simply be back at rank 0 and will have the opportunity to rethink basic loadouts and scavenge situationally-appropriate guns from fallen foes.

In exchange for accepting the rank reset offer, you’ll receive a camouflage pattern. The more times you reset the more unique patterns you’ll accumulated. We know our visual customization system is a bit barebones for now so let’s consider this an experiment. We might tie the whole concept of “prestige” into a more elaborate visual progression system further down the line.



If you choose to ignore the rank reset entirely, “prestige” levels will continue to accumulate in the background until you do accept the offer. This also means “prestige” levels will be applied retrospectively over total career - we actually keep the entirety of the players’ XP pool, even if the game only displays up to 25 ranks.

New scoreboard



The scoreboard screen was a bit of a multi-layered chaos, quickly put together for the last big UI rewrite. Now that we’re focusing on polishing the user experience, the scoreboard got a revamp too.



Changelog:

  • Prestige (rank resetting) functionality
  • Loadout costs rebalanced to better utilize the entire pool of loadout points, at the same time the acquisition of ranks has been sped up
  • Rewritten the scoreboard screen
  • Refactored logic of individual bots that resulted in them being less responsive than expected while moving
  • Stopped AI from deploying dropships where they shouldn’t be allowed
  • Reduced the amplitude of ship interior impact shakes
  • Reduced SM54 minimum inaccuracy (sighted) to pistol default to make it a tad more predictable
  • Gunships knocked down a health grade, now similar to mechs in terms of health and mod slots
  • Removed legacy passenger weapon assignments on dropships and replaced with equivalent faction-specific weapon variants
  • Further tweaks and optimizations to the new master server
  • Added a cover overpass to Igneous phase 1, plus some miscellaneous meshing around that area
  • Moved Irega phase 2’s spawn back a tad and added a shield, fixed a bunch of collision problems there
  • Fixed glitchy phase 3 spawn in Irega, adjusted team protection volumes
  • Fixed some oddities in the dropship and fighter launch animations inside the Huginn
  • Fixed some lighting glitches on Fortress’ droppods and Ixion’s fighter launchers
  • Fixed some mangled interaction labels on ship components
  • Fixed a bunch of effects needlessly spawning off the vehicles on the server
  • Fixed inconsistent handling of passworded games when joining from the server browser
  • Fixed the map voting, hopefully for good this time, and adjusted some formatting on the end-game screen
  • Fixed the operations menu still not letting you host online games when Steam was down, despite the fact we don’t need Steam’s master server anymore
  • Fixed some instances of getting stuck at “connecting” in the server browser
  • Fixed sort-by-map in the server browser
  • Fixed C30i shells sometimes proxy-detonating past deployable shields
  • Fixed C30i shells proxy-detonating on droppod turrets


For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!

Update 18 eggfix

Hey there AFF Community!

A few hotfixes for the last update. Happy Easter everyone!



Team balance



The team balance changes didn’t work out so well in practice so we’re trying something else. Now it will work by straight-up balancing the number of players per team, except if both teams have equal number of players and the rank disparity is significant. In that case the next joining player will be limited to the under-ranked team instead of having both available.

Soundtrack extended



Our Community has been asking for some old music pieces that were featured in and around AFF throughout the history. So we dug them up and added to the soundtrack package. If we find more of these we’ll put them in as well, promise!

http://store.steampowered.com/app/786890/Angels_Fall_First__Soundtrack/

Custom protocol integration



Fancy words for one of the things we’ve been preparing in the background. While working towards integrating Discord’s Rich Presence and some other web-based features we added a way to run the game and immediately join a server from a simple link.

If you host an AFF server, just put a link to “afflink://” somewhere and the players will be able to join just by clicking that! Our Discord already makes use of that feature in its #serverbrowser channel.

Changelog:

  • Team balance functionality changed again
  • Added "afflink" protocol that lets you run the game/join a server from a URL
  • C30 maximum range matches RID and MLI now
  • C30 magazine now holds 8 instead of 9 shell but the gun got one extra mag
  • RID primary charge time reduced 25%
  • Increased multiwrench repair speed 30%
  • Disabled leaning while incapacitated. Aww.
  • Optimized some more stuff in the master server
  • Fixed infantry camouflage colours resetting on opening the loadout
  • Fixed the Irega point A fail and rebuilt some lighting, adjusted some killzones down in the chasm
  • Fixed C30 item name when picking it up
  • Fixed ammo mod effects on P8, C30 and bomber torpedoes
  • Fixed flipping counters on the map voting screen
  • Fixed AI stalling on Yin Tao Shan


For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!

