Hey there AFF Community!
We're currently busy working on a big netcode upgrade but we didn't want to leave you guys and girls without an update for too long.
In addition to the bugfixes we also wanted to try another balance change. New players (with a combined Rank in combat, support and command below 6) will now receive less damage, starting at 50% reduction at Rank 1. Since AFF is much more focused on completing objectives than on dispatching the enemy team, we think this change might help the new players acclimatize better, without destabilizing the overall gameplay. Perhaps it's a bit controversial, but we want to use the Early Access period to try things like that out, tell us what you think!
Changelog:
- Fixed maps getting stuck on an endgame loop forever
- Fixed debris chunks falling under gravity in space
- Fixed Territories dropship availability timer
- Fixed Territories round timer duration scaling
- Fixed target lock icons persisting on HUD under some circumstances
- New players below a combined rank of 6 in offline or online ranked matches receive a scaled infantry damage reduction bonus starting at 50% to ease them into the game
- Keybind menu - fixed chat options not appearing initially bound despite being so
- Keybind menu - blocked doomed attempts to bind the same key to multiple functions by unbinding the previous setting
- Infantry will now receive lock-on warnings just like vehicles
- Getting targetted by a RID will now display a lock-on warning
- Made Ixion station turrets somewhat useable
- Launching torpedoes actually plays a sound now
- All vehicle turrets display actual current aim point on the HUD, same as when piloting
- Reduced performance hit of homing missiles significantly
- Capship offers should display again while in a fighter
- Increased USN bomber bay railgun accuracy
- Infantry suit mods tweaked to avoid stacking order issues
- Suit armour and explosion damping mods now have a 5% speed penalty
- Heavy suit sprint speed reduced slightly
- Reduced hitches on AI respawn by precaching the loadouts they might need for the match - might increase the loading times but improves the frametime variance a lot
- Limited ammo resupply per weapon to total the same amount as given on spawn. Message sent on further resupply advising on that weapon becoming blocked, can be cleared by fully resupplying at a deploy point. Basically the most nades you can throw now in the field is 8 before RTB.
- Some minor lighting and collision fixes