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Another test build ready to go!

Hey there AFF Community!

As we've mentioned, we're putting one more version on the test branch. We'll monitor it for a few days there and, if nothing looks spectacularly broken, this will be the final one in this batch of test versions. Which means it will finally be moved to the public branch, with all the new UI, soundtrack etc., followed by plenty of new content in the near future.

Come shoot us in the face on the test server so we know it works properly!

Changelog:

  • Added a first, simple version of a dust effect in space to make the movement of your ship more immediately readable
  • Added a timeout to the warp-in point selection to prevent idle players from blocking ships, if no point is selected the ship will automatically jump in after 30 seconds
  • EVR heavy firemode damage reduced by 20%
  • Doors in Fortress shifted a bit to be less exploitable
  • MGA, SAR and TT4 now slightly less accurate across the board - 20% reduction in recoil supression when crouched, bumped up recoil when aiming down sights to make them less obnoxiously effective at range
  • Reduced the range at which flares attract missiles by 30%
  • Redeploying via TacMap has no 10s penalty now. Let's see how that works, if it's too exploitable we'll tweak the values again
  • Dropships should no longer phase through half the map when leaving a station after boarding in online games
  • Dropships should no longer jitter around the boarded ship when viewed by another online clients
  • Boarding and rearming icons now easier to see and with the logic of when to display them adjusted a bit
  • Bots will try to take cover a bit more often
  • Silverback now won't do a barrel roll at every opportunity (awwww)
  • Capturing objectives now not sometimes blocked by enemy presence. Each additional member capturing increases capturing speed by 10%.
  • Hacking objectives now give the same amount of command XP as all the other types of objectives on completion
  • Countermeasures cooldown time now shown on the HUD
  • Boardable enemy ships can now be found in the TacMap even when not boarded, so the commander can issue orders on them
  • Reduced the number of burning/corroding effects that can be shown on ships and vehicles, and modulated it by vehicle size
  • Improved formatting of map descriptions in the operations menu, server browser, debriefing and faction selection menu
  • Fighters launching from stations should no longer obsessively try to faceplant into a random wall
  • Fighters and dropships should no longer spin out in a random direction after boarding or rearming
  • Fighters rearming at Halifax no longer entering the station backwards
  • Blocked some exploitable locations in Irega and Lacroix
  • A lot of collision, navigation and lightmap fixes in Meudeverre, Ixion, Irega, Errah, Mazikeen and Lacroix
  • Halved knife charging time
  • Fixed damage being incorrectly calculated for a charged-up knife
  • Audio volume settings now properly applied when opening the main menu for the first time
  • Fixed a bunch of misaligned meshes inside the briefing rooms
  • Fixed getting stuck in the warp-in point selection menu
  • Fixed commander voting menu not refreshing the number of votes properly
  • Fixed a few typos in map descriptions
  • Fixed driver camera rolling uncontrollable on land vehicles
  • Fixed an issue with capture times of objectives being handled differently between land and space
  • TacMap now more reliably opening on the expected location
  • Fixed FOV settings affecting TacMap icons in a weird way
  • Fixed display of briefing rooms in TacMap

A reminder how to switch to the test branch, if you fancy taking a look at this version before we propagate it to the public branch:
In your Steam library, right click on AFF, pick Properties and then on the tab called “Betas” change the dropdown to “Test”. A server running the Test build will be up shortly as well.

If you have more feedback regarding the new UI or the game in general, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!