Full notes
Full A-Spec First Assault update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Balance
- Fixes
A-Spec First Assault changes
Welcome pilots, the 0.17.0 update is here.
This latest update was intended to include the campaign's Chapter 4, which will be released in the next planned milestone release. With this features update out of the way I will be focussing on the story campaign. In an effort to get more content out of the space dock, new features will be limited to allowing progression through the campaign missions.
Patch Notes 0.17.0 Overview
New cruiser and battlecruiser ships available to fly in Skirmish, along with existing weapon variants for their slot sizes
New and improved Multiple Launch Missiles (MLMS-CTAT, MLMS-POXY)
Performance and visual improvements
Lots of other additions, bug fixes and improvements
Added
Missing descriptions for certain guns and turrets
Reinforced Armour Plating module L and XL sizes
Engine Optimiser XL modules
Engine Tuning XL size modules
Explosive Armour Protection XL size modules
Frictionless Coils XL modules
Kinetic Armour Protection XL modules
Kinetic Damage Enhancer L and XL modules
Magnetic Callibrations XL size modules
Nanite Repair Optimisation XL size modules
Thruster Optimiser XL size modules
Thruster Tuning XL size modules
XLarge Artillery Main Gun
Large Artillery Main Gun
Hardpoint and Launcher mounting sizes
Battlecruiser for enemy military faction
Cruiser for player military faction
Mining Outpost model
Science Vessel model (functions like all Transports)
Rocket S, M, L and XL
Multiple Launch Missiles (MLMS) S, M, L, XL sizes (replacing previous MLMS secondary weapon)
Multiple Launch Missiles with Proximity detonator (MLMS-POXY) S size
Added scripting logic for defining Wingleader/Wingmen behaviours
Distinct debris for enemy faction transport
Changed
Added MLMS-POXY/02 secondary weapon to player starting ship default loadout in the main campaign
Reduced disk size requirements by using texture packing techniques (on going)
Changed Autogun muzzle flare VFX
Changed Autogun projectile VFX
Changed Autocannon muzzle flare VFX
Changed Autocannon projectile VFX
Changed Artillery muzzle flare VFX
Changed Artillery projectile VFX
Changed Railgun muzzle flare VFX
Primary weapons will target the center of a turret rather than the turret pivot point
Engine Optimiser S, M and L size modules modifier, prestige and fitting cost values adjusted in line with rulest
Engine Tuning L size modules modifier, prestige and cost values adjusted in line with ruleset
Explosive Armour Protection L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
Frictionless Coils S, M, L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
Kinetic Armour Protection L modules modifier, prestige and fitting cost values adjusted in line with ruleset
Magnetic Callibrations L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
Nanite Repair Optimisation L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
Thruster Optimiser L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
Thruster Tuning L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
Allowed Substructures to be protected by the damageable layer of the parent on a per substructure basis
Update the dying throes of all enemy faction ships
Reduced number of particle explosions called for death explosions across all ships from prologue to campaign, by using fewer more appropriate sized particle explosions
Blaster 4/8/16 direct and subsystem damage along with Fitting and Prestige costs
Torpedo model and VFX
Rocket model and VFX
Multiple Launch Missiles model and VFX
Improved raycasting times for AI actor collision avoidance checks
Fixed
Medium and Large turrets now use correct size projectiles and muzzle flares for their sizes
Null Reference error in Subsystem Repair
When a substructure is destroyed any attached turrets are destroyed resulting in null reference exceptions
Using the "Target turret under reticule" targets turrets which are offline and under repair and therefore invisible
Engine subsystems will stop being repaired when 2 or more engine subsystems exist but at least 1 engine subsystem is attached to a substructure which has been destroyed
Reinforced Armour Plating modules missing Thruster Max Velocity modifier
Reinforced Armour Plating modules modifier values adjusted in line with ruleset
Calculations for DPS and RPS for guns with multiple rounds per shot (Blaster & Burst Cannons)
Turret highlights become disconnected from F2 Cruiser when targeted
Explosion VFX on ships are included in the target highlight
Sub-targeting turrets will use the wrong turret mesh for the highlight (and other weird highlight behaviour)
When a ship is fitted with the Kinetic Damage Protection module and a substructure (i.e. Turret) takes direct damage, the damage feeds down to the ships hull even though if the ship has enough armour to absorb the full amount of damage
Group spawning without a wing leader will clump spawn at same location (spawning inside each other)
Equipment Screen: Equipped Turret slots arcs display issue
Invalid Operation Exception when disabling an active AI Actor by script
Source
Changelog.gg summarizes and formats this update. How we read updates.
