Update 27 hotfix #1

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] Here’s a quick patch to address some of the issues from the last update and to release a few more fixes that didn’t quite make it in before. [b]Changelog:[/b] [list] [*]Tweaked nightvision a bit, including its activation sound [*]Allowed the minimum match time slider in the custom game menu to go as low as 5 minutes. Someone requested that and there’s no reason we shouldn’t offer it. [*]Soldiers can now be properly ran over and die from extreme fall damage regardless of suit specs [*]Mounted turrets now unable to turn if they are disabled by hacking - since turning is effectively their driving [*]Infiltrator spec now shows the sensor ranges of enemy proximity-activated explosives (mines, detpacks, spring nades) instead of making the player not activate those explosives at all. [*]Lowered the frequency with which corrosion mines add a stack of corrosion from .3s to .5s and reduced amount of corrosion applied each time [*]Nerfed mine count on larger vehicles and reload time of mines all round (9-15s) [*]Tweaked bots’ weapon-switching behaviour so they commit to using deployables, grenades and mines better now [*]Corrected the math behind penetration values displayed in the loadout screen [*]Loadout stats for the GU and the L9r now list "max penetration" value (full charge) for consistency [*]Ammo packs, medkits, detpacks, sensor, spring, gyro and regular grenades should now have proper descriptions in the loadout [*]Mines, grenades and their payloads should now show something akin to proper stats in the loadout menu [*]Halved the damage on the frag payload for mines. Ooops. [*]Fixed a bug with elemental mines, where the first would get 1 instance of a payload, the second would get 2 instances, third would get 3 (which instead of triggering the effect once per payload per mine, would then do it up to 3x per payload per mine resulting in utter destruction of everything ever) [*]Optimized and tweaked lock-on logic again and fixed some instances of it targeting friendly/neutral targets [*]Undid some failed attempts at adjusting boarding pod offsets [*]Disabled the third cockpit mod for Gheist (both mechs have 2 now) [*]Fortress Territories updates: - Fixed a number of holes in the tower meshes and general collision/visibility issues - Terraformed a bit near the satellite dish - Tweaked position of team-blocking volumes for the LZs, so you can't cheekily jump on top of them and get inside the pods [*]Across most ship and station interiors: - Breaching tubes should now have more smooth and reliable collision - Patched up some holes in the breaching tubes, tweaked collision where you could partially hide in meshes and cheese the people coming out the tube - Re-routed some of the scripting for the breaching tubes sequences so that they don’t block or kill you when they shouldn’t - Added some missing screens and tweaked the lighting around the breaching tubes and boarding pods [*]Irega updates: - Fixed vents pointed out by the community and a lot of other miscellaneous collision issues nearby (and politely asked a few stupid blocking volumes to go away) - In the Incursion variant, fixed right-side Phase 3 LZ being unintentionally out-of-bounds - Fixed a place where the bots were apparently getting stuck near the docks [*]Ixion interior: sped up the dropship landing sequences a bit, fixed the huge borked piece of collision that’d make deployables and bodies have a really bad time [*]Lukather: removed collision on majority of splines (all but the pipes) - lots of them being used for decoration resulted in tons of unwanted collision [*]Commander shields are now cleared on match end to not interfere with the end-game cinematics and stuff [*]Fixed the hack objectives in Yin Tao Shan, tweaked collision [*]Fixed some more pathing, collision and straight-up holes in the walls inside the Huginn [*]Fixed Poranti’s space AI pathing, replaced Phase 2’s spawn with a drop pod, optimized the lighting, added a dropdown hole to the objective in Phase 1 [*]Fixed some incorrect scripting in Kerrat Territories, likely explaining the odd reported "AIA won, despite ULA actually won" situation [*]Fixed objectives not being properly marked as “under attack” with a hackspike present [*]Fixed some instances of bots not wanting to board a station with multiple dropships despite multiple access points being available [*]Fixed seated turret operators and pilots inside capships being non-corporeal - should be possible to tag and shoot them now [*]Fixed spring nades desyncing their explosion effect between server and clients [*]Performance improvements to bots driving vehicles [*]Fixed rearming-through-warping-out nuking server performance [*]Fixed some instances of the commander-ability-spawned shield domes being invisible [*]Fixed sensor grenades not showing team-specific trail colours [*]Fixed the “Hack” commander ability not changing shield team allegiance properly if executed by the MILNET AI [*]Fixed hacked turrets not getting correctly removed from the parent weapon's deployed list [*]Fixed some space fighter camera angles that got weird in the last update [*]Fixed some instances of the tagged target always showing “out of range” [*]Fixed some instances of warp points not showing up properly for late-joiners [/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]