Update 18 is live!

Hey there AFF Community!

We’re back with another big update! Let’s address what is not in this right away though: the tutorial. Truth is, all those server performance problems we had to deal with the last few weeks delayed everything a bit. We’re working on it.

More importantly, what you see in this update is maybe half of the actual work we put into the game since the last update. There’s a lot of under-the-hood technical stuff going on in AFF development right now. Keep an eye out on subsequent updates in the coming weeks, or on us inevitably spoiling something in Discord

As for the contents of this update:

C30i



We’ve added a new weapon to the game - Sigurn-Fost C30i, a portable anti-vehicle cannon. Since the faction-specific anti-vehicle weapons balance has always been a point of contention we figured we need a new, neutral option in the AV department to topple the status quo.



It’s simple to use, its shells will detonate in proximity to any enemy vehicle (especially useful for taking down aircraft), it’s available for both factions and its animations are bloody cool. The visual effects for the weapon are still a bit of a work-in-progress but we wanted to release it as soon as possible - it will certainly require some tweaking anyway, after you guys and girls put it through its paces.

Master server



We love Steam because it’s super convenient to use, for developers and players alike. However, for our current and future online backend we needed something more responsive and flexible, without relying on 3rd party infrastructure. So we’re rolling out our own master server - that’s the stuff that makes our (and player-hosted) game servers visible for players.



What does that mean exactly for the players? More reliable and faster server browser, no more empty server lists when Steam is down for maintenance. Possibly some upcoming web-based and discord-intergrated features too but noooot spoiling anything yet.

Performance boost



We keep optimizing the game almost constantly but after the whole Meltdown/Spectre fiasco we seriously needed to make it run faster. And that doesn’t just mean painting it red, unfortunately.

We did some low-level optimizations in the engine, removed unnecessarily bloated system calls, fixed some AMD-specific oddities. Long story short - the game runs significantly faster on servers now and noticeably faster on most consumer-grade PCs. All official servers are back to 64 slots too.

Armour re-balance and gameplay changes



We try to balance the game to be as fair as possible for all players but we also strongly believe there is something like too much balance. We like to think in the categories of “Is this item fun to use? Is it still fun when your opponent uses it?”, not only apply pure math to everything in AFF. We feel like after the last couple updates we made the infantry suits (and their mods) too prone to straight-up min-maxing instead of all of them being viable situational choices. Hopefully this update addresses the issue.



We also re-balanced most of the vehicle weapons, especially in terms of accuracy.

Another notable gameplay change is that the Territories gamemode now starts with frigates being available to the teams, instead of battleships. This should take the edge off the initial mad boarding rush.

In an effort to bring more varied maps to players’ attention we also made the post-match map voting list exclude the maps that have been played on the server already. The list returns to all maps available after at least half the maps have been completed. It’s an experiment and we want to see how the AFF Community reacts to it.

Soundtrack DLC for the charity



If any of you missed the last update, we're selling this piece of awesome content now:

http://store.steampowered.com/app/786890/Angels_Fall_First__Soundtrack/
Why? Because it's so damn cool to help the kids, that's why!

Full update changelog:

