Patching up the fleet some more
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:
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Added HUD icons for incoming missiles
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Reduced progress decay rate on uncontested objectives
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UDP now using the double-shot firemode by default
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Tweaked AI a bit again to be a bit sharper across all difficulty levels
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Tweaked suit mod armour penalties, deepened armour spec cost variation a bit more, tweaked infantry armour and speeds down a bit everywhere
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Removed vehicle armour mod and tweaked armour costs of the other vehicle mods for parity with the infantry options
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Renormalised land vehicles’ armour regeneration times
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Removed some EMP effects on infantry that weren’t known/obvious (disabling of speed multiplier, sensors)
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Infantry scrambler spec reduces turrets’, sensor nades’ and tripmines’ detection radius
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Added a +15% turret AI sensor range cockpit mod (base ai view radius down 70% on vehicles to which the mod can apply)
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Moved vehicle systems hardening mod to cockpit slot, regeneration spec to body slot
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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
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Removed Locust’s unused passenger seat from code
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Buffed MNL’s damage 50%
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Slightly erroneous ammocount/firerate on EVR turret corrected
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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!
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Errah tweaks:
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Replaced the old, buggy antenna array meshes
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Optimizations to building meshes for better performance in the town area
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Lukather Incursion tweaks and fixes:
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Fixed AI pathing around the droppods
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Added alternative entry point for concourse (walkways placed over containers)
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Made minor tweaks to bollards and pathing around them
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It’s no longer possible to drive vehicles through the control tower’s windows
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Fixed the floating "C" sign, at last. Probably.
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Added missing spawn protection to the static command modules in Fortress Territories and Yin Tao Shan Territories
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Adjusted AI pathing in Yin Tao Shan around the grav cradles to prevent the bots getting stuck
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Tweaked and optimized AI pathing algorithms in space a bit
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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
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Tweaked most boarding sequences and boarding pods for slightly smoother experience
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Chons and Heimdall destroyers renamed to lineships for now
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Clicking on the post-match maplist in singleplayer will now immediately select that map, without having to wait for 60s
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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
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A bunch of optimizations to visual effects
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More agile Sturm
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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
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Reduced the zoom level on the RID’s sights for a wide field of view, adjusted firemode names
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MLI and RID lock time increased to 2.5 and 3s respectively
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MLI missiles slightly faster
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Locking onto infantry disabled, for real this time
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All land vehicles HP increased by 1000
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All bullet types deal 50% more damage to vehicles
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Tweaked EMP factor on bullets to compensate for more damage done vs vehicles
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Increased torpedo speed slightly
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Increased magazine sizes and base damage ~50% for all bomb bay weapons on bombers
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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
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Adjusted the Locust’s turrets to behave a bit better when aiming
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Projectiles no longer go right through certain actors (like space defense platforms)
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Fixed a dumb mistake where the deployable shield turrets were not protected from area damage by their own shields
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Fixed grenade throws sometimes utterly failing (especially online) due to inheriting negative velocity from the thrower
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Fixed incorrect thread release order causing a rare crash on exit
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Fixed infinite online dropships
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Fixed an ancient bit of code crashing on searching/joining LAN games on some network setups
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Fixed loadout reporting incorrect armour values
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Fixed and upgraded the mutiny against commander mechanic, with brand new messaging and sensible voting rules
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Fixed spectator mode bugging out when travelling to a new map with the server
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Fixed incorrect bot counts being displayed when players in spectator mode would leave the game
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Fixed issues in damage relay between ship exterior and interior component consoles, causing them to die too early
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Optimized some ship interior logic
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Fixed scrambler spec
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Scrambler spec add 20% lockon time rather than 30%
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Weapon targeting spec decrease lockon time by 10% not 5%
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Fixed fighter primary guns not triggering armour regeneration delay on other fighters correctly
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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!
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