Hey there AFF Community!We’re back with another big update! Let’s address what is
not in this right away though: the tutorial. Truth is, all those server performance problems we had to deal with the last few weeks delayed everything a bit. We’re working on it.
More importantly, what you see in this update is maybe half of the actual work we put into the game since the last update. There’s a lot of under-the-hood technical stuff going on in AFF development right now. Keep an eye out on subsequent updates in the coming weeks, or on us inevitably spoiling something in
DiscordAs for the contents of this update:C30i
We’ve added a new weapon to the game -
Sigurn-Fost C30i, a portable anti-vehicle cannon. Since the faction-specific anti-vehicle weapons balance has always been a point of contention we figured we need a new, neutral option in the AV department to topple the status quo.

It’s simple to use, its shells will detonate in proximity to any enemy vehicle (especially useful for taking down aircraft), it’s available for both factions and its animations are bloody cool. The visual effects for the weapon are still a bit of a work-in-progress but we wanted to release it as soon as possible - it will certainly require some tweaking anyway, after you guys and girls put it through its paces.
Master server
We love Steam because it’s super convenient to use, for developers and players alike. However, for our current and future online backend we needed something more responsive and flexible, without relying on 3rd party infrastructure.
So we’re rolling out our own master server - that’s the stuff that makes our (and player-hosted) game servers visible for players.

What does that mean exactly for the players?
More reliable and faster server browser, no more empty server lists when Steam is down for maintenance. Possibly some upcoming web-based and discord-intergrated features too but noooot spoiling anything yet.
Performance boost
We keep optimizing the game almost constantly but after the whole Meltdown/Spectre fiasco we seriously needed to make it run faster. And that doesn’t just mean painting it red, unfortunately.
We did some low-level optimizations in the engine, removed unnecessarily bloated system calls, fixed some AMD-specific oddities. Long story short - the game runs significantly faster on servers now and noticeably faster on most consumer-grade PCs.
All official servers are back to 64 slots too.Armour re-balance and gameplay changes
We try to balance the game to be as fair as possible for all players but we also strongly believe there is something like
too much balance. We like to think in the categories of “Is this item fun to use? Is it still fun when your opponent uses it?”, not only apply pure math to everything in AFF. We feel like after the last couple updates we made the infantry suits (and their mods) too prone to straight-up min-maxing instead of all of them being viable situational choices. Hopefully this update addresses the issue.

