Developer postOriginal post (opens in a new tab)

Plugging up the holes (Hotfix for Update 14)

Hey there AFF Community!

We've just released a bit of a hotfix, big thanks to all of You for immediately spotting a lot of holes and quirks in the new maps. We plugged a lot of them up, less horrible deaths by getting stuck or falling through the world should occur now!

This patch should also address some recent balancing concerns. We also got a report of a rare crash on certain PCs and we've tracked that down to be audio-related. We're not certain whether we've identified the core of the issue yet but we've corrected some cases of multiple sound sources thrashing the audio devices, so hopefully that'll alleviate this problem.

Hotfixes mean the hot summer is here and hot summer means Steam Summer Sale, therefore:

AFF is 30% off during the Summer Sale!

http://store.steampowered.com/app/367270

Changelog:

  • Infantry suit's armour plating mods give more armour now
  • Less movement penalty from armour mods across the board
  • Reduced the jump height benefit from equipping speed mods
  • Fixed a rare case where equipping a weapon with sniper sights and then equipping the RID afterwards would make RID's sights non-functional
  • Fixed lock-on times of MLI and RID on the infantry not getting calculated correctly, should be much less effective to lock onto people than onto vehicles
  • Explosives (rockets, detpacks) no longer completely ineffective against droppods, ship cores and other stationary destroyables
  • Infantry hip-fire spread and held weapon movement penalty now reduced proportionally to how heavy the armour you're wearing is
  • Slightly reduced the lock-on time of MLI
  • Slightly reduced lock-on time increase by distance everywhere
  • Reduced MLI dumb-fire's splash damage radius
  • RID and MLI now have a slightly longer maximum range than vehicle weapons, Locust and Sturm primaries slightly shorter range than other vehicle weapons. Prevents gunships from hovering up-high unchallenged
  • Removed hitscan weapons as options for the Sturm tailgun
  • Constrained Sturm turret rotations, now vulnerable from above and can't focus both turrets in the same general direction
  • Locust now 20% more maneuverable and faster
  • Sturm primary weapon more susceptible to overheating
  • Rearranged the objectives in Lacroix a bit
  • Removed one of the top-side radar dish objectives from Ixion to make phase 1 less likely to stalemate
  • Fixed inconsistencies in how capture progress was calculated for some objectives
  • Intro matinees on several maps won't erroneously reset on hitting space anymore
  • Support points no longer awarded if you heal someone you've damaged yourself (when friendly fire is on)
  • Rearranged Meudeverre Territories objectives and warp locations to scale down the distances involved
  • Fixed ammo type selection for passenger turrets (you might have to re-select them for your vehicle loadouts after this update)
  • Small command console rebound from the apostrophe key to F2, because apostrophe bind doesn't work reliably on every keyboard
  • Ambient sound in the warp tunnel no longer played from a million sources at once, should go easier on audio devices now. Lowered the hit of Irega's background battle noises too.
  • Fixes to the Lukather maps: - Moved the vehicle drop points so they don't end up in the ocean - Disabled phase 1 AIA spawnpoint when phase 3 is captured - Falling into the sea now properly eliminates the player, you sink like lead brick in cold ocean - Added a pattern to the spaceport's glass that will make it far more noticable and less confusing - Moved initial ULA spawnpoint a bit closer to the action - Closed off direct route to the tower - Reduced how often the audio in the spaceport repeats - Added missing floor meshes in several locations - Fixed missing collision in several locations - Aligned some floating meshes to the floor - Trimmed some overgrown bushes - Added some detail lighting and made the spaceport roof more shiny - Fixed excessive numbers of particle effects spawned for the background combat scenes

Thanks everyone for playing the game with us in the last few days, it's been a blast!

Onwards and upwards!