Full notes
Full Angels Fall First update
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Repeated intro
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:
What changed
- Gameplay
- UI and audio
- Balance
- Fixes
- Performance
- Maps
Angels Fall First changes
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!
Source
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