Angels Fall First
by Strangely Interactive Ltd · 11 Jul, 2026
5 downloads
About the Game
AFF focuses on team-oriented tactical gameplay and objective-based scenarios with a high degree of replayability, featuring:
- Wide selection of weapons and tools, ground vehicles and spacecraft to fight with.
- Diverse combat opportunities - assume point to clear a building, hunt with a frigate wolfpack as a lineship captain, issue orders from the bridge of your battleship.
- Fully operational and pilotable capital ships with playable interiors.
- Unique combination of spaceship and infantry combat - board spacestations, shipyards and vessels to capture or destroy them from the inside.
- Dogfighting using space interceptors and bombers, launched from capital ships and stations.
- Gameplay mechanics designed as a mix of modern elements (customization, loadouts, persistence) and inspirations from classic shooters (frantic, fast-paced firefights).
- Commander mode for issuing orders to your squadmates and teammates.
- Full AI support - all scenarios can be played both offline and online identically, supporting up to 64 players or bots filling in for the players if required.
- Rich science fiction universe setting.
Another space game?
Well, we've been doing this a long time - AFF has been a rich universe of fiction and art since 2005. We made a Homeworld mod, and kept building from there. Work started on an Unreal Tournament 2004 mod, but was then ported over to UT3 in 2007, culminating in a 3rd place grand prize in 2009's MakeSomethingUnreal contest.
Angels Fall First as a standalone game is, for us, a mission to enable the player to do as much as possible in a vast environment - whilst still retaining the focussed, fun experience of match based FPS games.
Way back in the back-whens, we loved Tie Fighter. A little later on, we loved Battlefield. We waited patiently for the game which would inevitably unite the vast scale and spacefights with the close and personal firefights and thunderous vehicle battles...
But it never really appeared. Many games came close, but there was always some part missing. You couldn’t get out of your spaceship, you couldn’t get into your spaceship, you had big spaceships but you couldn’t run around in them, you could run around in your big spaceship but you couldn’t fly it and so on and so forth and gahd damMIT! Where was our spacefight groundfight game?
So, we set ourselves to work. AFF exists because it MUST exist. Only in AFF can you spawn in your crew quarters, run to the bay watching the space fight out of the windows, launch a dropship, fight through the defenders to the enemy flagship, breach the hull, run and gun your way to the bridge and SHOOT THE ENEMY CAPTAIN IN THE BACK OF THE NECK.
Calm Down!
Ok. But it's this slightly twitchy passion which has driven us to create such a monster. We grew old making this, and we got grumpy watching everyone else release their cool games or whatever. We're from a time when games were about blowing stuff up for points and glory and now FINALLY we want to go out there and share this crazy passion with all of you!
Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
Hey there AFF Community!
So the release went surprisingly smoothly given how scrappy of an endeavour this is! There's still obviously a bunch of things we'll have to hotfix - but a lot of people seem to be having fun with the game and we're eternally grateful for all your input and reactions and reviews and how much the Community is growing right now! The online matches have been awesome, we've had our share of fighting all of you in space and on the ground, had the laughs and the drinks and now we're back to work!
[img src="{STEAM_CLAN_IMAGE}/10243916/76b16d14aa9af50c2924da558568e4f3982bbfc5.png"]
The release period was so busy we didn't manage to write a proper changelog up for the 1.0 post, so you'll find it below. Most importantly - we managed to fix a large number of server crashes and it totally wouldn't be possible if you guys and gals haven't turned out in force before the actual release day - even if we had the budget, running QA on a 32+ players servers would be a nightmare without such a dedicated Community :)
[img src="{STEAM_CLAN_IMAGE}/10243916/e4227ad8a263e0dec328d24841fe5f6ccca2d160.png"]
Things to address
DX11 vs DX9 - so at the absolute last second we decided to roll back the change that makes the DX11 renderer the default - now you'll again get the choice to launch in DX9 or optionally DX11. The DX11 version still runs a tiny bit faster (although admittedly it doesn't matter on 99% of PCs, outside of some anomalous cases AFF is barely taxing in terms of rendering) and allows for the very pretty MSAA, but we've seen a lot of people still getting annoying UI glitches with it, far more than we were aware of in internal testing. We'll revisit the renderer some time after the release, see if we can clean those up once again.
Steam Server Browser - did you know that thing existed? We kinda forgot! And people made us aware after the release it doesn't show playercounts on our servers at all (it still shows the list of servers though, and you can join from it). We'll look into the issue but for now do rely on the in-game server browser or the one on our Discord, those are absolutely fine.
Things coming shortly
In-game server browser improvements - we've noticed with the large number of servers now the browser has become a bit slow to refresh. And also lacking in a couple QOL features and general responsiveness. We're working on improving that.
The Knife - currently a hot topic in balance discussions. Some of you are exceptionally good with the knife, especially when paired with the light suit and agility spec. You know who you are! ;) We don't like to knee-jerk balance changes but this is something that absolutely needs to be addressed.
We'll start with a 25% nerf to the refire rate of its primary attack which we'll make it a bit less of a dumb slash-around weapon and if that doesn't change the impression enough we have several other ideas how to make it more deliberate and less OP (swing speed reduction, diminishing returns on hit, cooldown after a successful hit etc.) Let's test it together over the next few weeks!
Profanity filter - oh yeah, a few of you have been naughty with the server names and we've noticed! If you know us you'll know we're the first to curse like sailors at a pub but some phrases are unacceptable, especially in a game our kids might play too.
Even more stability - we're aware there's at least 2 rare client crashes, an even rarer no-audio issue and some performance hitches on some hardware configurations. We're investigating and fixing them as the reports keep coming in.
Bot tweaks - we've adjusted a bunch of logic around how the bots behave and position themselves when capturing and defending objectives, should result in more organic and evenly spread-out encounters.
[img src="{STEAM_CLAN_IMAGE}/10243916/847647453d924a1f9aa0471c307d6480466cd811.png"]
So those changes, alongside a bunch of other balance and map tweaks, will probably come out in a patch within the next couple days. We got to time the updates a little more sensibly now so we don't kick all of you from the server at peak hours ;)
Furthermore, expect another post like this in a couple days - with a little bit of history, a little bit of how and why we are where we are and more about the future of AFF - both the very nearest and the possibly very distant.
And once again, huge thanks to all of you, enjoy the game, spread the word and see you next time!
Onwards and upwards!
