Full notes
Full Angels Fall First update
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Repeated intro
Hey there AFF Community!
What changed
- UI and audio
- Balance
- Gameplay
- Fixes
- Server
- Performance
Here’s a quick patch to address some of the issues from the last update and to release a few more fixes that didn’t quite make it in before.
Changelog:
Tweaked nightvision a bit, including its activation sound
Allowed the minimum match time slider in the custom game menu to go as low as 5 minutes. Someone requested that and there’s no reason we shouldn’t offer it.
Soldiers can now be properly ran over and die from extreme fall damage regardless of suit specs
Mounted turrets now unable to turn if they are disabled by hacking - since turning is effectively their driving
Infiltrator spec now shows the sensor ranges of enemy proximity-activated explosives (mines, detpacks, spring nades) instead of making the player not activate those explosives at all.
Lowered the frequency with which corrosion mines add a stack of corrosion from .3s to .5s and reduced amount of corrosion applied each time
Nerfed mine count on larger vehicles and reload time of mines all round (9-15s)
Tweaked bots’ weapon-switching behaviour so they commit to using deployables, grenades and mines better now
Corrected the math behind penetration values displayed in the loadout screen
Loadout stats for the GU and the L9r now list "max penetration" value (full charge) for consistency
Ammo packs, medkits, detpacks, sensor, spring, gyro and regular grenades should now have proper descriptions in the loadout
Mines, grenades and their payloads should now show something akin to proper stats in the loadout menu
Halved the damage on the frag payload for mines. Ooops.
Fixed a bug with elemental mines, where the first would get 1 instance of a payload, the second would get 2 instances, third would get 3 (which instead of triggering the effect once per payload per mine, would then do it up to 3x per payload per mine resulting in utter destruction of everything ever)
Optimized and tweaked lock-on logic again and fixed some instances of it targeting friendly/neutral targets
Undid some failed attempts at adjusting boarding pod offsets
Disabled the third cockpit mod for Gheist (both mechs have 2 now)
- Fortress Territories updates- Fixed a number of holes in the tower meshes and general collision/visibility issues - Terraformed a bit near the satellite dish - Tweaked position of team-blocking volumes for the LZs, so you can't cheekily jump on top of them and get inside the pods
- Across most ship and station interiors- Breaching tubes should now have more smooth and reliable collision - Patched up some holes in the breaching tubes, tweaked collision where you could partially hide in meshes and cheese the people coming out the tube - Re-routed some of the scripting for the breaching tubes sequences so that they don’t block or kill you when they shouldn’t - Added some missing screens and tweaked the lighting around the breaching tubes and boarding pods
- Irega updates- Fixed vents pointed out by the community and a lot of other miscellaneous collision issues nearby (and politely asked a few stupid blocking volumes to go away) - In the Incursion variant, fixed right-side Phase 3 LZ being unintentionally out-of-bounds - Fixed a place where the bots were apparently getting stuck near the docks
- Ixion interiorsped up the dropship landing sequences a bit, fixed the huge borked piece of collision that’d make deployables and bodies have a really bad time
- Lukatherremoved collision on majority of splines (all but the pipes) - lots of them being used for decoration resulted in tons of unwanted collision
Commander shields are now cleared on match end to not interfere with the end-game cinematics and stuff
Fixed the hack objectives in Yin Tao Shan, tweaked collision
Fixed some more pathing, collision and straight-up holes in the walls inside the Huginn
Fixed Poranti’s space AI pathing, replaced Phase 2’s spawn with a drop pod, optimized the lighting, added a dropdown hole to the objective in Phase 1
Fixed some incorrect scripting in Kerrat Territories, likely explaining the odd reported "AIA won, despite ULA actually won" situation
Fixed objectives not being properly marked as “under attack” with a hackspike present
Fixed some instances of bots not wanting to board a station with multiple dropships despite multiple access points being available
Fixed seated turret operators and pilots inside capships being non-corporeal - should be possible to tag and shoot them now
Fixed spring nades desyncing their explosion effect between server and clients
Performance improvements to bots driving vehicles
Fixed rearming-through-warping-out nuking server performance
Fixed some instances of the commander-ability-spawned shield domes being invisible
Fixed sensor grenades not showing team-specific trail colours
Fixed the “Hack” commander ability not changing shield team allegiance properly if executed by the MILNET AI
Fixed hacked turrets not getting correctly removed from the parent weapon's deployed list
Fixed some space fighter camera angles that got weird in the last update
Fixed some instances of the tagged target always showing “out of range”
Fixed some instances of warp points not showing up properly for late-joiners
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.
