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A-Spec first assault patch 0.17.0 early access

Welcome pilots, the 0.17.0 update is here.

This latest update was intended to include the campaign’s Chapter 4, which will be released in the next planned milestone release. With this features update out of the way I will be focussing on the story campaign. In an effort to get more content out of the space dock, new features will be limited to allowing progression through the campaign missions.

Patch Notes 0.17.0
Overview

  • New cruiser and battlecruiser ships available to fly in Skirmish, along with existing weapon variants for their slot sizes
  • New and improved Multiple Launch Missiles (MLMS-CTAT, MLMS-POXY)
  • Performance and visual improvements
  • Lots of other additions, bug fixes and improvements

Added

  • Missing descriptions for certain guns and turrets
  • Reinforced Armour Plating module L and XL sizes
  • Engine Optimiser XL modules
  • Engine Tuning XL size modules
  • Explosive Armour Protection XL size modules
  • Frictionless Coils XL modules
  • Kinetic Armour Protection XL modules
  • Kinetic Damage Enhancer L and XL modules
  • Magnetic Callibrations XL size modules
  • Nanite Repair Optimisation XL size modules
  • Thruster Optimiser XL size modules
  • Thruster Tuning XL size modules
  • XLarge Artillery Main Gun
  • Large Artillery Main Gun
  • Hardpoint and Launcher mounting sizes
  • Battlecruiser for enemy military faction
  • Cruiser for player military faction
  • Mining Outpost model
  • Science Vessel model (functions like all Transports)
  • Rocket S, M, L and XL
  • Multiple Launch Missiles (MLMS) S, M, L, XL sizes (replacing previous MLMS secondary weapon)
  • Multiple Launch Missiles with Proximity detonator (MLMS-POXY) S size
  • Added scripting logic for defining Wingleader/Wingmen behaviours
  • Distinct debris for enemy faction transport

Changed

  • Added MLMS-POXY/02 secondary weapon to player starting ship default loadout in the main campaign
  • Reduced disk size requirements by using texture packing techniques (on going)
  • Changed Autogun muzzle flare VFX
  • Changed Autogun projectile VFX
  • Changed Autocannon muzzle flare VFX
  • Changed Autocannon projectile VFX
  • Changed Artillery muzzle flare VFX
  • Changed Artillery projectile VFX
  • Changed Railgun muzzle flare VFX
  • Primary weapons will target the center of a turret rather than the turret pivot point
  • Engine Optimiser S, M and L size modules modifier, prestige and fitting cost values adjusted in line with rulest
  • Engine Tuning L size modules modifier, prestige and cost values adjusted in line with ruleset
  • Explosive Armour Protection L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
  • Frictionless Coils S, M, L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
  • Kinetic Armour Protection L modules modifier, prestige and fitting cost values adjusted in line with ruleset
  • Magnetic Callibrations L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
  • Nanite Repair Optimisation L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
  • Thruster Optimiser L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
  • Thruster Tuning L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
  • Allowed Substructures to be protected by the damageable layer of the parent on a per substructure basis
  • Update the dying throes of all enemy faction ships
  • Reduced number of particle explosions called for death explosions across all ships from prologue to campaign, by using fewer more appropriate sized particle explosions
  • Blaster 4/8/16 direct and subsystem damage along with Fitting and Prestige costs
  • Torpedo model and VFX
  • Rocket model and VFX
  • Multiple Launch Missiles model and VFX
  • Improved raycasting times for AI actor collision avoidance checks

Fixed

  • Medium and Large turrets now use correct size projectiles and muzzle flares for their sizes
  • Null Reference error in Subsystem Repair
  • When a substructure is destroyed any attached turrets are destroyed resulting in null reference exceptions
  • Using the “Target turret under reticule” targets turrets which are offline and under repair and therefore invisible
  • Engine subsystems will stop being repaired when 2 or more engine subsystems exist but at least 1 engine subsystem is attached to a substructure which has been destroyed
  • Reinforced Armour Plating modules missing Thruster Max Velocity modifier
  • Reinforced Armour Plating modules modifier values adjusted in line with ruleset
  • Calculations for DPS and RPS for guns with multiple rounds per shot (Blaster & Burst Cannons)
  • Turret highlights become disconnected from F2 Cruiser when targeted
  • Explosion VFX on ships are included in the target highlight
  • Sub-targeting turrets will use the wrong turret mesh for the highlight (and other weird highlight behaviour)
  • When a ship is fitted with the Kinetic Damage Protection module and a substructure (i.e. Turret) takes direct damage, the damage feeds down to the ships hull even though if the ship has enough armour to absorb the full amount of damage
  • Group spawning without a wing leader will clump spawn at same location (spawning inside each other)
  • Equipment Screen: Equipped Turret slots arcs display issue
  • Invalid Operation Exception when disabling an active AI Actor by script