The changelog from the 1.0 build:
Maps:
Added multiple new and improved mission briefings across several maps
Reworked objective layout and attack routes a little on Ascella
Major navigation overhaul, more cover, adjusted landing zones layout and prevented vehicles from entering unintended interiors on Fortress
Added new infantry routes around Objective D on Irega
Improved collision and prevented vehicles from entering the terminal on Lukather
Improved collision across Majuro, namely around tracks and turbines
Fixed some lighting glitches in multiple interiors, and the briefingroom
Gameplay fixes & improvements:
Fixed several server crashes with more than 32 players and on map transitions
Reduced unnecessary network update frequency for several replicated actors (ship interior consoles, subsystems, destroyables
Bots now spread out more effectively when capturing objectives
Improved Instant Play matchmaking logic
Added support for resetting all custom loadouts back to their defaults
Improved boarding exit behaviour for dropships and stations
Added a new "Lava" damage type and corrected related achievement tracking
Fixed space-fighter killstreak incorrectly tracking in gunships
Corrected the Basta burst-fire weapon descriptions
Server browser now trims pasted addresses automatically
Fixed deleting loadouts occasionally selecting an empty entry
Fixed various menu and frontend presentation issues
Improved vehicle materials and multi-material rendering
Balanced texture brightness across multiple assets
Improved loadout preview scene lighting
Added additional AISN voice work
Fixed several missing audio triggers
Balance:
Gunship rockets - Increased maximum damage, reduced splash radius, adjusted damage falloff
Rebalanced Locust and Sturm main cannons - shorter effective range, higher close-range damage
Increased bomblet explosion radius
Some of you also asked for a detailed changelog from before 1.0, all the little things that went into Update 30. We posted highlights back then because the full thing was really way too long to fit into a Steam post, but you can click HERE for the full document.
We are back with a small update, as well as bringing our Apollo event to an end. We’re happy to say that as a community we managed to launch the Saturn V 325 times! We saw you all having fun with the event and you guys and girls can definitely expect more events like that in the future.
With the new experience gathered from running the event we’re now back to work on new content and updates. Stay tuned!
Changelog:
- Apollo anniversary event comes to a close
- Removed camo colour saturation clamp, decreased base and stripe max brightness some more
- Moved Fortress Phase 1 objective
- Shifted the hangar cover around inside Meudeverre’s Aquila 9 station
- Changed Errah Phase 1 objective to be a bit easier to capture
- Pressing Esc while customizing the appearance of weapon/armor/vehicle should now properly take you back to loadout, rather than closing the window
- More reliable Partisan boost
- Healing should no longer strip health over your corroded limit
- Multiwrench leech effect can’t drive your armour beyond corroded limit
- Reviving should not restore health beyond corroded limit
- Spawn points will now remove corroded status from infantry (works just like resupplying at a spawn point)
- Reduced capship weapon ranges 25%
- ULA droppod shields should now have consistent size and shape across maps
For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!
Onwards and upwards!
We’ve just released a small patch to address a few issues you guys and girls mentioned during the Apollo anniversary event. Huge thanks to everyone who participated thus far, hope you’re all having a great time!
The in-game event will be online at least a few days more, regardless of the Steam Sale, so there’s still plenty of time to launch some rockets!
https://store.steampowered.com/app/367270
Patch changelog:
- Fixed apparent bugs in awarded camo persistence
- Fixed some issues with tagging
- Scaled down subsystem icons displayed on capital ships
- Fixed resupplying a spaceship not updating the HUD data (health) when viewed by other players
- Fixed some issues with hidden objectives status not replicating correctly to clients
- Fixed out-of-battlefield areas going haywire
- Fixed ammo capacity mods adding 2 nades instead of 1 per mod
- Added some collision around the rockets/gantries
- Fixed issues with Lukather's objectives resetting
- Updated hints for EMP, acid and incendiary to match mechanical changes
- Optimized bullet decals on glass surfaces to get rid of nasty performance spikes on some maps
For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!
Onwards and upwards!
This time we have something special for you. As usual the update comes with significant changes and improvements but we’re also running an awesome event in the game to coincide with Steam’s Space Exploration Sale!
Apollo 11 Moon landing anniversary event
It’s the 50th anniversary of the Apollo 11 Moon landing and we think this awesome feat of human ingenuity needs to be remembered and celebrated. So, not to spoil too much, on some maps in the game you will now find a certain Apollo-related objective. Completing it will earn you a tiny unique unlock in the game, as well as a callout in our official Discord server. Watch out though - the objective can be contributed to by both teams at once and only those present in the objective area upon completion will be rewarded! So make sure to keep your opposition at bay… or perhaps convince them to a temporary truce and celebrate the wonders of space exploration together in peace?
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/8c28fac7d4b79c22753e1e24a3c85040c9ac3ab7.gif
Oh yeah, and on this occasion AFF is 40% off again:
https://store.steampowered.com/app/367270
As a side note, of course we’re running this event mostly for the fun of playing together with the AFF Community and because we love space and astrophysics and engineering and creating cool things in games. But it’s also a great opportunity for us to establish a framework for running unique events like this in the future, and perhaps integrating them with some upcoming meta-game mechanics.
Elemental ammo rework
The special ammunition types are an integral part of the AFF combat design but they’re also something we constantly try to make more interesting, fair and thematically consistent. We’ve made some significant changes to how they work again and we think this strikes the best balance so far - as always though, we’d very much like your feedback on this topic:
Incendiary:
- Still deals damage over time
- Still overheats relevant weaponry
- No longer overheats the GU34
- Interrupts vehicle armour regeneration
Acid:
- Increases damage from radial explosions
- Increases likelihood of other elemental effects triggering on affected target by 20%
- Permanently reduces the amount of health and armor that can be regenerated/healed to MaximumHitpoints*0.9^AcidProcCount (1 acid proc = 90% max health, 3 = ~70%, 6 = ~50%, 9 = ~40%, 12 = ~30% (etc)). Note that the effect does not diminish your health on its own. Only the maximum you can heal/regenerate/repair back up to.
EMP:
- Infantry servo-motors cease to function and they are unable to sprint
- Vehicles boost-charge gets depleted and they are unable to boost
- Hampers chargeup-weapons (RID, GU34, LSP altfire, L9R etc.) - if the gun is able to fire with zero charge, it is still functional, otherwise it is rendered inoperable
- Vehicles turret AI will cease to function during the effect (players can still use the turrets but they will not fire automatically)
- Blocks regeneration of shields and disables any currently active shield (including the deployable shield turrets when the effect triggers on them)
- EMP and plasma ammunition no longer deal bonus damage against shields and shields have been re-balanced with this in mind
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/431af6e9b66e3642cb9152bc8895aaadafe5d968.jpg
Grenades, shields and defense
We’ve made some changes to the overall balance of defense-vs-offense in the previous update but we feel like the gameplay still gets somewhat stagnant around chokepoints. There’s a lot of strong defensive tools in AFF, while breaking through a wall of shields and turrets sometimes seems impossible. Therefore we’re trying something a tiny bit controversial this time: hand-thrown projectiles, like grenades, will pass right through shields. This is coincidentally more consistent with the AFF lore where the shields wouldn’t stop something with such a low velocity - but more importantly it should help offset the balance and make the game more fair towards the attacking teams. Let’s see how it works out.
Optimization and tweaks
We’re also introducing some general performance improvements this time and will continue to do so over the next few updates, to get the game into a state where performance doesn’t vary so drastically between players, especially with weaker CPUs.
