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Angels Fall First News

Update 21 hotfix

Hey there AFF Community!

Some things in the last update needed a bit of fixing and adjusting. Here’s a quick patch to address that, before we proceed to adding more awesome content.

Thanks to everyone participating in the matches over the last week, as usual your feedback has been invaluable in improving the game!

Changelog:
  • Tannhauser changes:
    - Fixed getting stuck in the cinematic mode (weapons locked) at the start of the match
    - Fixed some missing collision
    - More cover near the hangar doors and line-of-sight interrupters to reduce objective sniping from safe locations
    - Rearranged some miscellaneous cover all around the place to be either more or less advantageous
    - Moved Velius spawns further back in Phase 2
    - Moved the "repair platform" to a more risky location on the map
    - Added some cover to rooftop spawn area for Phase 3
  • Kerrat changes:
    - Fixed visual damage levels of the repairable objectives being displayed incorrectly
    - Stopped all ULA bots from immediately going outside if Huginn becomes no longer boarded
    - Removed bombers from Phase 1
    - Dropships in the Territories mode can re-deploy immediately after the previous one is destroyed, versus the normal 4 minute delay on other maps
    - Toned the internal destruction effects down a bit
    - Fixed the tacmap in the Territories version
    - Fixed the disabled battleships sometimes drifting away from their initial locations
  • Fixed several pathing issues on Fortress, including the gate and the droppod
  • Fixed several pathing issues and spots where bots were getting stuck on Lukather
  • Fixed the misbehaving Phase 2 droppod shield on Errah
  • Added some new stairs to last objectives on Yin Tao Shan and Fortress, moved up vehicle drop spots a bit on Yin Tao Shan
  • Fixed camouflage choices not working properly online and not saving correctly for weapons and vehicles. Unfortunately this hotfix may reset your infantry camo choices as well.
  • Fixed chat box sometimes not opening properly
  • Fixed loadout copying
  • Fixed SGZ appearing as “Weapon” is some parts of the UI
  • Doubled the effectiveness of mines deployed by fighters and capital ships
  • Adjusted the landing zone re-enable delays, 6s for Incursion (was 15) and 180s for Territories (was 30), to make it much harder to “insta-retake” in Territories and easier to avoid attacker wipes in Incursions
  • Amended repair objectives messaging
  • Changed TT18S mag size to 36
  • Boarding pods now 80% harder to destroy from the outside


For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!

Update 21 is live!

Hey there AFF Community!

Happy New Year to all of you lovely folks!

2018 might’ve looked a tiny bit slow in terms of AFF updates on the surface. But in reality we worked hard on many advancements and content that will push AFF towards being a better game and towards, hopefully, realizing its full potential.

What you see below is the first portion of the content and the changes we’ve prepared. This update, as well as subsequent updates in the coming weeks, touch a lot of the core systems of the game - due to that some new bugs will probably crawl out of their hiding places. Luckily there’s a new boomstick below to deal with them swiftly now:

SGZ Special


This brand new shotgun will rip and tear through infantry at close range. A limit of two shots and a slow break-action reload cycle will leave the operator highly susceptible to return fire though - it’s very much a high-risk-high-reward gun for those nasty close-combat situations.



Maps maps maps


New maps are joining the roster, each with its own gameplay twists as always:

Tannhauser

The AIA have set their eyes upon a series of previously hidden ULA repair and refit stations nestled just above the dense lower atmosphere of a rocky world, tinted by the orange hues of a methane-rich troposphere. Its imposing power generators cradling the launch platform ensure it remains stable as it sends USN corvettes into orbit . The AIA must advance through landing onto the platforms and into a massive hangar to stop the launches of newly-refit ship. This map features both awesome gunship action and some intense firefights for both factions.





Kerrat

After sustaining heavy damage in a previous fight, a USN battleship and what little remains of its crew and escorts must repair the ship’s internal systems quickly and escape from the AISN pursuers. The Incursion mode on Kerrat is a very different map from all the other space maps - it starts with an already-boarded Huginn where the USN have to repair several core systems and then flee to fight another day during an AISN onslaught.





