Full notes
Full Angels Fall First update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
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.
What changed
- Gameplay
- Maps
- Server
- Performance
Angels Fall First changes
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!
Source
Changelog.gg summarizes and formats this update. How we read updates.