A-Spec FIrst Assault: Early Access version 0.16.0 patch notes

Available on Steam, A-Spec First Assault reaches Early Access version 0.16.0. Check out the patch notes to learn more.

Overview

  • Improved lighting/shadows and made better use of engine graphics options for game graphics quality settings from Medium to Ultra
  • More targeting actions for Monitored, Wingmen, and who’s talking
  • The Command Panel has visual improvements and additional actions

Known Issues

  • Autospeed match ‘close’ setting does not work as expected (but won’t soft lock progress when required, and may require a little patience when used in scripting for Chapter 03 Mission 03 if you feel otherwise)
  • Mesh fitting detailed (ship vs weapon collisions) and simple colliders (ship vs ship collisions) required for opponent faction ships (Fighter, Gunship, Carrier)
  • Jump-out animations are not scaled correctly for ships bigger than a gunship

Added

  • Keybindings for targeting monitored structures in Flight controls
  • Keybindings for targeting wingmen in Flight controls
  • Keybinding for targeting the current talker in Flight controls
  • Added new actions to the Command Panel “Targeting > General” category: Next/Prev Monitored, Next/prev Wingmen and Current Talker
  • Added new category to Command Panel: Flight Controls
  • Added new actions to the Command Panel Flight Controls category: Reverse Speed toggle, Match Speed toggle, Match Speed Range Modes Slide cycle, Flight Control toggle, Activate Autopilot
  • Command Panel control fallback when a flight control action referenced by help glyphs not assigned to gamepad button (tutorial stuff)
  • Command Panel control fallback will breadcrumb to the desired control not mapped to a gamepad button (if it exists as a Command Panel action)
  • Command Panel context sensitive text panel based on category and/or action button highlighted
  • Help glyphs are shown next to the Command Panel for its navigation controls

Changed

  • Adjusted the font sizes on the flight HUD text assets to meet Steam Deck font size recommendations/preferences
  • New rendering quality settings applied to video quality settings from Medium upwards, improving visual fidelity on higher settings
  • Adjusted the shadow rendering settings for improved shadow effects when projected shadows are further away from the camera
  • Changed default gamepad binding for Full Primary in Flight Group 1 category
  • Changed default gamepad binding for Auto Targeting in Flight Group 1
  • Gamepad Start button can be now mapped in Flight Group 1-3 categories

Fixed

  • Closing the Options popup screen will no longer lose button focus on the Option button on the campaign menu, forcing gamepad users to use the mouse
  • Menu “Options > Video > Graphics Quality > Shadow Type” setting is no longer ignored
  • The mouse cursor refused to hide until mouse first moved after a scene load (affected gamepad users)

A-Spec First Assault: Chapter 3 Now Live & On Sale!

A-Spec First Assault gets beautiful stellar vistas, and adds chapter 3 to the campaign, and it’s first ever sale!

Today is a good day to play flight games! But why limit it to just a day when you can go all week long?

September 16 – September 23, Steam is hosting Steam Planes, Trains, and Automobiles Fest, with discounts for automobile sim, flight, and trains simulator games, including A-Spec First Assault and Absolute Territory.