Improved flight model


We’ve largely redesigned how ship steering works, while still retaining the same distinct model of AFF physics. Still with the two distinct flight modes, grav-assisted and newtonian, of course. The ships will now more closely follow the movement of the mouse and the crosshair will behave like in more traditional space-sims instead of pointing at stuff in the world. This results in more deliberate, stable and snappy movement and a much more enjoyable flying and dogfighting experience overall.



NAT punch-through


A complaint we’ve heard a few times from our players was that hosting games for their friends didn’t always work, at least not without manually forwarding ports on the player’s router. We used a system to force port forwarding in the past (UPNP for those of you familiar with this stuff) but in practice it rarely worked with the myriad of router devices our players use. So in response to that we’ve developed and deployed a NAT punch-through server that should mitigate this issue. Simply put, will let players connect to each other's hosted games regardless of router barriers. Should work automagically without the player ever noticing it because it’s 2019. Try it out, host a game for your friends and enemies! And of course inform us about any problems with it on Discord or the Steam forums!

Changelog:
  • New map: Tannhauser Incursion
  • New map: Kerrat, both Incursion and Territories variants
  • New weapon: the Salier SGZ Special shotgun
  • New ship steering mechanics
  • Added a NAT punch-through system which should enable players to host games regardless of the router setup they're behind
  • Camouflage customization now also available on infantry guns (just the faction-specific ones for now)
  • Ixion Territories altered to be a more interesting map, with part of the fight taking place inside the station
  • Bots should now have their response times (reflexes) properly varied per difficulty level - so no more level 1 bots suddenly 360noscoping you immediately upon noticing you
  • Most infantry guns' accuracy range increased by 15% - in other words, accuracy buffed in order to bring all guns closer to how the SAR primary behaved. Burst firing modes remain unaffected. We’ll be keeping a close eye on how much this impacts perceived TTK given everything should be dying in half a dozen shots already.
  • SAR/FKR/UDP burstfire primaries corrected to offer greater accuracy with secondary firemodes. Slightly reduced accuracy on primaries as a consequence but warranted due to greater DPS than guns with burst firing modes as secondaries.
  • Buffed S77 magazine capacity, spare mags, damage, plus it can now overheat - the interesting feature here is that a motorized choke (spread of the pellets) now narrows with heat.
  • DK31 more accurate in the alternative fire mode
  • Multiwrench now heals your armour when used on enemy stuff and passes through multiple characters if within range
  • Multiwrench firing effect made a bit less obnoxious
  • Placed a few multiwrenches around the battleships' and frigates' interiors, players can now pick those up if they forgot to spawn with one and wanted to repair something inside the ship.
  • Updated rock collision shapes on Errah, Delta and Fortress, fixed previously disabled collision on rocks and outcroppings within the playable area on Fortress. No more sniping from the map's edge within the bigrocks
  • Moved the vehicle drop areas and fixed some collision and pathing in Yin Tao Shan
  • Fixed some broken AI pathing around droppods in Lukather
  • Added shield doors to droppods on the ground, at least on some maps for now
  • Game version display in the top-right corner now off by default unless in the main menu. Can be toggled back on with ToggleShowGameVersion console command
  • Improved AI ships' pathing in tight spaces
  • Added a team-wide message on capital ship engines getting enabled, "Pilot required"
  • Significant optimizations to VFX management in space, should result in better performance
  • Several performance improvements to text processing in the UI
  • Optimized a lot of dynamic lights all across the game
  • Removed the botched RED5 from weapon choices on corvettes
  • Fixed chainguns and plasma hardpoints being swapped on the Ti corvette
  • Fixed fighter launch interaction prompts sometimes not displaying correctly
  • Fixed camouflage colour selection sliders sometimes resetting to default by themselves
  • Fixed bots sometimes dropping medpacks or ammoboxes on top of downed teammates instead of trying to revive them
  • Fixed re-arm spots in space and made the task icon point to them when in dropships after dropping the pod off


For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!

The Steam Awards nominations

Hey there AFF Community!

The Steam Awards are here again!


