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]