Update 27 hotfix #2

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 prepared another small patch to tie up loose ends for this update. [b]Changelog:[/b] [list] [*]Khamun: Tweaked some of the turret seats, so using them will make the operator look correct in the spaceship’s interior [*]Exiting turret seats inside ships should now work more reliably and place the players in more sensible locations [*]More RID balance - damage split 50/50 into separate “slug” and “shockwave” passes in order to de-power near misses and allow some passthrough on shield and infantry with infiltrator spec. Slightly reduced charge-time. [*]Fixed Poranti’s exterior windows not behaving as expected and resolved an issue that would end the match immediately [*]Tweaked mechs some more: - Improved their driving-collision, so it should no longer be possible to get them into unintended spots - Tweaked their animation system some more; Their turning-in-place didn’t look quite right among other issues [*]Resolved a hitch with the HUD markers for vehicles [*]The minimal damage field should now show the correct values again on the loadout screen [*]Fixed Yin Tao Shan’s Phase 3 objective not showing up properly as a main objective on the HUD [*]Mirnoide: - Resolved some lighting issues - Hackspikes should now be properly placed again [*]Resolved an issue with hack-objectives not showing the proper UI information in online games [*]Resolved an issue that allowed hack-spikes to be placed during OOB stage-change [/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]