If you love playing AFF as much as we love making it (and think it qualifies for any of the categories in its current unfinished state) - please consider nominating it while we work tirelessly on the next update;)





In addition to that, the Autumn Sale is on and AFF is 40% off:


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

Update 20 hotfix

Hey there AFF Community!

Without further ado, here’s a hotfix for a few things we messed up in the last update, primarily the corvette loadouts. Plus a few optimizations and changes.

Changelog:
  • Added a keybind (“H” by default) for toggling the HUD on and off due to popular demand
  • Optimized and smoothed out a lot about all the homing missiles, made them behave a bit more sensibly after missing the target
  • Turret AI will no longer try to fire when the vehicle is disabled by EMP
  • Fixed corvette loadouts not applying correctly, which resulted in missing shields, finite ammo for missiles etc.
  • Fixed some corvette weapons not firing from the correct points on the ship
  • Fixed and optimized projectile lifespan calculations, no more heavy missiles disappearing before they reach their assumed range
  • Fixed rank display not fully working in the loadout menu when using no-steam settings
  • Fixed the spawnpoint shield in Ixion not blocking enemy fire
  • Fixed missing firemode info for detpacks and adjusted how that interplays with the payload type display
  • Fixed pathing issues associated with the thin support struts on Irega Incursion
  • Corrected lighting on one piece of geometry in Lacroix’s station


For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!

Update 20 is live!

Hey there AFF Community!

This patch brings a few new features and a ton of fixes. Our rhythm of updates got a bit thrown off this year but not without a bloody good reason - there's a whole lot of exciting stuff we've been busy with. DX11 renderer, lag compensation, maps, guns and more, all nearing completion.



We're releasing the following fixes and features now to make way for more content in the very near future so stay tuned. Some pretty significant changes to gameplay elements this month too:

Corvette loadouts




Corvettes get selectable equipment options now, just like fighters, ground vehicles and infantry. The choices are pretty basic for now but we’ll keep expanding the loadout system until all the ships have interesting and varied selection of weapons and support items.

Incapacitated player animations




Your incapacitated teammates will not only be highlighted on the HUD now, the downed player can also reach out in a visible “Help me!” gesture by hitting the jump key or broadcasting a “Need a revive!” callout.

Turrets scan angle




We figured that the defensive gameplay needs shaking up a bit so here’s an experiment - all the deployable turrets (MG, plasma and flamer) will only detect enemies from the front. You can rotate the turret when placing it with the right mouse button.

