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A-Spec First Assault News

Demo updated to current Early Access Version

Greetings captain!

Yup, the demo has been updated and brings not just fixes and improvements but a little more.

The campaign preview has been replaced with the Prologue campaign serving as an introduction to the A-Spec main campaign and bringing 7 missions. This is the same prologue campaign in the Early Access release and you will be able to carry over your progress from the demo to Early Access.

The Escalation update

The war is escalating, captain. Sumar forces are bringing in their bigger ships in an attempt to gain a foothold in the system. Bring your wingman and push back the tide.

Patch Notes 0.13.0 Overview
  • Chapter 2 campaign added with 3 new story missions, new side missions, and a new 'Autogun' weapon type
  • Unlock, customize and fly with a wingman
  • Ship fitting screen sorting and filtering
  • Many bug fixes and improvements


Known Issues

  • Autospeed match 'close' setting does not work as expected
  • Colliders for Fighter, Gunship, Carrier, and Large Transport are not optimized for best-fitting
  • Jump-out animations are not scaled correctly for ships bigger than a gunship


Added
  • Player campaign progress will be updated in line with changes that have occurred to Chapter 1 missions involving Prestige reward increases for the main missions and new weapon unlocks
  • Added Chapter 2 with three new story missions
  • Side Mission: Added new 'Ambush' mission type
  • Side Mission: Added new 'Ambushed' mission type
  • Side Missions Added a new variant of 'Distress Call' mission type
  • Railgun (S) is unlocked after completing Ch. 01 Mission 03
  • Player fleet size is increased to allow for 1 wingman after completing Ch. 01 Mission 03
  • Autogun (S) and X1-X3 versions unlocked after completing the Prologue
  • AI Actor can now follow assigned priority targets including subsystem targets
  • F3 key (Comms Action C) will order player wingmen to attack the subsystem component targeted by the player
  • When the player enables autopilot the player's wingmen will move to enter formation during the autopilot transition cinematic
  • Allowed variable replacements in dialogue for transmission panel on the HUD
  • Player wingmen can be configured in empty fleet slots (slots are unlocked by progressing through the campaign)
  • Added options to reset the campaign to the start of the prologue or to the start of chapter 1, accessible via the campaign menu options button
  • Added Sort functionality to Ship Equipment Screen
  • Added Filter functionality to Ship Equipment Screen
  • Players can now use the cancel button press to exit out of the Options menus (i.e. by pressing the Escape key)
  • Added Prograde and Retrograde indicators to the flight HUD
  • Added Guided Bomb Minimum Range Release Condition (>= 2000m) for AI Actor consideration
  • Added the Sumar Cruiser as a selectable ship in Skirmish mode


Changed
  • Audio volume adjustments to avoid certain sounds drowning out others
  • Prestige Balance no longer abbreviated below values of 1 Million in the ship fitting screen
  • Briefing/Debriefing font has been replaced
  • Made improvements to text on the main menu screen to make them more easily readable against bright background elements
  • Adjusted text sizes to min-max range, and prevented text wrapping with text in the HUD Target Info Panel
  • Reduced MLRS missile damage
  • Went through briefings and debriefings for main and side missions to ensure they all used the same layout along with some typo and grammar fixes
  • Wingmen formations can now account for an indefinite number of wingmen without worrying they will spawn inside each other and become a Tuvix
  • The Options button in the Campaign Menu now opens a sub-menu, with the ability to open the game options added to a new button inside
  • Skirmish: Kherson default loadout changed due to cost adjustment of Railgun: Primary Railgun (M) replaced with Railgun (S); Rear Turret Blaster/2 X1's replaced with Autogun/2 X2's
  • Equipment not meant for the player's eyes no longer shows up on the Equipment Fitting screen with exceptionally high values. Instead, they are no longer visible at all.
  • Adjusted font size for scaleability based on length of descriptors for inventory items
  • Adjusted turret long and short naming schemes


Fixed
  • Reinforced Amour Plating module text description now correctly refers to 'armor' instead of 'shield'
  • The Briefing/Debriefing Scrollbar was not working as expected
  • AI Actor will no longer fire off a guided missile without a valid target locked
  • The directives panel will remain open if its list is cleared or the last objective is removed from the list
  • Improved Missile Pool calculation to avoid excessive pool counts being used
  • Emergency thrusters now engage to ensure ship control is maintained when engines are severely damaged
  • Railgun causes damage to armor and hull (but does not penetrate outer damageable layer)
  • Railgun subsystem damage scales based on the armor section it penetrated
  • Damage Control subsystem repair priorities were not being honored
  • Missile Null ref on collision with distinct debris
  • Missile Null Ref on collision with an asteroid
  • Removed code meant to prevent audio cascading but made it worse
  • Actor AI collision avoidance now works as correctly
  • Added missing audio priorities for Hydra Cannon and X1 Mini Gun sfx
  • When an AI actor wingman is first enabled it will engage nearby enemies, instead of waiting for wing leader orders
  • Default ship configuration is not applied properly in the level editor
  • Turrets and modules attached to a destroyed substructure are no longer referenced by the parent structure
  • Item rewards are unintentionally given via a legacy game mechanic. Rewards are still correctly granted for completing specific main story missions
  • 'Convoy Escort' side mission had suffix numbering on the convoy random generator names
  • 'Convoy Escort' side mission enemy wing was not given a display name
  • MLRS Missile MissingReferenceException: The object of type 'Transform' has been destroyed but you are still trying to access it
  • Text will be cut off in subsequent mission briefings and/or debriefings if previously the text was scrollable and the player scrolled down
  • HUD gun pips will no longer display when viewing the rear of the ship
  • HUD reticule now adjusts to the forward view of the ship (instead of being centered on the camera)
  • Prestige and Experience for kills incorrectly calculated or not calculated at the end of each completed campaign mission

DEMO Patch (0.11.9)

There was an issue with the DX12 API causing the game to crash on the loading screen when exiting from a mission. The demo has been reverted back to the DX11 API, in line with the Early Access build, which solves this issue. Thanks to Test.