And before I forget, here are the latest patch notes for A-Spec First Assault…

Patch Notes 0.15.0

Overview

  • Added Chapter 3 to the main campaign
  • New Point Defence mode (PDC Mode) for turrets to shoot down incoming missiles (not all turrets are PDC capable)
  • A new Command Menu panel pauses the gameplay while you leisurely send orders, change targets, instead of mapping every control to a gamepad

Known Issues

  • Autospeed match ‘close’ setting does not work as expected (but won’t soft lock progress when required, and may require a little patience when used in scripting for Chapter 03 Mission 03 if you feel otherwise)
  • Mesh fitting detailed (ship vs weapon collisions) and simple colliders (ship vs ship collisions) required for opponent faction ships (Fighter, Gunship, Carrier)
  • Jump-out animations are not scaled correctly for ships bigger than a gunship

Added

  • Chapter 3 main missions
  • When the players ship turret is taken out, the weapon display for the turret will change to shows it’s repair status until its back online
  • Quick Actions Panel popup to allow control selection from a menu interface (not yet bound to a default key, recommend manual assign to ‘F8’ for QWERTY layout. See Flight – Other – Quick Actions Menu)
  • Wingmen status panel also shows each wingman’s current order being actioned
  • Small Turret Guns can be put into Point Defence (PDC) mode (not yet bound to a default key, recommend manual assign to ‘#’ for QWERTY layout. See Flight – Weaponry – Cycle PDC Modes)
  • Turrets now prioritize targets based on a target order list based on target size (i.e. fighter > gunship > corvette > …) and weapon suitability
  • Primary gun slots now have and are restricted by mounting size restrictions
  • Side mission weights are adjusted during play (less likely to repeat mission variant if you played it — doesn’t mean you won’t get another variant with the same type)
  • Player ship regenerative systems are fully restored during autopilot transitions
  • Turret specification text now includes “[PDC]” marker to highlight Point Defence Capable turrets
  • Missing default bindings (Custom bindings will be reset to avoid conflicts)
  • Tug, Frigate and Large Transport ships for Civilian faction
  • Event Log added to the Pause menu during flight gameplay (default: Esc) to re-view previously received transmissions during a mission

Changed

  • The loading screen is now animated, to show the game is loading
  • Starting the game will show the first loading screen longer than usual. This is the new normal. It’s important work towards keeping memory footprint down and keep loading in to missions quick
  • The training button will be hidden until the prologue has been completed at least once (as the prologue acts as a story based tutorial, as the dedicated tutorials are more for a refresher and/or deeper mechanics for veteran players)
  • Campaign: Changed starting ship loadout (after the prologue) to be equipped with Autogun(S) for primary and turret slots to be more effective against fighter craft
  • Primary weapon Autogun (S) max range and muzzle velocity increased
  • Turreted Autogun (S) X1-3 muzzle velocity increased
  • FPS is now defaulted to 30 for first time players, to ensure a smooth and consistent gameplay experience during large skirmishes due to physics being linked to frame rate. Experiment/adjust with the FPS video setting to your preference/machine
  • Several code refactorings for improved frame rate stability
  • Adjusted the size of the Controller and Keybindings Screen to use more of the width of the screen for binding the three controller types
  • Large Transport and Mining Barges (found in the Prologue) are now have optimized and better fitting colliders
  • Adjustments to fighter AI behaviours for better avoiding other structures
  • Increased Unity Engine Max Virual Voices and Max Real Voices to eliminate audio cutting out when too many sources are playing at default values

Fixed

  • Slow loading with Skybox and HUD assets which only became apparent after adding modular backgrounds as Addressable Assets
  • Full speed button is not enabled with other speed settings in Prologue Mission 1 & 2
  • Yaw was incorrectly disabled during first mining task in Prologue Mission 2
  • Corrected grammar in Xenia dialogue re afterburning during Prologue Mission 3
  • Player Received Transmission override source name was not being applied under certain conditions
  • Turrets performance were not being affected by the of the Gun Control subsystem health
  • Subsystem pips for health of the player ship and targeted ships
  • “Full throttle” the t in throttle should be uppercase for consistency in Control Mappings
  • Enemy Cruiser encountered in chapter 2 was missing Engine and Thruster Particle Effects
  • Thruster and Engine FX will no longer continue to play when the ship is in Slide mode
  • Afterburner audio for the player ship only plays through the right audio channel in 1st/3rd person view
  • Main Gun weapons now have use slot size requirements
  • Turrets firing prematurely
  • When in a mission, pausing the game then pressing the escape key will resume the mission while with pause screen is open
  • Vessel Fitting: Launcher list is not indented correctly in the Specification Panel
  • Vessel Fitting: Turret list is not indented correctly in the Specification Panel
  • Vessel Fitting: Turret slots are missing mounting size labels
  • Vessel Fitting: Modules are not being filtered by selected mounting sizes
  • Nanite Repair Optimization I (S) module has wrong price (extra digit added)
  • When using External Camera Tracking the HUD will eventually vibrate while player travels away from the position the camera view was engaged at
  • Prologue Mission 7: Transports jumping out where not being counted correctly causing incorrect dialogue to be triggered
  • Afterburn visual effect will continue and consume fuel during the autopilot cutscene, if afterburning when engaging the autopilot
  • Adjusting ships armour current health values via mission scripting can prevent repairs of regenerative armour
  • Added missing thruster effects to Large Transport and Mining Barges (found in the Prologue)
  • Improved performance during flight gameplay (identified through performance analytics)

