Update 22 hotfix #2 AKA we should really number those things more sensibly

Angels Fall First

From commanding the battle standing on the bridge of your flagship all the way down to tactical infantry firefights - AFF brings together all the combat you ever wanted in a rich science fiction setting. Boarding, pilotable capital ships, deep weapon customization and full AI support included!

[b]Hey there AFF Community![/b] We’ve just released a few more tweaks to the last update. [b]Changelog:[/b] [list] [*]Fixed misbehaving packages causing server crashes [*]Fixed issue where non-existent chatbox would capture player input [*]Fixed issues with weapon lock getting lost very easily, especially on infantry guns (RID, MLI), and improved the prioritization of lock targets [*]Fixed Anaster's skybox [*]Temporarily removed some of the extended parts of the AIA briefingroom but fixed a bunch of collision issues and added grenade and deployable pickups across both briefingrooms [*]Tweaked RID and MLI lock times to be shorter, lowered RID damage slightly [*]Corrected a couple of pathing- and collision-related issues in Ixion [*]Improved and optimized the netcode behind comms (text and audio callouts) [*]Improved prioritization of callout audio, plus squad callouts should be always heard regardless of distance [*]Increased underbarrel shield regeneration delays [*]Increased heavy plasma projectile velocity, walked back capital ship railgun damage buff a bit [*]Capital ships and vehicle now generally more sturdy against rail, heavy plasma and explosion damage [*]Added “player left the game” messages to the chat [*]Removed extra brackets from vehicle drop HUD prompt [*]Unfudged a couple of damage multipliers applied to vehicles [*]Tweaked the smaller variants of capital ship ions, to have proper DPS in the new balance of things [/list] For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our [url=https://discord.gg/aff]Discord[/url]! [b]Onwards and upwards![/b]