Surprisingly many of the recurring performance hits come from the UI but as we are resolving those we’ve also made some tweaks to make the UI more consistent (for example hack objectives (hackspikes) will now follow the display logic of every other objective type: color - who controls it; progress - how your team is doing with it. Therefore now it will count down for defenders and count up for attackers like every other objective)
Anyway, we hope you all enjoy this little event we prepared - it's going to be up for the duration of the Space Exploration Sale and a few days after that. See you on the servers!
Full changelog:
- Apollo 11 Moon landing anniversary event
- Elemental ammo types reworked to be more interesting and consistent
- Added visual indicator for corrosion status to armor/health bar on the HUD
- Fighters and dropships are now able to warp-out by just establishing a line-of-sight to the rearm beacons without having to traipse all the way back
- Hand-thrown grenades, detpacks, sensorballs and vehicle mines will now pass through shields without detonating, unless it's the spawnpoint protection shields; shields also transparent to radial EMP (EMP grenades) and multiwrench regardless of team; note shields still block explosion damage (frag, AV weapons etc.) and MNL grenades will still detonate on contact
- Re-balanced underbarrel and deployed shields to be much weaker but regenerate much faster; ensured underbarrel and deployed shields shut down and don't regenerate while the owner (gun, turret) is under the effects of an EMP
- Vehicle shields (including droppods, boarding pods etc.) have been re-balanced as well
- Reduced grenade ammo count to 2
- Suit ammo mods now apply to grenades/detpacks/sensorballs, +1 for each mod slotted
- Increased FOV a cheeky 15% when in a spaceship for improved speed/scale perception
- Reduced all fighter weapon ranges by 25% apart from bombers' torpedoes/railguns/plasma
- Buffed missile tracking a bit
- Gunships and spaceships now have 100% more linear acceleration and 50% more angular acceleration for improved responsiveness
- Changed the amount of points needed to unlock vehicles: In Incursion the defenders will now need double the current points; In Territories the unlock score has been reduced to 0.7 the current
- AI fighters will close the gap to target a bit less aggressively now and break off before hitting the target more sensibly
- In-game server browser will now highlight the official servers with a unique icon
- More and better formatted contextual hints, now with icons too
- Added functionality to the contextual hint box: When a mutiny vote is ongoing, you can press F1/F2 to vote yes/no. If you press the same key as you’ve already voted, it will hide the box.
- Spawnpoint-related sensors/scramblers should now work properly in ship interiors - the range of these is now 30m
- Improvements to how the minimap displays icons and various special objects like the currently tagged target
- Made the TacMap auto-opening, and also automatic spawnpoint selection when the map is opened, more intuitive
- TacMap can now also be opened with spacebar when the prompt for respawning is showing
- On TacMap when viewing a spawnpoint, the corresponding objective is now hidden to declutter the UI. Additionally, the spawn will now display the hitpoints of whatever it is connected to (droppod for example)
- TacMap now allows for tagging (highlighting with the "G" key) of anything player-controlled, as well as objectives. This selection carries over to normal HUD
- On TacMap, you can now use NumPad+ and NumPad- to zoom in and out
- On TacMap holding shift (spring key) while clicking on a command-group, or a squad-mate, will now add it to your current selection
- TacMap's deploy button will now correctly show a "Waiting for introduction" message while the map intro is playing
- Greatly optimized the performance hits caused by the HUD in certain situations
- Optimized ion beam impact effects
- Changed how the briefing room easter-egg (shhhh) works to avoid some performance hits
- Significant optimizations to spaceship physics and AI weapon control algorithms
- Hackspikes will now follow the display logic of every other objective type: Color = who controls it. Progress = how your team is doing with it.
- Camouflage now have a max amount of saturation and brightness, to make it fit into the world better
- Blocked some interaction prompts showing up while spectating
- Sensor nades should no longer detect both teams
- Sensor loss/recovery should be more consistent, and less prone to abuse from leaning in and out of cover
- Hack-spike objectives should now trigger overtime correctly
- Fixed the underslung flamer retaining the main firemode's charge on GU34 and chargeup disabled explicitly on all weapons when switched to the flamer firemode
- Fixed boarding/rearming point icons showing up in hyperspace
- Fixed dropship boarding/rearming hints to point at the closest option
- Fixed boarding pods not showing up as available resupply points when low on ammo
- Fixed MILNET not issuing tasks during the last-man-standing phase(no deploy points left for the team)
- Fixed contextual hints auto-closing first time the TacMap auto-opens
- Fixed out-of-bounds areas not catching vehicles properly and the messages for leaving the battlefield getting overridden by other messages
- Fixed spawnpoints showing a deploy icon rather than an ammo resupply icon when running around low on ammo
- Fixed tagged target pointer direction
- Fixed an issue where attackers on an Incursion map had a short window where they could respawn, before the spawn-delay kicked in
- Fixed fighter fins not extending correctly when exiting a dock after resupplying or when viewed in specator mode
- Fixed server playercounts going haywire on certain sequences of switching between teams/specating. Fixed bots trying to spawn and delete themselves over and over when that happened.
- Controller-specific controls should no longer be displayed on various interaction prompts unless an actual controller is connected
- Contextual hints can now be properly toggled in the settings menu
- ULA bots will no longer attempt to rearm dropships at Ixion station
- Radio callouts should no longer be cutoff untimely
- Tweaked broadcast radio to be slightly cleaner and simpler
For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!
Onwards and upwards!
Once more we’re back with a big update. Lots of changes shaking the balance of the game up but that’s not all. It’s no secret that AFF has been in development for quite a while and one of the most common complaints we get is that one has to lead the shots to hit anything online. That’s not how modern games handle things. So this time we’re introducing:
Lag compensation
Hit detection for both hitscan and projectile weapons will now be adjusted server-side to correlate with what the shooting player perceived on their end. This practically eliminates the need to lead your targets online, at least to some server-configurable amount of lag (we’ve set it to compensate a maximum of 300 milliseconds of lag for now). Because the mechanism is completely server-side it’s also not prone to client hacking.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/21cbec668df9d45ff75dc8704f07ae259689946d.jpg
This weapon-fire lag compensation is not the end of our work in that area though. Next on our list is making all the player-input-related actions, like weapon-switching, be less affected by latency.
Spotting rework
We’ve made significant changes to how spotting works and is presented in the game. Friendly combatants will be shown on the HUD more-or-less the same as they were before - in proximity or in line-of-sight or when in the same squad, with the added benefit of the team callouts (when someone needs health/ammo/revive) being more visible now.
