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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:

  • 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!