Point Defence Cannons (PDCs) coming to a-spec first assault

PDCs are coming to A-Spec First Assault. You can rely on fast and nimble ships to outmaneuver missiles or equip PDCs to provide defence within a limited area of the ship.

Ships are fitted with turreted weaponry. Some of these turrets can be used as Point Defence Cannons that attempt to shoot down incoming missiles.

There are 3 operational modes the PDCs can be configured to:

  • Off – PDC-capable turrets will ignore incoming missiles and fall back on the turret’s orders.
  • Strict – PDC-capable turrets will only target shoot-down incoming missiles. Turret orders will be ignored.
  • Relaxed – PDC-capable turrets will follow turret orders but prioritize incoming missiles.

Separate from PDC operation modes, turret orders dictate target priorities for hostile ships. Turret orders are useful in focusing firepower on a single target or spreading firepower across multiple targets. Ship operators should familiarise themselves with both modes, especially when equipping PDC-capable turrets for efficient operation and ship protection.

The more PDC-capable turrets installed (or even bigger ones) the greater the protection from missile threats.

Watch this video to see PDC’s in action:

Try the demo and buy the Early Access for A-Spec First Assault on Steam.

A-Spec First Assault: The Interception Update

The front lines of the war are dynamic and shifting rapidly. We need fast vessels to respond to emergencies and intercept hostile stragglers, with enough firepower to take them down, before they can group up into larger forces. With this need, we are authorizing the deployment of interceptor corvettes.

The Avdiivka provides similar speed with greater firepower than our light corvettes. A large range of turret mounts ensures the Avdiivka can be outfitted to respond to a range of incidents that require fast deployment. Excelling at adaptability, and quick strike capability to weaken or destroy hostile forces separated from main groups across the front lines.

Play A-Spec First Assault with the demo and buy the Early Access version on Steam.

Patch Notes 0.14.0
Overview

  • New Interceptor Corvette (Avdiivka)
  • New passive modules to enhance your ship
  • Bugs fixes, improvements, and balance changes

Known Issues

  • Autospeed match ‘close’ setting does not work as expected
  • Colliders for Fighter, Gunship, Carrier, and Large Transport are not optimized for best-fitting
  • Jump-out animations are not scaled correctly for ships bigger than a gunship

Added

  • Avdiivka Interceptor Corvette (Unlocked from completing Chapter 1 Mission 3)
  • Armour plating module small and medium modules
  • Explosive Armour Protection small and medium modules
  • Kinetic Armour Protection small and medium modules
  • Additional icons for module items
  • New module inventory items are unlocked progressing through chapter 2 missions
  • Player fleet size increased to 3 after completing Chapter 2 Mission 3
  • Progress rewards will be retroactively unlocked based on players’ current progress

Changed

  • Balancing Ships to allow the player to approach a target strategically affecting ship Mass, Armour/Hull HP, max speed, and acceleration/deceleration for velocity and rotation
  • Percentages are now used for all module stats displays
  • Amended text layout for Loading a saved preset in ship fitting to limit text wrapping from long equipment item names
  • Adjusted prestige price, fitting, applied stats, and their values for module items
  • Module slots now have slot sizes that will only fit the same size module item
  • Starting a tutorial now goes straight into the mission, bypassing the ship selection screen

Fixed

  • The mouse cursor was never visible on the 1st time welcome screen
  • Ship stats displays for Yaw/Pitch/Roll and Horizontal/Vertical for acceleration are not updated in the ship fitting screen when modules applied
  • Null reference errors on ship loadouts with multiple launcher groups
  • Weapon models not being updated in fitting screen preview when added and/or removed
  • Null Reference error caused exiting the Vessel Fitting screen and then going straight back into it, preventing loadouts from being displayed correctly

A-Spec first assault gets the escalation update with patch 0.13.0 (February 2024)

The war is escalating, captain. Sumar forces are bringing in their bigger ships in an attempt to gain a foothold in the system. Bring your wingman and push back the tide.