  • Added Sigurn-Fost C30i portable anti-vehicle cannon
  • Implemented a custom master server to make server listing more reliable and responsive
  • Reworked suit mods, there’s no empty slot option anymore, everything’s either armour or a functional mod:
    - light suit: 3 helmet slots, 1 body slot, 50-130 armour, 286-310 speed
    - medium suit: 2 helmet slots, 2 body slots, 150-310 armour, 244-286 speed
    - heavy suit: 1 helmet slot, 3 body slots, 330-570 armour, 191-244 speed
    - standard armour mod: free, +90 armour
    - heavy plating mod: +130 armour, - 4% speed
    - servo mod: +50 armour, +4% speed
    - regeneration mod: +70 armour, +30% regeneration rate
    - ammo reserves mod: +80 armour +30% ammo
    - insulating mod: +100 armour, +20% elemental resistance, -20% ammo
    - blast protection mod: +110 armour, +20% AOE damage resistance, -20% regeneration rate
  • Jump height bound to total armour value, no longer affected directly by servos/heavy plating
  • Vehicle and fighter body mods and stats rebalanced to reflect infantry
  • Re-ranged all vehicle regeneration delays to be a bit longer
  • Reduced vehicle drop offer timeout to 60 seconds
  • Friendly rearming points show ammo icons rather than transition icons
  • Removed reload mods from ship weapons that don’t actually reload
  • Buffed fighter mine speed and acceleration
  • Gunship rocket pods made more viable
  • Fixed and refactored the default mods system for loadout items. Tightened the verification process of loadouts in online game.
  • Fixed the weapon accuracy interpolation when going into aim-down-sights, should feel more responsive now
  • Fixed vehicle weapon inaccuracy math which was keeping them all pinned to maximum accuracy rather than blooming as expected, adjusted accuracy and damage values on vehicle and fighter weapons accordingly
  • Rebalanced starfighter weapons, TT18s now fills a space assault rifle niche rather than an MG niche, mirrors DK11a
  • Flechette overheat removed, ammo slot enabled and mirrors P4
  • Re-normalised land passenger weapons versus their infantry counterparts
  • Tuned some incendiary impact effects on infantry that looked too much the victim got set on fire but actually wasn’t
  • Slightly buffed RID damage and primary lockon time
  • Detpack trigger doesn’t detonate tripmines anymore
  • Grenades now have friend- or foe-coloured trails instead of all being blue
  • EMP disables vehicles’ capability to deploy countermeasures (shields) now
  • Underbarrel shield health now visible on the HUD when active
  • Added the ability to access the loadouts screen from the main menu
  • Added a zoomed sensitivity multiplier
  • Added missing “need repairs” and “get in my vehicle” callouts
  • Some preliminary progress on more talkative AI
  • Changed homing missile miss-detonation check to stop them from veering off and circling the target ad infinitum
  • Frigates meltdown timer back down to 45s
  • Ship boardable and boarded alerts made more prominent on the HUD
  • Frigates are now the first-free-offer ships in Space Territories, to take the edge off the initial mad boarding rush
  • Player balancing on the faction selection screen now primarily based off rank, for example 1 level-25 player equals 5 level-1 players
  • Map vote screen will now exclude previously played maps until at least half the maps on the list are played - as an experiment in making maps more evenly played
  • Implemented a server-wide meta-game manager, currently taking care of the map list. Commence speculation what its future purpose is!
  • Delta updated:
    One less tank for each faction
    Added sniper catwalk/overlook near pipeline nexus overlooking Objective B
    Added more cover to the approach to Objective C from no man's land side
    Corrected some missing collision on tarps
  • Adjusted lighting on several maps
  • Added alternative route near the meatgrinder exit, adjusted cover and collision near terrain edges in Mirnoide
  • Fixed more shadows around droppods on a few maps
  • Moved the defender spawns in the 2nd and 3rd phases of Irega Incursion
  • Moved ULA spawn and most objectives on Irega Territories
  • Optimized several decoration meshes in space maps
  • Added extra cover to NB3345 and Eye Of God
  • NB3345 description changed to carriers-only
  • Briefingroom ready-up klaxons edited to be less annoying
  • Squadmates should see their squad leaders’ order (the one given to him by the commander) if the squad leader left them with no explicit order assigned
  • Fixed land vehicles’ close camera drifting over time
  • Limited outer cameras’ roll to world-up for less nausea (close camera is still vehicle-locked)
  • Small adjustments to bot navigation and responsiveness
  • Added missing “extending” and “retracting” animations to the RID when viewed in 3rd person
  • Fixed grenades exploding when flying through any kind of flame
  • Fixed grenades and detpacks not getting detonated by enemy grenades/explosives
  • Fixed bots sometimes assigned to incorrect squads after traveling to a new map on the server
  • Optimized the netcode of squad and team assignments a lot
  • Optimized the number of network channels and replicated objects across the board
  • Fixed pawns remaining in vehicles after the player has redeployed/changed team/left, in case of passenger seats online was blocking the seat completely
  • Fixed noisemaker crash
  • Fixed massive stacking of underbarrel flamer’s flames on a single object causing slideshows
  • Fighter and passenger turret LSP variants now get modulated FX per-charge just like the handheld one
  • Small optimizations to weaponfire code
  • Slightly optimized replication of destroyed ship chunks
  • A bit more Dhaka health, a bit less Locust health
  • Corrected magsize mod description to state 15%


For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!

