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]