Patch Notes 0.13.0

Overview

  • Chapter 2 campaign added with 3 new story missions, new side missions, and a new ‘Autogun’ weapon type
  • Unlock, customize and fly with a wingman
  • Ship fitting screen sorting and filtering
  • Many bug fixes and improvements

Known Issues

  • Autospeed match ‘close’ setting does not work as expected
  • Colliders for Fighter, Gunship, Carrier, and Large Transport are not optimized for best-fitting
  • Jump-out animations are not scaled correctly for ships bigger than a gunship

Added

  • Player campaign progress will be updated in line with changes that have occurred to Chapter 1 missions involving Prestige reward increases for the main missions and new weapon unlocks
  • Added Chapter 2 with three new story missions
  • Side Mission: Added new ‘Ambush’ mission type
  • Side Mission: Added new ‘Ambushed’ mission type
  • Side Missions Added a new variant of ‘Distress Call’ mission type
  • Railgun (S) is unlocked after completing Ch. 01 Mission 03
  • Player fleet size is increased to allow for 1 wingman after completing Ch. 01 Mission 03
  • Autogun (S) and X1-X3 versions unlocked after completing the Prologue
  • AI Actor can now follow assigned priority targets including subsystem targets
  • F3 key (Comms Action C) will order player wingmen to attack the subsystem component targeted by the player
  • When the player enables autopilot the player’s wingmen will move to enter formation during the autopilot transition cinematic
  • Allowed variable replacements in dialogue for transmission panel on the HUD
  • Player wingmen can be configured in empty fleet slots (slots are unlocked by progressing through the campaign)
  • Added options to reset the campaign to the start of the prologue or to the start of chapter 1, accessible via the campaign menu options button
  • Added Sort functionality to Ship Equipment Screen
  • Added Filter functionality to Ship Equipment Screen
  • Players can now use the cancel button press to exit out of the Options menus (i.e. by pressing the Escape key)
  • Added Prograde and Retrograde indicators to the flight HUD
  • Added Guided Bomb Minimum Range Release Condition (>= 2000m) for AI Actor consideration
  • Added the Sumar Cruiser as a selectable ship in Skirmish mode

Changed

  • Audio volume adjustments to avoid certain sounds drowning out others
  • Prestige Balance no longer abbreviated below values of 1 Million in the ship fitting screen
  • Briefing/Debriefing font has been replaced
  • Made improvements to text on the main menu screen to make them more easily readable against bright background elements
  • Adjusted text sizes to min-max range, and prevented text wrapping with text in the HUD Target Info Panel
  • Reduced MLRS missile damage
  • Went through briefings and debriefings for main and side missions to ensure they all used the same layout along with some typo and grammar fixes
  • Wingmen formations can now account for an indefinite number of wingmen without worrying they will spawn inside each other and become a Tuvix
  • The Options button in the Campaign Menu now opens a sub-menu, with the ability to open the game options added to a new button inside
  • Skirmish: Kherson default loadout changed due to cost adjustment of Railgun: Primary Railgun (M) replaced with Railgun (S); Rear Turret Blaster/2 X1’s replaced with Autogun/2 X2’s
  • Equipment not meant for the player’s eyes no longer shows up on the Equipment Fitting screen with exceptionally high values. Instead, they are no longer visible at all.
  • Adjusted font size for scaleability based on length of descriptors for inventory items
  • Adjusted turret long and short naming schemes