More importantly though, enemies will no longer produce a constant onslaught of question-marks on the HUD. Instead, they will be identified briefly when firing a not-silenced weapon or constantly when in line-of-sight to you or your teammates. Sensors should be more straight-forward and understandable too now - when an enemy is in range of a helmet sensor or a sensor grenade, she/he will be highlighted on the HUD. It can be countered by wearing a scrambler suit mod. Plus, all friendly spawnpoints work as scramblers now and all enemy spawnpoints work as sensors.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/1dc574650ea82bc900b31db683ac00a379c23ead.jpg
Wave respawns
Respawns will now occur in waves synchronized across the whole team, to improve the pacing of the match and encourage players to coordinate their attacks instead of trickling in on the objectives one by one. It may sound like a big departure from the previous system of static respawn delays but effectively the change is almost unnoticeable to an individual player - the respawn counter will just appear slightly shorter or longer - while at the same time being greatly beneficial to how objective assaults play out.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/8f3390a4dbb9cbc26dd951f76ecbcd355be45837.jpg
Local stats storage
So far all the player stats - like ranks and therefore available loadout points - were stored on Steam’s servers. Any connection loss resulted in stats temporarily reading as 0, inconveniencing the player. Now the stats are also stored locally so any kind of connection outage will not prevent the player from fully utilizing the ranks she/he has accrued.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/46d1a3e23a922b5a26b72a1473c34fc33405bb1a.gif
For now the local storage is read-only so we can test its functionality in public. Player ranks will only be uploaded to Steam’s servers if the player regains connection within the same game session (before exiting the game). If the system doesn’t blow up, we’ll unlock the ability to play offline for an extended period and then seamlessly push the locally stored stats to the online storage too.
Contextual hints
As a step towards making AFF more approachable we’ve implemented a system of hints popping up on screen when their context is relevant. They explain various game mechanics and give basic advice on how to use different features. Each will show up once and they can be disabled in options.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/225b39507a97e813972b857be33d2e9f40070bd5.jpg
Of course last time we’ve mentioned even more updates but it seems we just can’t get another patch out quicker than in two months. So let’s just assume the next big update will come in ~2 months and if it comes out earlier it’ll be a pleasant surprise ;)
Oh, also coincidentally there's a sale going on now, grab AFF at 40% off!
https://store.steampowered.com/app/367270/Angels_Fall_First/
Full changelog:
- Added lag compensation
- Added local player stats storage
- Reworked spotting system
- Added contextual hints
- Respawns will now happen in soft-waves, so you shouldn't end up respawning solo as much anymore
- If a bot dies while their squadleader is dead, they will wait to respawn alongside the squadleader
- If AI were last tasked to follow their squadleader before (s)he was killed, or while (s)he is dead, the order will now be re-applied once the squadleader respawns if it makes sense
- Bots will now crouch more sensibly when defending a spot for a while
- Bots following a player will now try not to get in the way of the player’s gunfire a bit better, especially when the player is in a turret
- AI should now be able to properly dock with any friendly station/ship to reach their target
- Improved flying and dogfighting trajectories for fighters and capital ships
- Bots will now always sprint if following someone driving a vehicle
- Cheapest vehicles in Territories (corvettes, Hare and Silverback) will no longer incur a score penalty for the team when lost
- Improved hip-fire spread recovery rate on the GU34 and the FKR
- Corrected fighters’ and some land vehicles’ fire-rate and accuracy to be as expected
- Homing missiles will now follow a direct path to the target instead of predicting and often oversteering
- Flamethrowers and napalm droplets from incendiary nades exploding mid-air now pass through shields
- Underbarrel flamethrower damage increased by 15%
- Heavy and shotgun incendiary rounds now properly damage destroyables (droppods, console etc.) as intended
- Tweaked how much destroy objectives’ health scales with playercounts, fixed inconsistencies in hackspike hitpoints across the maps
- Khamun’s bridge spawnpoint moved, plus various improvements to interior collision
- Fortress updates:
- Improvements to AI pathing, both on foot and in vehicles
- The spawn-protection should now properly trigger on/off on stage progressions
- A lot of collision improvements (rocks, consoles, buildings, machinery near Objective B)
- All the small wall segments have been made more accessible, and have received strategic sandbags to make them less tedious to utilize
- Various small fortifications have been added near Phase 3 AIA spawn
- Right wall section have gotten more cover and a tower leading up to it, to make it play a bigger part in Phase 3
- Many objects have changed color to fit AIA imagery better, ULA-looking tech was also purged from the facility - Disabled the up-righting flip on gunships - they can be rolled while piloting anyway
- Implemented AFK management behaviour for servers. Default behaviour is display a warning to a player after 60 seconds of inactivity, which also makes the player auto-vote for votes. After 90s the player will be moved to spectators.
- Kick reasons should now be properly displayed on client
- Wheeled vehicles should no longer occasionally make the “tyre squeal” sound when standing still
- Added vehicle spotting callout - on the TacMap, you can click a vehicle to call them out for your team. Your squad will always get these messages. Nearby teammates will as well.
- Squad callouts now sound slightly more radio-like. Same effect is applied when piloting a ship
- Killcam should be more reliable now
- Spawnpoints and warp-beacons now turn red in the UI if there are more hostiles than friendlies near them. Their name will get (CAUTION) appended as well. This is to help you know if you are spawning into danger or not.
- If low on ammunition, friendly spawnpoints will now show up on the HUD as resupply points
- Added a warning for leaving online matches before finished, notifying you that your stats may not be saved if something goes wrong
- Toggle HUD (bound to F5 by default), is now a three-way function: first it hides the HUD, then it hides hands/gun, and then it restores both. When in a vehicle, the step of hiding the gun is skipped.
- Lean left/right can now be used to rotate the tacmap left/right. If sprint key is held as modifier, it will rotate up/down instead.
- All the comm-role-style wheels (command, vehicle, broadcast and confirm) can now be used while the TacMap is open in the command mode. Tapping any of the comm-rose keys will toggle between command and redeploy modes of the TacMap
- On TacMap, the button to swap between command and redeploy modes will also change colour when you are able to respawn like the deploy button does when it’s visible
- TacMap will only auto-open after the intro scene of the map. After this, a prompt will appear when you are ready to respawn
- Accepting vehicle drop reward is now possible from the B-menu when dead but able to respawn already
- Flashlight will no longer light own weapon/hands
- AI should no longer get stuck on an order, if their squadleader was human but became a bot (due to the player changing squads/becoming commander/stepping down/ leaving the game)
- Re-enabled correct delay before an LZ becomes available for re-capture. Should now have a 180s delay before becoming available again in Territories
- Fixed a crash caused by AI trying to navigate while thinking they have negative radius. That diet must’ve been super-effective.
- Fixed performance hitches caused by bots trying really hard to respawn during the briefing phase
- Fixed vehicles glitching out at droppod locations before the droppod appears
- Fixed an issue with long briefings sometimes throwing the AI commander initially off
- Fixed an issue where weapons might end up mis-positioned after a bobbing animation plays
- Fixed underslung shield incorrectly resetting its regeneration delay every time the weapon returns to the default state - i.e. after firing, after reload etc.