Angels Fall First Official Soundtrack

Hey there AFF Community!

We have something special to announce!

For quite some time our Community has been asking for the full AFF soundtrack to be available outside of the game.

Today we are proud to present:



http://store.steampowered.com/app/786890
Of course it wouldn’t be true to the AFF’s way of doing things if we just threw a DLC up on Steam and call it a day. We made some arrangements and the deal goes like this:

By buying this soundtrack you will be supporting the development of AFF, the brilliant artist behind the music - our friend Edward Patrick White, as well a a cause that’s dear to our hearts:

25% of proceeds from this soundtrack will be donated to the National Deaf Children's Society - the leading charity dedicated to creating a world without barriers for deaf children and young people.





AFF might be all about silly exploding spaceships but we think helping kids is even cooler than that!

With the soundtrack you're also getting two extra tracks not featured in the game - let's keep it a surprise what they are, one might be... unexpected.

Meanwhile, come have a lovely chat with us on the AFF Discord!

Onwards and upwards!

Lunar Sale

Hey there AFF Community!

The Lunar Sale is on and there are moons to conquer!



AFF will be 40% off for the durations of the sale. To keep up with its theme we wholeheartedly invite everyone to the fight for lunar mining operations and secret bases hidden inside hollow moons!

http://store.steampowered.com/app/367270

A quick recap of what we’re working on:

  • Tutorial, plus making the game more friendly and legible to new players
  • Performance improvements, especially server-side
  • Our own master server - yes, it’s the thing that lists game servers. We’re very thankful we could use all the Steam features from the beginning, it’s super convenient for small developers like us. But we’ve been having some major reliability issues with Steam’s master server recently so we’re rolling out our own to improve the functionality.
  • Local stats storage so that the players can see and earn ranks even when the connection to Steam is offline.


We’re of course still terrible at timing and server issues threw a ship-sized spanner in the works. We initially planned to have all of that lovely stuff out for the Lunar Sale but we have to delay the release a couple weeks, big apologies for that. You’ll hear from us again sooner than that though, we’ll be back with more news next week.

Meanwhile, come have a lovely chat with us on Discord!

Onwards and upwards!

Hot hot hotfix

Hey there AFF Community!

We still can’t quite believe the response we got from just a single day on Steam’s frontpage! It’s been a hell of a week since then!

Despite some technical difficulties we had a blast playing the game with all of you, gathering feedback, helping with issues… It’s been great! We’re also incredibly thankful to our Community veterans for always being there for the new players.

Now that the dust has settled, we’re back with a hotfix that should at least address some of the issues you guys and girls encountered in the past week.

Mirnoide boarding areas



The exit from the boarded hangars in Mirnoide’s biodomes got lovably dubbed “the meatgrinder” by the AFF Community, and for a good reason. We replaced the long, straight corridors with a bit more nuanced double-room layout so the defenders don’t just get a free shooting gallery there.



Average engagement times



Turns out we made quite a daft decision when we put a slight buff to armour values for new players in the game. Instead of helping newcomers fare better on the battlefield it just resulted in a noticeable increase in time-to-kill and generally less satisfying firefights. We’ve removed this mechanic and made a couple of balance changes so the combat should feel more responsive now.

Server performance



The servers are still suffering from slowdowns a bit. We’ve somewhat optimized the dedicated server package and we’re looking into replacing the official servers with better hardware, as well as resolving some glitches in querying the Steam master server.

Furthermore all the new feedback and the influx of players has given us plenty to work on in the nearest future. We have another announcement to make… in the next post. Let’s just say it will be music to your ears.