Fixed

  • Reinforced Amour Plating module text description now correctly refers to ‘armor’ instead of ‘shield’
  • The Briefing/Debriefing Scrollbar was not working as expected
  • AI Actor will no longer fire off a guided missile without a valid target locked
  • The directives panel will remain open if its list is cleared or the last objective is removed from the list
  • Improved Missile Pool calculation to avoid excessive pool counts being used
  • Emergency thrusters now engage to ensure ship control is maintained when engines are severely damaged
  • Railgun causes damage to armor and hull (but does not penetrate outer damageable layer)
  • Railgun subsystem damage scales based on the armor section it penetrated
  • Damage Control subsystem repair priorities were not being honored
  • Missile Null ref on collision with distinct debris
  • Missile Null Ref on collision with an asteroid
  • Removed code meant to prevent audio cascading but made it worse
  • Actor AI collision avoidance now works as correctly
  • Added missing audio priorities for Hydra Cannon and X1 Mini Gun sfx
  • When an AI actor wingman is first enabled it will engage nearby enemies, instead of waiting for wing leader orders
  • Default ship configuration is not applied properly in the level editor
  • Turrets and modules attached to a destroyed substructure are no longer referenced by the parent structure
  • Item rewards are unintentionally given via a legacy game mechanic. Rewards are still correctly granted for completing specific main story missions
  • ‘Convoy Escort’ side mission had suffix numbering on the convoy random generator names
  • ‘Convoy Escort’ side mission enemy wing was not given a display name
  • MLRS Missile MissingReferenceException: The object of type ‘Transform’ has been destroyed but you are still trying to access it
  • Text will be cut off in subsequent mission briefings and/or debriefings if previously the text was scrollable and the player scrolled down
  • HUD gun pips will no longer display when viewing the rear of the ship
  • HUD reticule now adjusts to the forward view of the ship (instead of being centered on the camera)
  • Prestige and Experience for kills incorrectly calculated or not calculated at the end of each completed campaign mission

A-Spec First Assault Progress Update (January 2024)

Read on for the latest development news for A-Spec First Assault and what will be appearing in the next patch.

Storyline

I have planned how I would like A-Spec to finish by the end of the final mission in the campaign. As of writing this update, I have ideas for several chapters leading up to that endpoint. Currently, it’s looking like each chapter will be comprised of 3 story missions for a beginning, middle, and end for each chapter.

Chapter 2 Story Missions

3 additional story missions will be added for Chapter 2. They have already been scripted, the briefing and debriefing texts are 90% written, and all require extensive testing to ensure the scripting does not break during play.

One of these missions required additional improvements to the AI, to assist the player in completing their objectives. These improvements are 75% completed.

As the player leaves the asteroid field a battle erupts in the distance with weapons fire visible from both sides of the conflict.

Side Missions

Chapter 1 included side missions, randomly presenting a new selection after each mission, for the player to choose from between main missions.

Chapter 2 will expand the number of side missions. I have about 2 dozen side mission themes to choose from which will also be used in the main story missions. I have yet to start on the side missions for Chapter 2, but will do so once the 3 main story missions are completed.

I’d like to know your feedback on how you feel about them so far. Like, are they fun for you, what would you like to see, would you rather just go through the main story missions, etc. Post them in the comments below!

Chapter 1 Briefings/Debriefings

The briefing and debriefing text for the Chapter 1 missions were written back before the prologue existed. Since the prologue is now starting to expose some of the game’s lore, they needed updating to fit in. They were also a bit bland. This is already completed.

Expect text and dialogue to continue evolving through development as I learn and improve on creative writing.

Wingmen

Players will be able to have wingmen join them as they progress through the campaign. Chapter 2 will open up a wingman slot, for ship selection and configuration of wingmen. This is optional, the player can choose to go alone and use that extra Prestige to fit better weapons and equipment to their ship.

Audio ImprovementsSome repetitive audio effects are cascading and these will be significantly reduced (if not eliminated).

Also, explosions were cutting off too soon, this is fixed.

Streaks of missiles fly off into the distance striking their targets.

Explosion Damage Bug

TL;DR: Explosions would sometimes not damage the target. This is now fixed.

There was an interesting (read annoying) bug where exploding missiles would not damage the target. I believed I had solved this in the previous patch, but by a stroke of luck, I was able to reliably replicate the problem and on investigating found the actual cause. This was most notable on missiles striking the Gunship, but applied to any weapon with explosion damage.

When a missile explodes it creates a collider sphere and checks for objects overlapping it. The sphere can be configured to expand each frame (like a shockwave). I added some code to keep the test performant and avoid re-checking past collisions. This is a bit difficult to explain, a ship can have multiple damageable parts (i.e. the main ship and child objects including attached turrets and additional substructures). These are made up of separate collider objects. If a child collider is checked before the main ship collider the ship will not take any damage. I removed the relevant check, ran some additional tests, and determined the poor attempt at making it performant didn’t make a difference. That single line of code is gone, the problem is gone, and no performance loss either.