A-Spec First Assault Current Progress Update

Hello!

Read on to be kept in the development loop for A-Spec First Assault and what will be appearing in the next patch.

[h2]Storyline[/h2]
I have planned how I would like A-Spec to finish by the end of the final mission in the campaign. As of writing this update, I have ideas for several chapters leading up to that endpoint. Currently, it's looking like each chapter will be comprised of 3 story missions for a beginning, middle, and end for each chapter.

[h2]Chapter 2 Story Missions[/h2]
3 additional story missions will be added in Chapter 2. They have already been scripted, the briefing and debriefing texts are 90% written, and all require extensive testing to ensure the scripting does not break during play.

One of these missions required additional improvements to the AI, to assist the player in completing their objectives. These improvements are 75% completed.

[h2]Side Missions[/h2]
Chapter 1 included side missions, randomly presenting a new selection after each mission, for the player to choose from between main missions.

Chapter 2 will expand the number of side missions. I have about 2 dozen side mission themes to choose from which will also be used in the main story missions. I have yet to start on the side missions for Chapter 2, but will do so once the 3 main story missions are completed.

I'd like to know your feedback on how you feel about them so far. Like, are they fun for you, what would you like to see, would you rather just go through the main story missions, etc. Post them in the comments below!

[h2]Chapter 1 Briefings/Debriefings[/h2]
The briefing and debriefing text for the Chapter 1 missions were written back before the prologue existed. Since the prologue is now starting to expose some of the game's lore, they needed updating to fit in. They were also a bit bland. This is already completed.

Expect text and dialogue to continue evolving through development as I learn and improve on creative writing.

[h2]Wingmen[/h2]
Players will be able to have wingmen join them as they progress through the campaign. Chapter 2 will open up a wingman slot, for ship selection and configuration of wingmen. This is optional, the player can choose to go alone and use that extra Prestige to fit better weapons and equipment to their ship.

[h2]Audio Improvements[/h2]
Some repetitive audio effects are cascading and these will be significantly reduced (if not eliminated).

Also, explosions were cutting off too soon, this is fixed.

[h2]Explosion Damage Bug[/h2]
TL;DR: Explosions would sometimes not damage the target. This is now fixed.

There was an interesting (read annoying) bug where exploding missiles would not damage the target. I believed I had solved this in the previous patch, but by a stroke of luck, I was able to reliably replicate the problem and on investigating found the actual cause. This was most notable on missiles striking the Gunship, but applied to any weapon with explosion damage.

When a missile explodes it creates a collider sphere and checks for objects overlapping it. The sphere can be configured to expand each frame (like a shockwave). I added some code to keep the test performant and avoid re-checking past collisions. This is a bit difficult to explain, a ship can have multiple damageable parts (i.e. the main ship and child objects including attached turrets and additional substructures). These are made up of separate collider objects. If a child collider is checked before the main ship collider the ship will not take any damage. I removed the relevant check, ran some additional tests, and determined the poor attempt at making it performant didn't make a difference. That single line of code is gone, the problem is gone, and no performance loss either.

[h2]Weapon Adjustments[/h2]
Since explosion damage now works 100% of the time every time, I needed to reduce the MLRS explosion damage caused as became overpowered as a result.

Railgun damage has been scaled properly as they were overlooked the last time I re-scaled weapon damages. They are still very powerful and their Prestige and Fitting costs reflect that power.

[h2]A new, larger, enemy ship makes its appearance[/h2]
The next patch will reveal a new much larger type of enemy ship whilst introducing a new game mechanic. I won't explain more as it's something the players can discover for themselves (or maybe they won't notice?). If you follow me on Twitter, this is a feature that I was working on around 14 months ago, for this very same ship. Now that the ship will make its appearance, I am now able to include the mechanic. It's functional and in the game, requiring some minor adjustments and additional configuration.

[h2]Bug fixes[/h2]
I have found a lot of bugs since the last update. All that I have found has been squashed.

If you find a bug yourself, please let me know on either the Discord or the A-Spec Steam forum, explain the problem, and if you can repeat the problem or not.

If you can repeat the problem, provide the steps on how to do it, like a list of actions to perform to make the bug happen. Using that I can investigate and follow your steps to replicate the problem, and if I can replicate the problem I can then start working on a fix.

If it's a bug that appears often, but also seemingly random, if you are willing to provide a video recording of that moment, it may help.

Ultimately I want to keep A-Spec free of jank and bugs. Most of the bugs I found myself, which should be the case as I am on the front line. Though I am only one guy, and bugs do fall through, I work quickly to resolve them.

[h2]Game Bundles[/h2]
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[h2]Conclusion[/h2]
Thank you for reading. I'm truly looking forward to the future of A-Spec First Assault. Given this is an Early Access game the first week sales were on par with Absolute Territory which was released as a full title.

Though putting it in perspective, Absolute Territory is still a failure sales-wise. I have learned a lot since then and hope to put that experience into making A-Spec a better success when the full release day arrives (which is still a while off).

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