- Fixed an issue where friendlies could trigger “under attack” status on destroy objectives by shooting them
- Fixed icons on command-wheel not properly showing the weight of each squadleader
- Fixed respawning not resetting currently tagged target correctly
For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!
Onwards and upwards!
Turns out one more intermediate patch is very much in order. With the previous update for the first time in AFF history we’ve introduced a major crash to the game. Not a terrible statistic perhaps but we’re truly sorry nonetheless, was a nasty memory-management/packaging bug and took us a good chunk of Easter to fix. Should be taken care of now and we’re throwing in a bunch of other improvements and tweaks to the game too.
Changelog:
- Fixed a crash affecting both servers and client, primarily on the space maps but really whenever something referenced one of the game’s internal packages
- Fixed various issues with LZs not behaving properly in territories
- Fixed damage scaling being incorrectly applied to fighters, dropships and deployables
- Fixed issue with command callouts (such as 'move to this position') not playing the associated sound cue properly
- Fixed display issue with phase x of y being zero-indexed on the faction selection screen
- Destroyable objects (droppods, consoles) tweaked to be slightly more resistant vs bullets (but not vs AV weaponry) and have a little less total health
- Added config for disabling bot callouts entirely from chat (see AFFComms.ini if you really want to, will be exposed in the menus later on)
- Increased railbarrel mod’s penalty to accuracy
- Fortress updates:
- Added more cover near AIA spawn and additional pathway into the Objective B warehouse
- Rearranged cover near the warehouse to force ULA players on “the wall” to expose themselves more to fire to be able to shoot at Objective B
- Added more cover near ULA spawn - Tannhauser updates:
- Raised out-of-bounds volume further
- Fixed missing collision on rings around the rail launcher, capacitor rings, lift trolley and improved collision on some ramps - Fixed various collision issues near ULA spawn in Yin Tao Shan Territories
- Fixed rooftop ramp collision near Objective C in Irega Incursion
- Fixed missing collision on tyres and rocks in Igneous
For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!
Onwards and upwards!
We’ve just released a few more tweaks to the last update.
Changelog:
- 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
For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!
Onwards and upwards!
Just a quick patch today, a bunch of fixes and tweaks to accompany the latest update.
Changelog:
- Fixed not being able to recapture LZs in Incursion
- Buffed GU34 to be more accurate, hold 20 slugs in the mag, reduced its loadout cost to sit between faction rifles and special rifles as intended
- Fixed mechs not being able to jump and barely move, got introduced while we were testing some future reworks of the mechs. Yes, those are coming.
- Fixed one of the droppods on Fortress being completely detached from the AI paths
- Fixed limited anti-fighter missile ammo on lineships and tweaked all anti-fighter missiles on capital ships to have 1.5x the range of their fighter-mounted equivalents
- Improved handling of odd special characters and long continuous words in the chatbox
- Omitted team callouts being sent to the player, if the player is dead
- Adjusted opacity of some chat elements
- Fixed capital ship mines having no specified payload and displaying wrong HUD text
- Tweaked spaceship turrets in automatic mode to be slightly more accurate
- Tweaked bots' weapon heat management a bit again
- Fixed some distance-displaying text not being properly formatted if under 1 meter
- Fixed Chons and Heimdall trying to fire their missiles out of misconfigured non-existent spots
- Fixed bots sometimes trying to replenish your ammo or health with the multitool instead of ammopack/medkit
- Fixed bots’ multitool sometimes playing some mysterious ghost sounds when nearby
- Hopefully fixed some crash and input oddities introduced by the last update
For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!
Onwards and upwards!
Last time we mentioned rolling out the more experimental, risky and game-changing stuff so here we go! Commencing a series of updates that will kick AFF into overdrive and definitely fix more stuff than they’ll break!
In all seriousness though, yeah, April Fools’ Day was just the other day but there’s not a single lie in this post. We’re really releasing a bunch of cool stuff now and in the coming week we’ll be trying out a new per-file packaging method for AFF - so we can start uploading more frequent and smaller-in-download-size updates. Visit our Discord to help us test it! This change will also make the game more friendly towards possible future modding support. Right now though:
AI navigation upgrade
Our bots were always quite capable in playing the game but they suffered from looking less clever than they were - primarily by getting visibly stuck and generally not navigating the maps as well as players could. We reworked this part of the AI completely and along the way improved their movement, combat tactics, weapon prioritization, dodging, weapon heat management, aim acquisition, target tracking, stance selection and so on. All of this results in the bots behaving so much closer to real players, especially when running around as infantry. Go give them a spin!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/517b1712db0bcd5b2910b48507adac40e177c0c6.jpg
GU34
A powerful coil rifle available to both factions. Continuously charges up and discharges a portion of its capacitor on every shot. Fully charged shots will not only have increased stopping power and penetration but a near miss will often be just as fatal - so try to time those shots perfectly!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/ecece4b66b8b2be3b83f2fa9192932c3a5f30629.jpg
Oh yeah, and also we’re throwing two new grenade types into the mix to accompany this new gun - gyro grenades which can redirect themselves towards the closest enemy on every bounce; and springmines, popping up and exploding in the enemy’s face on proximity trigger.
Chat improvements and gameplay changes
A lot of quality-of-life changes have been introduced all over the place. The in-game chat will now be less cluttered and easier to send messages per-team or per-squad. Territories maps which had two or more LZs will now only ever pick one to be active at random - to reduce the snowball effect of having spawnpoints everywhere as well as spawncamping. The flashlight will also no longer bounce all over the place with the gun as a few of you have requested.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/62aa2e7f75514ab64097263ab19cff8abf4684f5.jpg
The list goes on and the full changelog can as always be found below. We’ll be back soon with even more awesome stuff though, so watch this space!