Weapon Adjustments

Since explosion damage now works 100% of the time every time, I needed to reduce the MLRS explosion damage caused as became overpowered as a result.

Railgun damage has been scaled properly as they were overlooked the last time I re-scaled weapon damages. They are still very powerful and their Prestige and Fitting costs reflect that power.

A new, larger, enemy ship makes its appearance

The next patch will reveal a new much larger type of enemy ship whilst introducing a new game mechanic. I won’t explain more as it’s something the players can discover for themselves (or maybe they won’t notice?). If you follow me on Twitter, this is a feature that I was working on around 14 months ago, for this very same ship. Now that the ship will make its appearance, I am now able to include the mechanic. It’s functional and in the game, requiring some minor adjustments and additional configuration.

The player zooms past the large enemy ships to tackle some easier foes further ahead.

Bug fixes

I have found a lot of bugs since the last update. All that I have found has been squashed.

If you find a bug yourself, please let me know on either the Discord or the A-Spec Steam forum, explain the problem, and if you can repeat the problem or not.

If you can repeat the problem, provide the steps on how to do it, like a list of actions to perform to make the bug happen. Using that I can investigate and follow your steps to replicate the problem, and if I can replicate the problem I can then start working on a fix.

If it’s a bug that appears often, but also seemingly random, if you are willing to provide a video recording of that moment, it may help.

Ultimately I want to keep A-Spec free of jank and bugs. Most of the bugs I found myself, which should be the case as I am on the front line. Though I am only one guy, and bugs do fall through, I work quickly to resolve them.

Game Bundles

A-Spec First Assault and Absolute Territory are part of the fantastic Independent Space Alliance Bundle 2024 containing an amazing collection of space games from other independent game developers.

This bundle is a refresh of the original Independent Space Alliance Bundle containing even more space games.

Both bundles have 60% off. Buy to complete your collection and Steam adjust the bundle costs based on any games you already have in your library.

A large enemy ships looms just ahead. 
 As the player approaches the enemy ships heavy turrets slowly turn to face the threat.

Conclusion

Thank you for reading. I’m truly looking forward to the future of A-Spec First Assault. Given this is an Early Access game the first week sales were on par with Absolute Territory which was released as a full title.

Though putting it in perspective, Absolute Territory is still a failure sales-wise. I have learned a lot since then and hope to put that experience into making A-Spec a better success when the full release day arrives (which is still a while off).

Independent Space Alliance 2024

“So much universe and so little time” – Terry Pratchett

A new alliance has formed and in time for the Steam Winter Sale 2023. This is the Independent Space Alliance 2024.

A collection 8 of space-themed games from management to exploration to pure adrenaline combat, this bundle has everything you. Save almost 75% off until Jan 04, 10 AM PT.

Even if you missed the winter sale, the lowest discount will always be 60%!

Buy the Independent Space Alliance 2024 bundle here.

A-Spec First assault – the drums of war update

The Drums of War update (Early Access version 0.12.3) for A-Spec First Assault brings huge enhancements to sound effects, removing harsh sounds and improving the quality of frequently played sound effects like gunshots and explosions.

AI behavior has been improved and they will now change their targets based on the biggest threat to them along with improvements to how they decide who to target next.

Help glyphs used in the tutorials and prologue missions for controller commands that don’t have a defined icon (there are so many types of flight devices out there) will now display the relevant control element name instead.

Check out this latest trailer showing off the gameplay you will experience in A-Spec First Assault prologue missions.

Buy A-Spec First Assault on Steam

Patch Notes 0.12.3
Overview

  • Big improvements to all sound effects!
  • Lots of other miscellaneous improvements!
  • Bug fixes!

