Full notes
Full A-Spec First Assault update
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What changed
- Performance
- Gameplay
- Fixes
- Balance
A-Spec First Assault changes
Patch Notes 0.22.0 Overview
This update provides significant performance improvements, along with general bug fixes and improvements and fixed the accuracy of the players primary guns when enabling the "Homing Projectiles" option
Added
AI manager to handle management of AI Actor logic updates for improved performance
Combat AI Actors now perform a threat assessment against nearby hostiles to determine the best target to engage (closest comparable to itself)
Combat AI Actors are capable of making attempts at reducing the likeliness of getting stuck against other ships/structures in the world
Changed
Gimball Gun tracking and movement logic updates are now processed with ECS Jobs for improved performance
Turret tracking and movement logic updates are now processed with ECS Jobs for improved performance
Ship exhaust lens flare logic updates are now processed with ECS Jobs for improved performance
Ship exhaust lens flare quad texture visuals are now rendered more efficiently for improved performance
Projectile logic updates are now processed with ECS Jobs for improved performance
Projectile quad texture visuals are now rendered more efficiently for improved performance
Stellar dust logic updates are now processed with ECS Jobs for improved performance
Gun Muzzle Flare quad texture visuals are now rendered more efficiently for improved performance
Radar contacts logic updates are now processed with ECS Jobs for improved performance
Improved the logic used for stretching projectile tails for better visual appearance
Removed the in-game FPS monitor and associated key binding
Fixed
The players main gun projectiles are now 100% accurate against targets when "Homing Projectiles" have been enabled in the game options
Campaign soft lock in Chapter 5 Mission 3 as no random side missions are generated preventing progression towards unlocking this main mission
Refactored hazard field processes (asteroid and nebula fields) for performance improvements
Projectile Stats from installed modules are not applied to the guns when in a mission (Muzzle Speed, Max Range, Rate of Fire, Explosive Radius)
Ship Fitting: Launcher Subsystem Damage display values are being calculated incorrectly
AI Actors now correctly calculate stopping times, preventing the fast overshoot/fly-bys when using the afterburner
Source
Changelog.gg summarizes and formats this update. How we read updates.