Changelog:
- New gun: GU34, a coil rifle with a charging mechanism that rewards fire control over holding down fire
- Revamped AI navigation and movement, strafing, weapon prioritization, weapon heat management, aim acquisition, target tracking, difficulty levels
- Improved AI commander's defensive strategies
- AI covering hack objectives after planting a hackspike should spread out more
- AI will now retain a degree of awareness when inside smoke
- Players and bots stuck on weird level geometry (like between several angular meshes) are now allowed to jump as a sort of an emergency measure
- Fixed infantry AI animations not looking quite right
- Tweaked AI loadout budget spending so they have more to put on secondaries and kit items
- Moved weapon overheat causing from EMP damage to incendiary (heat) damage and made it ramp up over time while the character is on fire
- Removed flashbang grenades and mines at least for now - buggy and almost noone used them
- Instead, added some more interesting grenade types - proximity-triggered springmines which pop up to face-height and explode there, and gyro grenades which will redirect themselves towards the closest enemy on every bounce
- Grenades with only one payload slot filled can now be thrown further
- Underbarrel shields now only affect movement speed when actually active and are wider but with more exposed legs
- Fixed a bunch of collision and visual oddities in the AIA briefingroom, made it more lively
- Droppods left behind by stage advance in Incursion are now scuppered to avoid confusing new players
- Territories maps with two or more LZs will only ever have one active at a time now, picked at random on map start or whenever a droppod is destroyed. Reduces snowballyness and LZ camping on those maps
- Redeployment restriction while the ship is going down now only applies to ships and stations with fighter bays
- Selecting a teammate on the scoreboard now highlights their squad too, for easier joining
- Rearranged priority of invalid loadout messages to be more readable
- The bars corresponding to combat, command and support points on the loadout screen will now be coloured red when over budget
- Toggling the HUD now bound to F5 instead of H by default
- ADS sensitivity now 70% instead of 60% by default
- Flashlight now always tied to the character and not the gun, for less annoyance
- Improved pathing and collision on Yin Tao Shan, Fortress, Errah and Tannhauser
- Improved some line-of-sight issues around Irega's cargotown objective and similar problems in Igneous
- Fixed missing weaponfire collision on lockers in Fortress' final building
- Lineships added to loadout
- Changed some capital ship weapons around and rebalanced others, especially Javert
- Explosions now do 2x more damage to shields on average
- Vehicle boost no longer interrupted and requiring a restart by leaving the floor, instead boost magnitude is reduced proportional to % wheels off ground to a minimum of 20%
- Tweaked Partisan handling, slides much less, fixed boost, still a bit derpy
- More responsive steering for Hare and Silverback
- Ion beams now pass on a bit of splash damage to nearby components
- Defense platforms in space now slightly less sturdy and show their health as objective progress directly
- Khamun given heavy plasma instead of medium plasma primary turrets
- Capital ship rail turret DPS increased significantly
- Increased DK11's DPS a tiny tiny bit
- Fixed DK11 not receiving an accuracy buff in single-fire mode correctly
- Increased P4's and SAR's reload times
- Slightly reduced the recoil kick of SGZ
- UDP's sighted accuracy improved, reduced reload time
- Reduced TT4's and ASG10's reload times
- Made crosshair spread indicator more representative
- Adjusted DK31's altfire accuracy changing with charge
- Fixed shotguns misreporting spread in loadout details;
- L9R given a very small cylinder of damage around the core of the shot like the RID, but only over 95% charged
- Halved the EMP damage dealt by underbarrel EMP rockets, 2 full shots to disable larger vehicles, still 1 shot to stun a buggy or a gunship if hit directly
- Underbarrel launchers can now get one "mag" replenished from ammo crates, just like the main gun, can still get unlimited resupply from spawnpoints
- Multitool now a lot less effective at healing EMP damage on disabled vehicles, could fix a tank practically instantly before
- Buffed the DPS of about every fighter primary bar the C90 and nerfed the fighter-mounted variant of S77 as its damage output was erroneously high by at least 2x
- Adjusted spread on space shotguns
- A lot of functional improvements to the in-game chat box:
- Chat window can now be closed by right-clicking by default
- Can now mute chat from players by selecting the player on the stats screen
- Chat history persist through map changes, added a message which map it is - to make it more clear and to mark a break in the chat-history from previous map
- Also made the chat auto-open if it had unsent content when the transition started
- Made the chatbox persists through commander vote screen and deathscreen
- Made the chatbox hide at the end of commander vote to preserve the map intro cinematic without interruption. Should reopen again once in TacMap
- Chatbox now supports the standard Ctrl+C/V/X/A behaviour
- Added Ctrl+say,team,squad-key to swap between modes of an open chatbox
- Differentiated between chat messages, callouts and bot callouts by colour
- Nuked tabulation, multiple spaces and newlines from strings
- Squad chat no longer posts blank messages (including just spaces)
- Consolekey no longer opens console while a chatbox is open
- Assorted minor bugfixes (such as ; now being valid to use) - Callouts
- Team callouts will only be displayed in near-proximity
- Callouts will make the beacon above players heads get larger while active
- Callout will stick around for longer
- Callouts will stick to edges of screen, like objectives - Fixed several performance issues with vehicle turret AI
- Fixed some instances of stationary shields not blocking AOE damage
- Fixed projectile trails sometimes not rendering when viewed from a spaceship
- Fixed issues with rendering vehicles on the TacMap
- Fixed underbarrel shield not re-enabling after getting out of a vehicle and being able to cheese the shield recharge by switching guns
- Fixed underbarrel shield popping up inside a vehicle if you weapon-switch to a gun with it right before entering the vehicle
- Fixed inverse kinematics on weapon-supporting arms
- Reload animations now correctly play on infantry looking up or down
- Fixed issues with droppod turrets persisting through map stages
- Fixed vehicle offer showing up again right after drop
- Vehicle drop should no longer stall and trap the player in spectator view when the dropship fails to spawn for whatever reason
- Fixed Tab key not returning to main menu when used there to bring up the player stats
- Fixed some odd behaviour when going back to previously opened menu screen
- Fixed issue with the "Launch" button remaining red after going back under loadout budget
- Fixed objectives not displaying the hints of "launch a ship to get to it" correctly
- Fixed HUD incorrectly displaying heat level of previously overheated guns
- Fixed shotguns sometimes not being able to fire while resupplying
- Fixed being able to fire a charged-up weapon in a "weapons disabled" zone
- Fixed briefing hints not hiding with HUD toggle
- HUD should now correctly display shield bars for tagged droppods
- Corrected turret control group names on capital ships
- Fixed a few firemode names on the HUD
- Fixed "all objectives owned by team" warning in Territories getting broken by inactive carrier objectives
- Fixed mouse-over hitching in loadout menu
- Fixed ridiculous floating point precision in the faction choice screen's match status text
For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!
Onwards and upwards!
We’re dropping a sort of an intermediate update with a few new things and quality-of-life improvements. We decided it’s important to release those now, to give the new players the best experience possible, before we roll the more experimental stuff out in a couple weeks.
Especially since it’s Sale Time right now! Discounting starships left and right! Grab AFF 40% off!
https://store.steampowered.com/app/367270/Angels_Fall_First/
Territories and boarding
One of the coolest parts of AFF is boarding and destroying the capital ships. You guys and girls do it even when it’s not an objective, even when it doesn’t contribute that much to winning the match. Recently we’ve released the Kerrat Territories map, which puts objectives on the battleships - and the way it plays ultimately convinced us this is the best way to highlight the capital ships-focused nature of AFF.
So we’ve now made all carriers (frigates and battleships) into objectives in the Territories mode. Destroy the carrier to remove one objective from enemy team’s pool of owned objectives, reducing their score income.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/e41001c4d200b5b6e9fa61234c2abf99bbaded10.jpg
The art of balance
We’ve been going over the statistics recently and noticed AFF got a bit defense-heavy. After the last couple updates the balance of the game seems to favour defenders - or specifically defending objective locations by fortifying them - a bit too much. We definitely don’t want to punish defensive play in any way. But at the same time we don’t want to see the attackers bouncing off a wall of deployable turrets and heavy armour every time.
