We’ve prepared another small patch to tie up loose ends for this update.
Changelog:
- 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
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!