Hotfix changelog:

  • Mirnoide adjustments:
    - Reconfigured the meatgrinder
    - Defender spawns in biodomes now properly turn off when the station is captured
    - Cargo containers in space relocated to avoid being in the way of ships warping in
    - Added a missing puddle
  • Moved the spawns in phase 2 of Fortress and modified the building surrounding them a bit
  • Lukather’s objective C moved outside of the concourse and visible sensor stations added to indicate where the capture objectives are
  • Some tweaks to collision in Lacroix, Irega and Meudeverre
  • Added spawn protection volumes to almost all defender spawns and ship spawns
  • NB3345’s warp-in points moved a bit
  • Adjusted and rebuilt lighting on a few maps to make them look better
  • Added clearer elements to lock-on icons which will immediately pop up once you start locking on (whenever you start holding LMB to lock on)
  • Mech speeds and jump heights increased, plus some tweaks to their strafing animations
  • Gunship primary weapons’ damage bumped up 25%
  • Reduced the health of all destroyables (droppods, core lockouts etc.) by about 25%
  • Rebalanced DK31 altfire to have less spread the more its charged but more recoil
  • Buffed the health of the static defense platforms to be that of about half-a-lineship
  • Torpedoes now the selected default for the bomber bays
  • Knocked half a second off MLI and RID lock times, fixed MLI missiles tracking really badly
  • Increased headshot damage multiplier from 2x to 2.5x, reduced helmet armour mod effectiveness by half
  • Disabled a long-forgotten balancing function that made new players more resistant to damage
  • Greatly reduced log sizes written by the servers plus some optimizations to the dedicated server package plus fixes to how spectators are handled server-side
  • Patched some issues with pads/joysticks plugged in affecting the menus, should get rid of some instances of the settings menu selection glitching out
  • No longer possible to put the armour display in negative values by playing with specs on interceptors
  • Fixed the outside view in Ixion’s hangars flickering in and out near the hangar exits
  • Fixed being able to run through the drill of the boarding tubes while it’s still playing the drilling animation
  • Tweaked the server browser queries a bit, perhaps will help a bit with Steam being flaky about returning the full list of servers
  • Fixed the invisible walls that popped up inside the Anubis
  • Fixed vehicle passengers not getting correct animations on clients and getting stuck in seated animation after exiting the vehicle
  • Fixed on-demand operation change menu in singleplayer
  • Fixed missing connection error pop-ups in the main menu
  • Skipping the briefing in singleplayer game’s settings will no longer immediately start the match and therefore go through the commander vote without the player’s interaction if the player takes too long to pick a faction
  • Commander vote should no longer incorrectly disappear in subsequent maps in singleplayer
  • Fixed ship request consoles (fighter spawners) getting stuck for a player that hits ESC during the launch loadout screen
  • Fixed some issues with auto-turrets on droppods sometimes not attaching correctly


For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!


Cooling servers in space is hard!

Hey there AFF Community!

Turns out our servers are getting thrashed even more than expected with the sudden influx of players, thanks to the whole Meltdown/Spectre patch debacle.

Just a heads up that we might need to temporarily turn the official servers down from 64 to 48 or 40 max players to avoid some horrible lagging.

Sorry for your inconvenience. And hello to all the new girls and guys in the Community, hope you'll enjoy it here :)

Onwards and upwards!

Full Steam ahead!

Hey there AFF Community!

We promised news so here we go!

As you might’ve noticed, AFF landed on the front page of Steam today. We’re super excited about this opportunity and are celebrating with another discount - lots of exploding spaceships now at 40% off!

http://store.steampowered.com/app/367270

New trailer



For this occasion we’ve prepared a brand new trailer! Huge thanks to the entire AFF Community for participating in the creation of this video! Each day we’re humbled by Your passion for AFF and the uncanny ability to beat us at our own game!

The upload of the new trailer to Steam is still being processed but you can see it in its full glory here:

https://youtu.be/l73nvWCXzQE

Angels Fall First Universe Wiki



We’ve finally reinstated the AFF wiki! It still requires quite a bit of work (especially the more tech-related articles not being up to date with the game) but it’s a great place to get acquainted with the AFF lore.




Stay tuned, even more news coming next week!

For feedback, discussions or just a friendly chat, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!

Patching up the fleet some more

Hey there AFF Community!

More feedback from you naturally means more tweaks to the game - so here’s another patch with quite a sizeable list of adjustments, fixes and a couple new mechanics.



We’d also like to mention there are some very exciting AFF-related news and things we’re working on right around the corner. Be sure to check this space very, very soon.

