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Hey there AFF Community!

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!
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