We also re-balanced most of the vehicle weapons, especially in terms of accuracy.
Another notable gameplay change is that the Territories gamemode now starts with frigates being available to the teams, instead of battleships. This should take the edge off the initial mad boarding rush.
In an effort to bring more varied maps to players’ attention we also made the post-match map voting list exclude the maps that have been played on the server already. The list returns to all maps available after at least half the maps have been completed. It’s an experiment and we want to see how the AFF Community reacts to it.
Soundtrack DLC for the charity
If any of you missed the last update, we're selling this piece of awesome content now:
http://store.steampowered.com/app/786890/Angels_Fall_First__Soundtrack/
Why? Because it's so damn cool to help the kids, that's why!
Full update changelog:
- Added Sigurn-Fost C30i portable anti-vehicle cannon
- Implemented a custom master server to make server listing more reliable and responsive
- Reworked suit mods, there’s no empty slot option anymore, everything’s either armour or a functional mod:
- light suit: 3 helmet slots, 1 body slot, 50-130 armour, 286-310 speed
- medium suit: 2 helmet slots, 2 body slots, 150-310 armour, 244-286 speed
- heavy suit: 1 helmet slot, 3 body slots, 330-570 armour, 191-244 speed
- standard armour mod: free, +90 armour
- heavy plating mod: +130 armour, - 4% speed
- servo mod: +50 armour, +4% speed
- regeneration mod: +70 armour, +30% regeneration rate
- ammo reserves mod: +80 armour +30% ammo
- insulating mod: +100 armour, +20% elemental resistance, -20% ammo
- blast protection mod: +110 armour, +20% AOE damage resistance, -20% regeneration rate
- Jump height bound to total armour value, no longer affected directly by servos/heavy plating
- Vehicle and fighter body mods and stats rebalanced to reflect infantry
- Re-ranged all vehicle regeneration delays to be a bit longer
- Reduced vehicle drop offer timeout to 60 seconds
- Friendly rearming points show ammo icons rather than transition icons
- Removed reload mods from ship weapons that don’t actually reload
- Buffed fighter mine speed and acceleration
- Gunship rocket pods made more viable
- Fixed and refactored the default mods system for loadout items. Tightened the verification process of loadouts in online game.
- Fixed the weapon accuracy interpolation when going into aim-down-sights, should feel more responsive now
- Fixed vehicle weapon inaccuracy math which was keeping them all pinned to maximum accuracy rather than blooming as expected, adjusted accuracy and damage values on vehicle and fighter weapons accordingly
- Rebalanced starfighter weapons, TT18s now fills a space assault rifle niche rather than an MG niche, mirrors DK11a
- Flechette overheat removed, ammo slot enabled and mirrors P4
- Re-normalised land passenger weapons versus their infantry counterparts
- Tuned some incendiary impact effects on infantry that looked too much the victim got set on fire but actually wasn’t
- Slightly buffed RID damage and primary lockon time
- Detpack trigger doesn’t detonate tripmines anymore
- Grenades now have friend- or foe-coloured trails instead of all being blue
- EMP disables vehicles’ capability to deploy countermeasures (shields) now
- Underbarrel shield health now visible on the HUD when active
- Added the ability to access the loadouts screen from the main menu
- Added a zoomed sensitivity multiplier
- Added missing “need repairs” and “get in my vehicle” callouts
- Some preliminary progress on more talkative AI
- Changed homing missile miss-detonation check to stop them from veering off and circling the target ad infinitum
- Frigates meltdown timer back down to 45s
- Ship boardable and boarded alerts made more prominent on the HUD
- Frigates are now the first-free-offer ships in Space Territories, to take the edge off the initial mad boarding rush
- Player balancing on the faction selection screen now primarily based off rank, for example 1 level-25 player equals 5 level-1 players
- Map vote screen will now exclude previously played maps until at least half the maps on the list are played - as an experiment in making maps more evenly played
- Implemented a server-wide meta-game manager, currently taking care of the map list. Commence speculation what its future purpose is!
- Delta updated:
One less tank for each faction
Added sniper catwalk/overlook near pipeline nexus overlooking Objective B
Added more cover to the approach to Objective C from no man's land side
Corrected some missing collision on tarps
- Adjusted lighting on several maps
- Added alternative route near the meatgrinder exit, adjusted cover and collision near terrain edges in Mirnoide
- Fixed more shadows around droppods on a few maps
- Moved the defender spawns in the 2nd and 3rd phases of Irega Incursion
- Moved ULA spawn and most objectives on Irega Territories
- Optimized several decoration meshes in space maps
- Added extra cover to NB3345 and Eye Of God
- NB3345 description changed to carriers-only
- Briefingroom ready-up klaxons edited to be less annoying
- Squadmates should see their squad leaders’ order (the one given to him by the commander) if the squad leader left them with no explicit order assigned
- Fixed land vehicles’ close camera drifting over time
- Limited outer cameras’ roll to world-up for less nausea (close camera is still vehicle-locked)
- Small adjustments to bot navigation and responsiveness
- Added missing “extending” and “retracting” animations to the RID when viewed in 3rd person
- Fixed grenades exploding when flying through any kind of flame
- Fixed grenades and detpacks not getting detonated by enemy grenades/explosives
- Fixed bots sometimes assigned to incorrect squads after traveling to a new map on the server
- Optimized the netcode of squad and team assignments a lot
- Optimized the number of network channels and replicated objects across the board
- Fixed pawns remaining in vehicles after the player has redeployed/changed team/left, in case of passenger seats online was blocking the seat completely
- Fixed noisemaker crash
- Fixed massive stacking of underbarrel flamer’s flames on a single object causing slideshows
- Fighter and passenger turret LSP variants now get modulated FX per-charge just like the handheld one
- Small optimizations to weaponfire code
- Slightly optimized replication of destroyed ship chunks
- A bit more Dhaka health, a bit less Locust health
- Corrected magsize mod description to state 15%
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!