Changelog:

  • Added HUD icons for incoming missiles
  • Reduced progress decay rate on uncontested objectives
  • UDP now using the double-shot firemode by default
  • Tweaked AI a bit again to be a bit sharper across all difficulty levels
  • Tweaked suit mod armour penalties, deepened armour spec cost variation a bit more, tweaked infantry armour and speeds down a bit everywhere
  • Removed vehicle armour mod and tweaked armour costs of the other vehicle mods for parity with the infantry options
  • Renormalised land vehicles’ armour regeneration times
  • Removed some EMP effects on infantry that weren’t known/obvious (disabling of speed multiplier, sensors)
  • Infantry scrambler spec reduces turrets’, sensor nades’ and tripmines’ detection radius
  • Added a +15% turret AI sensor range cockpit mod (base ai view radius down 70% on vehicles to which the mod can apply)
  • Moved vehicle systems hardening mod to cockpit slot, regeneration spec to body slot
  • Tweaked capital ship health/armour/regeneration - corvettes and destroyers 2x tougher so corvettes should now be less susceptible to warp-exit ambushes and destroyers pose more threat to frigates and battleships
  • Removed Locust’s unused passenger seat from code
  • Buffed MNL’s damage 50%
  • Slightly erroneous ammocount/firerate on EVR turret corrected
  • DK31 now has an alternative firing mode that charges up with time. Slow, inaccurate, but deals significant anti-vehicle damage when fully charged, time your shots well!
  • Errah tweaks:
    - Replaced the old, buggy antenna array meshes
    - Optimizations to building meshes for better performance in the town area
  • Lukather Incursion tweaks and fixes:
    - Fixed AI pathing around the droppods
    - Added alternative entry point for concourse (walkways placed over containers)
    - Made minor tweaks to bollards and pathing around them
    - It’s no longer possible to drive vehicles through the control tower’s windows
    - Fixed the floating "C" sign, at last. Probably.
  • Added missing spawn protection to the static command modules in Fortress Territories and Yin Tao Shan Territories
  • Adjusted AI pathing in Yin Tao Shan around the grav cradles to prevent the bots getting stuck
  • Tweaked and optimized AI pathing algorithms in space a bit
  • Rescaled all Cricket launchers to space interior scale, rescaled some fighter launchers to proper scale, improved Cricket launch cinematic a bit, rescaled docked Griphon in Lukather
  • Tweaked most boarding sequences and boarding pods for slightly smoother experience
  • Chons and Heimdall destroyers renamed to lineships for now
  • Clicking on the post-match maplist in singleplayer will now immediately select that map, without having to wait for 60s
  • Initial intel button in the main menu now points to the guides thread on the forums, until we can get that tutorial going for real
  • A bunch of optimizations to visual effects
  • More agile Sturm
  • RID now deals damage with a shockwave around the actual shot, for dealing with fast aircraft in a more sensible manner. The less damage the further away from the core of the shot, so accuracy is still very much a factor if you want to be effective with it
  • Reduced the zoom level on the RID’s sights for a wide field of view, adjusted firemode names
  • MLI and RID lock time increased to 2.5 and 3s respectively
  • MLI missiles slightly faster
  • Locking onto infantry disabled, for real this time
  • All land vehicles HP increased by 1000
  • All bullet types deal 50% more damage to vehicles
  • Tweaked EMP factor on bullets to compensate for more damage done vs vehicles
  • Increased torpedo speed slightly
  • Increased magazine sizes and base damage ~50% for all bomb bay weapons on bombers
  • Adjusted vehicle crosshair so it doesn’t jump about while cycling muzzles and respects weapon gimballing, fire from multiple barrels should converge properly at the distance of the target lead indicator
  • Adjusted the Locust’s turrets to behave a bit better when aiming
  • Projectiles no longer go right through certain actors (like space defense platforms)
  • Fixed a dumb mistake where the deployable shield turrets were not protected from area damage by their own shields
  • Fixed grenade throws sometimes utterly failing (especially online) due to inheriting negative velocity from the thrower
  • Fixed incorrect thread release order causing a rare crash on exit
  • Fixed infinite online dropships
  • Fixed an ancient bit of code crashing on searching/joining LAN games on some network setups
  • Fixed loadout reporting incorrect armour values
  • Fixed and upgraded the mutiny against commander mechanic, with brand new messaging and sensible voting rules
  • Fixed spectator mode bugging out when travelling to a new map with the server
  • Fixed incorrect bot counts being displayed when players in spectator mode would leave the game
  • Fixed issues in damage relay between ship exterior and interior component consoles, causing them to die too early
  • Optimized some ship interior logic
  • Fixed scrambler spec
  • Scrambler spec add 20% lockon time rather than 30%
  • Weapon targeting spec decrease lockon time by 10% not 5%
  • Fixed fighter primary guns not triggering armour regeneration delay on other fighters correctly
  • Fixed wrong light/medium/heavy HUD icons showing for infantry based on armour values

For feedback, discussions or just a friendly chat, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!

