A new single-player campaign has been added to the A-Spec First Assault demo. Play through 3 main missions and 5 side missions in a fight for survival against a relentless hostile oppressor.
Patch Notes 0.11.0
Overview
- Added a single-player campaign as a limited preview
 
Known Issues
- Autospeed match 'close' setting does not work as expected
 - Carrier and Large Transport do not have death animations and blink out of existence on death
 - 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
- Campaign: Single-player campaign as a limited preview
 - Campaign: 3 main missions for the campaign
 - Campaign: 5 side missions for the campaign
 - Campaign: Player Item rewards for completing a main mission in the campaign
 - Campaign: Player Prestige rewards for completing main and side missions in the campaign
 - Campaign: Player Experience rewards for completing main and side missions in the campaign (used to unlock following main missions)
 - Campaign: Player Prestige and experience rewards for kills
 - Skirmish: Wingmen will now spawn in formation with their wing leader
 - New Ship: Fighter (only available to AI actors in the campaign)
 - New ship: Gunship (only available to AI actors in the campaign)
 - New ship: Carrier (only available to AI actors in the campaign)
 - New ship: Large Transport (only available to AI actors in the campaign)
 - New primary weapon: Hydracannon as XXS size (only available to AI actors in the campaign using the Fighter)
 - New secondary weapon: Guided bomb (only available to AI actors in the campaign using the Gunship)
 - New turret weapon: Autocannon as XS size (only available to AI actors in the campaign using the Gunship)
 
Changed
- Limited frame rate to 30FPS when in menus
 - Luhansk corvette mass was too low (raised from 200,000 to 2,000,000) and will no longer be spun around as much by weapon hits
 
Fixed
- Faction Active/Dying unit tracking was left in an erroneous state when starting a mission, preventing further missions from completing correctly
 - Explosive damage was not being applied correctly against moving structures
 - AI actors would get stuck attempting to complete a priority objective that was impossible to complete
 - Selecting a target from cleared selection selects 2nd contact in the list rather than first
 - NullReference when firing missiles
 - Fixed an issue with lateral thruster burn time calculations for AI actors