Full changelog:
  • Players are now able to respawn directly as the last used friendly fighter type (but only after death and assuming the carrier launching that fighter is still operational). The spawnpoint will be visible on the TacMap like any other infantry spawnpoint.
  • Hitting jump while incapacitated (space by default) or broadcasting the "need a revive" callout now triggers a "help me!" animation
  • Added a few new camouflage options
  • Vehicle's passengers now visible on the HUD
  • Bots now hop out of vehicles to get to the nearby enclosed objectives in a sensible manner
  • AI fighters have been taught to avoid incoming missiles by manoeuvring
  • Capship cost subtracted on start of core breach instead of end in Territories matches
  • Corvettes now have configurable loadouts and now use fighter-grade missiles, at least for the moment, so they have the selection.
  • Upgraded the vehicle queue info and rearranged the TacMap a little
  • Middlemost of a set of warp beacons should be flagged as the rearm warp-out location, rather than some arbitrary one, if there's more than two
  • Moved the vehicle info to crosshair for now for better visibility and to not be hidden when weapon-switching
  • Added the ability to assign groups of units to quick-select number keys on TacMap with CTRL+ like in RTS games
  • Added a "vote to kick a player" button
  • Added infantry loadout quick-select option to TacMap
  • Constrained deployable turrets' scan rotation to forwards-facing - pay attention to how you place the turrets now and keep in mind they can be rotated with right-click!
  • Refactored carrier core lockouts. 1 or 2 lockouts to open shields blocking bridge access.
  • Lockout on bridge to open shields on engineroom to access the core. Keeps pilot and engines alive for longer into the breach attempt and focusses the action a bit.
  • Fortress Territories updates:
    - Added a tunnel for players to use to breach the outer wall
    - Relocated objective A to take about as much time to reach from spawn for ULA as it takes for AIA to reach objective B
    - Slightly moved the radar dish (objective D) and the warehouse (objective C) to reduce travel time bias
    - Ensured that walkway near warehouses along outer wall was properly supported
    - Covered up missing geometry near warehouses, fixed some floating grass, added some lights to dark areas, added more cover near ULA drop pod
    - Fixed recently-noticed missing wall collision in one of the buildings
    - Fixed missing pathing and adjusted collision for one of the buildings
  • Irega Incursion updates:
    - Opened up a car park below where Objective C was previously located and moved Objective C to that location
    - Relocated one of the end objectives and opened up some pathways near there
    - Corrected some minor collision issues
  • In Fortress moved the vehicle drop locations further in Phase 3, moved last spawn back a bit and fixed some collision issues
  • Adjusted spawnpoints in Lacroix and enlarged some of the objective radii in Yin Tao Shan Territories
  • Added missing team-blocking volumes to a spawnpoint in Anubis and a few boarding tubes
  • Amended the fighter launch direction from the station in Meudeverre to not be pointed into the wall, reorganized the internal pathways a bit, rebalanced defense platforms
  • Squads get reordered by command XP as players join, up to match start. Let's see how this affects squad composition and balance online.
  • Squad members take on squad leader's stripe colour again
  • Culled several vehicles from the roster on land territories maps to better constrain map duration
  • Mechs can now equip the C30 cannon
  • Tweaked the balance of medium plasma and chainguns in space and ship HP between AIA and ULA
  • Buffed frag mines a bit, nulled out meaningless grenade/mine stats in the loadout menu
  • Disabled defunct vehicle weapon optics mods and now-empty bomberbay weapon mod slots
  • Added a squad leader announce message just after commander's
  • Tab key closes scoreboard immediately with no fadeout so as to not block the mouse unnecessarily
  • Bots now only deploy medkit and ammo as a response to callouts from each other and humans, if one is within 50m at the time, and better understand the conditions under which they should run to an ammo pack or medkit
  • AI hate deployed turrets slightly less
  • Reinforced AI aim vs apparent aim (less "bots firing sideways" caused mostly by lag)
  • Halved Heimdall's spinal ion cannon's damage but increased its range and the range of its passenger-operated ion lances and gave it long range missiles, fullfills the same long-range role as the Chons now
  • Gave Javert heavy missiles, lowered the lock-on for them (on all ships that use those) by 7% for less annoying experience
  • Switched Khamun to chainguns only
  • Removed captain’s rockets from Rejkhart
  • Fixed Chons' missiles coming out asymmetric
  • Fixed MNL hurting through shields on direct hit
  • Fixed the settings menu navigation getting stuck for some players
  • Fixed completed objectives flashing as if still under attack in match status module
  • Significantly reduced AI infantry getting perma-stuck out of the navigation grid by widening the scope of when they try to jump out of problems
  • Fixed squad module (in HUD and TacMap) showing incorrect armour class icons
  • Fixed some unnecessary material instancing in sensor stations
  • Fixed mechs not registering hits on their legs/middle sections
  • Corrected lead indicator for attached external breach modules
  • Fixed some interpolation issues in the launch cameras
  • Fixed some discrepancies in ion cannon damage type configuration and Ranger's railgun consoles
  • Fixed AI separation on "move to" orders
  • LAN games discovery much more reliable now
  • Fixed some issues with player authorization when multiple people with different Steam accounts join and quit from behind the same router
  • Fixed the progress bar visibility on the "exit gunship" prompt
  • Fixed magazine size on the Turtle's main gun to make sense in the context of 4-rocket bursts
  • Fixed the "prestige" prompt not showing the correct camo award
  • Fixed commander not becoming a target of unprompted revive attempts
  • Fixed AI stalling after rearming fighters or dropships
  • Fixed boarding status messages showing in briefing, for real this time
  • Fixed some pathing issues inside the fighter bases


For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!