Holiday Special

Hey there AFF Community!

We’re currently busy working on a big update but we wouldn’t be ourselves if we didn’t drop by to wish you all Merry Christmas and a Happy New Year!

Of course the Holiday Season wouldn’t be complete without two things:

Steam Sale!



The Winter Sale is on, you can grab AFF at 40% off until the 4th of January. Explosions in space, better than any fireworks!

http://store.steampowered.com/app/367270

Gifts!



We're putting an in-between-updates patch under the tree this year. And it's not a small one either, we almost ran out of wrapping paper! It addresses some popular feature requests and squashes a lot of bugs. Turns out Santa is on pest control now.



One more thing to mention is that we're playing around with different respawn delays on the official servers. For hosting games we recommend 10-15s at 32 players (or bots), 20s at 40, 25s at 64 right now. We'll see if the new values on servers will help balance the offense-defense matches with different playercounts a bit better.

Patch changelog:

  • Team balance server option added - when enabled it will only let the players joining the server pick only the faction with the lower playercount (doesn't include bots of course)
  • Gave all deployable turrets sensible names both as weapons and when mouse-overing on their deployed form
  • Grenades will now explode upon touching enemy vehicle shields just like on the deployable ones
  • Capture and hack objective progress decays back to 0 over time if uncontested
  • Tweaked AI loadout selection to be less pure-random and more situational
  • AI should now choose more anti-vehicle weapons on the land maps with vehicles
  • Raised turret AI heat management threshold for better burst control
  • AI can now manage charging the L9R better for maximum damage sniping
  • Slashed medkit and ammopack weapon-switch and deploy times
  • AI should no longer try to throw a medkit or ammopack when nearby threat levels are high, was getting them caught defenseless a lot
  • Reworked AI weapon selection per distance curves
  • Bots will prioritise killing turrets a bit higher
  • Destroyables (droppods, hackspikes) no longer take explosion shockwave damage through walls
  • Destroyables twice as resistant to flame damage
  • Incendiary grenades will do slightly more damage-over-time to everything that's not a static destroyable
  • Reduced underbarrel flamer contact damage slightly
  • MGA overheat spin-up should no longer affect underbarrel flamer firing rate
  • Gun bullets damage falloff increased from 200m to 300m, to match the maximum weapon range stated in loadout
  • Reworked infantry suit mods:
    - All 6 slots available on all suit types
    - Removed armour mod, suits default to max armour which is then affected by other mods you pick. Overall range of armour values unchanged, 50 to 600
    - No overlap of suit stats possible
    - Trying out another movement speed re-arrangement, was 0.74 to 1.44, now 0.88 to 1.32 times base 5m/s (heavies significantly faster, mediums a bit faster, lights slightly slower)
    - Servo mods +0.2m/s speed, -50 armour
    - Ammo mods +30% ammo, -5% explosion resist
    - Shock mods 20% explosion resist, -0.2m/s speed
    - Regeneration mods -0.5s regeneration delay, +10/s regeneration rate, -30 armour;
    - Insulation mods -20% status effect triggering chance, -0.1m/s movement speed;
    - Moved regeneration mod to body slot
    - Removed EM sensor mods (useless) and vehicle motion sensor mods (helmet sensor mods work while driving and vehicles don't become un-spotted anyway)
  • Reworked the point costs of just about everything to fix the misalignments in loadout availabilities for infantry and vehicles
  • Made vehicle shields free and equipped by default, removing flares and orbit-drones from play for now as they were just an inferior option. Pending better implementation.
  • Popping countermeasures (i.e. the shield now) no longer breaks everyone's lock attempts, which was leading to much confusion and frustration
  • Added weapon select keys (1, 2, 3 etc) to the keybinding menu
  • Added HUD icons for your own deployed turrets
  • HUD icons no longer displayed while flashbanged
  • Turret controls no longer locked during freelook
  • Made capship turrets slightly more accurate
  • Doubled point-defense beam fire rate and disabled angle restrictions on those
  • Increased point-defense beam beam length on corvettes