To counteract the situation we have rebalanced some of the gadgets and made others require more thought and interaction. Deployable shields are a bit weaker now and the underbarrel shield now takes some practice in timing to use effectively now. At the same time the underbarrel rocket launchers now support different types of munitions - incendiary, corrosive, smoke, flash and EMP in addition to the normal fragmentation missiles. This creates an interesting interplay of being able to break through a heavily shielded position as an attacker or block an area off temporarily as a defender.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/218ffb049d82fa71c5665787b326e61f8c45853b.jpg
In addition to that we’ve also rearranged some areas across the more problematic maps to lower the chance of setting up permanent chokepoints (and we are still working on a few other maps in that regard too)
Changelog:
- Carriers in Territories mode now also count as objectives. HUD will now display which objectives are currently active.
- Capturing neutral objectives (for example at the start of Territories mode) now requires undoing enemy's progress on that objective first
- Anubis, Khamun, Huginn and Ranger now have 25% more hitpoints, between their health and armour
- Faction choice screen now shows some basic information about the progress of the match, plus a quit game button that was missing
- Gameplay hints now displayed at the top of the screen while in briefing
- Camouflage settings can now be copied and pasted between different items (infantry to vehicle to weapon etc.)
- Camouflage pattern colour customization on guns no longer incorrectly restricted to faction-specific range of colours
- New loadout defaults - when running the game for the first time or creating a new loadout, the default inventory choice will now be more sensible and up-to-date
- Rejkhart and Javert destroyers now have basic configurable loadouts just like fighters and corvettes
- Deployable shields have 1/6 hitpoints less now and regenerate much slower
- Underbarrel shield now activates automatically after holding the gun for 4 seconds and regenerates like deployable shields. No more mashing the firemode key. Movement penalty with the shield active now up to 30%
- Underbarrel rocket launcher now has all the grenade variants - frag, incendiary, corrosive, smoke, flash and EMP.
- Underbarrel frag rockets damage buffed 25% damage, firerate adjusted to 2s total, the rest of the variants have a firerate of 3 seconds to avoid superspam.
- Adjusted the questionable trajectory of the underbarrel rockets, weren't arcing properly before
- Multiwrench rebalanced - now supports mods but can overheat from prolonged use
- Tannhauser changes:
- Various snags smoothed out
- Added line-of-sight interrupters between ULA spawn in Phase 1 and the droppod on lower deck
- Added vehicle ramps to hangar sides in Phase 2 to allow for mechs to get topside
- Added a ramp to side route to improve the accessibility of one of the major assault paths
- Relocated another piece of aerial cover that was too far for defenders to shoot at
- Fixed Phase 3 spawns - Lukather changes:
- Removed central bollards from tower entrances
- Added stairwells on dark side of the main terminal to allow for more pathways inside
- Improved collision on some support struts
- Various AI pathing fixes - Fortress Incursion changes:
- Catwalk over the gate now protected from cheese shots from inside the fortress
- Collision removed from electrical wires that completely blocked shots
- Small ramp added in Phase 1 to aid in traversing an area that was accessible mostly by jumping
- Yellow truck in Phase 1 rotated slightly and moved slightly to better protect attackers from gunfire - Delta Territories changes:
- Fixed rock collision
- More routes in and out of a couple "control posts" added, specifically D and A, thereby adding slightly more maneuvering room in some areas for footsoldiers
- Added more cover surrounding A
- Added more cover near ULA spawns - temporary tents etc.
- Added line-of-sight interrupters between spawns and objectives for both sides
- Added line-of-sight interrupter between D and B
- Rearranged some cover to facilitate tank movement in areas affected
- Miscellaneous AI pathing fixes
- Optimized the skybox meshes and fixed some unnecessarily-colliding effects - Irega Incursion changes:
- Moved objective C in Stage 2 to area that utilizes more vertical gameplay while still being about the same travel times for ULA as objective D
- Added a couple ramps to facilitate better movement towards the new objective location
- Smoothed out some collision to reduce snags around the final objectives - Improved some collision and pathing in Yin Tao Shan and Igneous, disabled the Garrison spawnpoint in Yin Tao Shan's Phase 3
- Time after which players are re-offered a vehicle got reduced 25%
- Increased damage of fighter plasma alt-fire (blob) by 25%
- Fighter-mounted variant of the S77 shotgun now given the same treatment as the infantry version - double the magsize, accuracy increases with sustained fire
- Very slightly increased S77's damage output and fixed its overheat animation
- Set Griphon's ion beam loadout cost to zero as intended
- Tweaked FKR's recoil and mesh recoil to bring the feel back to how it was (more visual than gameplay-impairing, especially in burstfire)
- EMP bullet effects toned down, especially the muzzleflashes
- Adjusted suppressor loadout description to indicate no chance of being heard rather than the incorrect hearing range reduction
- C30 increased fire interval 6%, reduced mag size by one, increased spare mags by one
Increased the range for MLI and RID by 40m - Magsize mods no longer incorrectly available on S77 and UDP
- Fixed incorrect muzzleflash scaling on the YAS
- Fixed a rare issue of the camera getting stuck in vehicle drop animation
- Fixed fire and corrosion pools very often not registering players running through them
- Fixed "help me" animations not playing after last patch
- Fixed AI not understanding how to repair land vehicles when ordered to
- Fixed firerate/DPS info display in the loadout menu for weapons that reload after one shot, for example Partisan's C120
- Fixed sorting by KDR on the scoreboard screen
For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!
Onwards and upwards!
Some things in the last update needed a bit of fixing and adjusting. Here’s a quick patch to address that, before we proceed to adding more awesome content.
Thanks to everyone participating in the matches over the last week, as usual your feedback has been invaluable in improving the game!
Changelog:
- Tannhauser changes:
- Fixed getting stuck in the cinematic mode (weapons locked) at the start of the match
- Fixed some missing collision
- More cover near the hangar doors and line-of-sight interrupters to reduce objective sniping from safe locations
- Rearranged some miscellaneous cover all around the place to be either more or less advantageous
- Moved Velius spawns further back in Phase 2
- Moved the "repair platform" to a more risky location on the map
- Added some cover to rooftop spawn area for Phase 3 - Kerrat changes:
- Fixed visual damage levels of the repairable objectives being displayed incorrectly
- Stopped all ULA bots from immediately going outside if Huginn becomes no longer boarded
- Removed bombers from Phase 1
- Dropships in the Territories mode can re-deploy immediately after the previous one is destroyed, versus the normal 4 minute delay on other maps
- Toned the internal destruction effects down a bit
- Fixed the tacmap in the Territories version
- Fixed the disabled battleships sometimes drifting away from their initial locations - Fixed several pathing issues on Fortress, including the gate and the droppod
- Fixed several pathing issues and spots where bots were getting stuck on Lukather
- Fixed the misbehaving Phase 2 droppod shield on Errah
- Added some new stairs to last objectives on Yin Tao Shan and Fortress, moved up vehicle drop spots a bit on Yin Tao Shan
- Fixed camouflage choices not working properly online and not saving correctly for weapons and vehicles. Unfortunately this hotfix may reset your infantry camo choices as well.
- Fixed chat box sometimes not opening properly
- Fixed loadout copying
- Fixed SGZ appearing as “Weapon” is some parts of the UI
- Doubled the effectiveness of mines deployed by fighters and capital ships
- Adjusted the landing zone re-enable delays, 6s for Incursion (was 15) and 180s for Territories (was 30), to make it much harder to “insta-retake” in Territories and easier to avoid attacker wipes in Incursions
- Amended repair objectives messaging
- Changed TT18S mag size to 36
- Boarding pods now 80% harder to destroy from the outside
For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!
Onwards and upwards!
Happy New Year to all of you lovely folks!
2018 might’ve looked a tiny bit slow in terms of AFF updates on the surface. But in reality we worked hard on many advancements and content that will push AFF towards being a better game and towards, hopefully, realizing its full potential.
What you see below is the first portion of the content and the changes we’ve prepared. This update, as well as subsequent updates in the coming weeks, touch a lot of the core systems of the game - due to that some new bugs will probably crawl out of their hiding places. Luckily there’s a new boomstick below to deal with them swiftly now:
SGZ Special
This brand new shotgun will rip and tear through infantry at close range. A limit of two shots and a slow break-action reload cycle will leave the operator highly susceptible to return fire though - it’s very much a high-risk-high-reward gun for those nasty close-combat situations.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/9b69a393df0dc141655ce90fb38beae154f9b4dc.jpg
Maps maps maps
New maps are joining the roster, each with its own gameplay twists as always:
Tannhauser
The AIA have set their eyes upon a series of previously hidden ULA repair and refit stations nestled just above the dense lower atmosphere of a rocky world, tinted by the orange hues of a methane-rich troposphere. Its imposing power generators cradling the launch platform ensure it remains stable as it sends USN corvettes into orbit . The AIA must advance through landing onto the platforms and into a massive hangar to stop the launches of newly-refit ship. This map features both awesome gunship action and some intense firefights for both factions.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/339b0a229b2d403a19069bc2c6ffe42ed57954d2.jpg
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/67191b8c703ff5d19e2383eca1b734b516c091b0.jpg
Kerrat
After sustaining heavy damage in a previous fight, a USN battleship and what little remains of its crew and escorts must repair the ship’s internal systems quickly and escape from the AISN pursuers. The Incursion mode on Kerrat is a very different map from all the other space maps - it starts with an already-boarded Huginn where the USN have to repair several core systems and then flee to fight another day during an AISN onslaught.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/03d495fd77928dd69f2c4585ae5a78a4d21c42f4.jpg
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/6e7aaa687c3df6516be6c940a3e2d23c4965f5ea.jpg
Improved flight model
We’ve largely redesigned how ship steering works, while still retaining the same distinct model of AFF physics. Still with the two distinct flight modes, grav-assisted and newtonian, of course. The ships will now more closely follow the movement of the mouse and the crosshair will behave like in more traditional space-sims instead of pointing at stuff in the world. This results in more deliberate, stable and snappy movement and a much more enjoyable flying and dogfighting experience overall.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10243916/98d7c7fda2cf712b516690ef9a77aeb9a0ad9980.jpg
NAT punch-through
A complaint we’ve heard a few times from our players was that hosting games for their friends didn’t always work, at least not without manually forwarding ports on the player’s router. We used a system to force port forwarding in the past (UPNP for those of you familiar with this stuff) but in practice it rarely worked with the myriad of router devices our players use. So in response to that we’ve developed and deployed a NAT punch-through server that should mitigate this issue. Simply put, will let players connect to each other's hosted games regardless of router barriers. Should work automagically without the player ever noticing it because it’s 2019. Try it out, host a game for your friends and enemies! And of course inform us about any problems with it on Discord or the Steam forums!
Changelog:
- New map: Tannhauser Incursion
- New map: Kerrat, both Incursion and Territories variants
- New weapon: the Salier SGZ Special shotgun
- New ship steering mechanics
- Added a NAT punch-through system which should enable players to host games regardless of the router setup they're behind
- Camouflage customization now also available on infantry guns (just the faction-specific ones for now)
- Ixion Territories altered to be a more interesting map, with part of the fight taking place inside the station
- Bots should now have their response times (reflexes) properly varied per difficulty level - so no more level 1 bots suddenly 360noscoping you immediately upon noticing you
- Most infantry guns' accuracy range increased by 15% - in other words, accuracy buffed in order to bring all guns closer to how the SAR primary behaved. Burst firing modes remain unaffected. We’ll be keeping a close eye on how much this impacts perceived TTK given everything should be dying in half a dozen shots already.
- SAR/FKR/UDP burstfire primaries corrected to offer greater accuracy with secondary firemodes. Slightly reduced accuracy on primaries as a consequence but warranted due to greater DPS than guns with burst firing modes as secondaries.
- Buffed S77 magazine capacity, spare mags, damage, plus it can now overheat - the interesting feature here is that a motorized choke (spread of the pellets) now narrows with heat.
- DK31 more accurate in the alternative fire mode
- Multiwrench now heals your armour when used on enemy stuff and passes through multiple characters if within range
- Multiwrench firing effect made a bit less obnoxious
- Placed a few multiwrenches around the battleships' and frigates' interiors, players can now pick those up if they forgot to spawn with one and wanted to repair something inside the ship.
- Updated rock collision shapes on Errah, Delta and Fortress, fixed previously disabled collision on rocks and outcroppings within the playable area on Fortress. No more sniping from the map's edge within the bigrocks
- Moved the vehicle drop areas and fixed some collision and pathing in Yin Tao Shan
- Fixed some broken AI pathing around droppods in Lukather
- Added shield doors to droppods on the ground, at least on some maps for now
- Game version display in the top-right corner now off by default unless in the main menu. Can be toggled back on with ToggleShowGameVersion console command
- Improved AI ships' pathing in tight spaces
- Added a team-wide message on capital ship engines getting enabled, "Pilot required"
- Significant optimizations to VFX management in space, should result in better performance
- Several performance improvements to text processing in the UI
- Optimized a lot of dynamic lights all across the game
- Removed the botched RED5 from weapon choices on corvettes
- Fixed chainguns and plasma hardpoints being swapped on the Ti corvette
- Fixed fighter launch interaction prompts sometimes not displaying correctly
- Fixed camouflage colour selection sliders sometimes resetting to default by themselves
- Fixed bots sometimes dropping medpacks or ammoboxes on top of downed teammates instead of trying to revive them
- Fixed re-arm spots in space and made the task icon point to them when in dropships after dropping the pod off
For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!
Onwards and upwards!
Current Release
Build 24281767
Uploaded Jul 20, 2026
System Requirements
How to Install
AFFLift.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
5.0 GB
24281767
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