  • Significantly boosted medium plasma and vulcan projectile speed and firerates, to the great benefit of corvettes as they have 4 of them
  • Following the above change, removed capital ship anti-fighter flak for now, its implementation made it completely ineffective anyway
  • Decreased capital-ship-grade AFX missiles' reload time from 6 to 4s
  • Changed P6i mag size from 34 to 36 and SAR's from 65 to 66 to match burst sizes.
  • Number of grenades a character can carry lowered from 4 to 3
  • Swapped the torpedoes on the Rejkhart destroyer for rockets
  • Core lockouts and drop modules have about 20% less HP now
  • Setting an enemy on fire can now eliminate him completely instead of just ticking his health down to 1HP
  • Implemented loadout copying feature and fixed a bunch of bugs in creating, renaming and deleting of loadouts
  • Slightly nerfed the knife, now requires a backstab to kill an un-modded medium suit
  • Disabled anti-vehicle weapons locking onto infantry
  • Knocked half a second off RID and MLI lock time
  • Removed annoying aim assist from railguns and constrained the lock acquire angle to require more precision
  • Normalised weapon locking aim tolerances (stops lock from immediately dropping off on temporary occlusion etc.)
  • Changed LSP alternative firemode to a 4-round charge-shotgun-ish mode as an experiment for now (should also deal increased anti-vehicle damage)
  • Tweaked vehicle armour regeneration delay so it can be triggered by anti-vehicle-grade infantry weapons again
  • Land vehicle boost now aligned along world plane rather than raw vehicle rotation for less low-g flying tanks
  • 5 degrees of extra downward deflection on Partisan's main turret
  • Dhaka and Basta 20% less strafe thrust
  • Improved the primary weapons on gunships of both factions for a better dog-fighting experience
  • Flying lateral input now camera-relative rather than ship-relative, let's see how that handles in practice
  • Pushed team's commander to the beginning of the queue when offering the initial battleship in a space territories map
  • Delta fixes and improvements:
    - Wrapped spawn rooms in team protection volumes
    - Improved AI pathing
    - Remade the TacMap view
    - Fixed improper material application on some boxes
    - The laser drill now properly accredits kills to whoever activated it
  • Added missing terrain to the TacMap in Fortress
  • Increased capture objectives' radii in Eye of God
  • Implemented new droppod protection volumes that'll stop AOE and roadkill-based spawncamping, those will be gradually integrated into all maps
  • Mostly fixed WEAPONFIXME and added some preliminary statistics gathering based on weapon performance in matches
  • Tweaked how the AI handles some faction-specific guns based on the newly gathered performance statistics, should improve the balance between teams with a lot of bots
  • New standardized UPNP implementation, auto-port-forwarding should now reliably work on a much wider range of routers
  • Suppressed erroneous command rank medal popup
  • Fixed a bunch of collision desynchronizations online around droppods
  • Fixed bot priority to enter empty land vehicle, was leading to clusters of fixated AI
  • Fixed a network state desynchronization that'd stop a gun from firing right after deploying an underbarrel shield
  • Fixed decals (bulletholes, scorchmarks) being shown on shields
  • Fixed some cases of grenade explosion damage going through deployable shields
  • Fixed fast projectiles phasing through small vehicle shields and causing damage directly to armor
  • Fixed underbarrel shields, flashlights and holstered weapons not hiding properly when driving a vehicle
  • Likely fixed end-match camera drifting away
  • Fixed legacy engine code overriding numpad and a few other keys - can now keybind them again
  • Likely fixed spawn exploit and irregularities in AI spawning before players
  • Fixed bots' ironsight usage (and nerfed them using ADS below AI difficulty level 3 as it makes them a lot more effective in direct gunfights)
  • Fixed an issue where anti-vehicle damage multipliers versus destroyables were being applied twice
  • Fixed some issues in command mutiny functionality
  • Fixed loadout menu resetting camouflage offsets on open
  • It's Christmas again! Christmas can be disabled in the settings menu ;)


For feedback, or just a lovely Christmas chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!