Known Issues

  • Autospeed match ‘close’ setting does not work as expected
  • Colliders for Fighter, Gunship, Carrier, and Large Transport are not optimized for best-fitting
  • Jump-out animations are not scaled correctly for ships bigger than a gunship
  • Guard My Target command is not implemented

Added

  • Vessel names can now be randomly generated
  • AI Actor will now change targets if another hostile is more of a threat
  • AI Actor uses a fuzzy target selection of the nearest hostile (rather than using the ‘Select closest hostile’ command)
  • Ship wings will now jump in formation to their leader
  • Flash Radar Quadrant On Hit effect attached to a toggle option in Options > Game
  • Added Autogun (XXS) as a replacement primary weapon for hostile fighters in the prologue (due to fixing AI firing weapons slowly)
  • Added UI Volume slider
  • Audio priorities adjustments for sound effects during gameplay to better manage many simultaneous playing sounds

Changed

  • Controller Glyphs now display the control element descriptor for controllers without a defined glyph icon
  • Prologue mission 1: Added Throttle Axis to help glyphs
  • Prologue mission 1: Removed diagonal help glyphs as the vertical and horizontal glyphs communicate this
  • Prologue mission 2: Updated directives text regarding waypoint references in line with Prologue mission 1
  • Prologue mission 3: Removed the distress call waypoint when in range
  • Prologue mission 7: Fixed typo during friendly spawn message near end of mission
  • Corrected spelling and grammar throughout all prologue mission briefings and debriefings
  • Navigation tutorial 2: Can now use throttle axis during throttle acceleration and deceleration section
  • Navigation tutorial 2: Allowed 8-way hat to work during diagonal thrust sections
  • Navigation tutorial 3: Disabled autopilot
  • Mining beam SFX replacement
  • Increased size of flare and muzzle VFX for mining beam
  • Removed hull Hit Effect for mineable asteroids and normal asteroids due to excessive calls from using the mining beam
  • Updated main missions and side missions to use directives and monitoring panels as needed
  • Dying throes explosions VFX/SFX improved
  • Death explosions VFX/SFX improved
  • Gun sound effects improved
  • Round robins are used for repetitive sound effects (i.e. gunshots, impacts, explosions, etc)
  • Replaced most Heads Up Display sound effects
  • Directives Panel: When directive status changes the text now flashes with an audible bleep
  • Player Received Transmission: Play audio bleep at the start of a transmission
  • Main menu: Increased vertical button spacing for easier mouse highlighting on mouse over

Fixed

  • Prevented mineable asteroids and Mining Station from being pushed around easily
  • Particle explosions from weapon damage on the player seem to jitter/skitter during player movement
  • Attempt to set pitch to infinite value from script ignored!
  • Prevented autopiloting out of Skirmish when all enemies were destroyed
  • Explosion lighting source only lights up for 1 second, where it should be limited for the particle animation time
  • Turret Railgun shell mass not scaled correctly (decreased accordingly)
  • Burst Autocannon 2/4/8 shell mass not set correctly (increased accordingly)
  • Impact Hull/Armour SFX now calculated for pooled items
  • Audio Asset pooling counts are under-calculated for guns and launchers
  • Skirmish: Player not spawning in the correct position
  • Projectile spawn location offsets more as the shooter’s velocity increases
  • Primary weapons fire faster the more the gun control subsystem is damaged
  • AI Actor would trigger pull-release for each primary weapon shot, unintentionally slowing down the fire rate of fast-firing weapons
  • Button UI audio interactions are not affected by the audio volume sliders
  • Fixed duplicate audio sources from being created for parent objects not added to the pooling system
  • Fixed issue of audio popping where played audio was stopped too early for explosions
  • AI Actor severely under-calculated the effective firing range (effectively preventing the AI Actor from using primary weapons)
  • Prologue mission 2: After mining 1st asteroid, engines should not be activated until 2nd asteroid is targeted
  • Prologue mission 4: Enemies at Navpoint 2 can no longer be goaded into attacking the player instead of transports

A-Spec First Assault Patch 0.12.1 (November 2023)

The first update for A-Spec First Assault, after being released into Early Access last week, is now live on Steam.

A new update is released for A-Spec First Assault bringing much-loved improvements to explosion visual effects, reading transmission dialogue, improvements to HUD/UI screen usage across various resolution ratios, more bug fixes, and even more improvements. See the full patch notes down below.

A civilian transport is being buzzed by hostile fighters.
The civilian transport takes enemy weapons fire and starts venting plasma and atmosphere.
Civilian transports docked at the mining station prepare to make a run through the blockade.

Patch Notes 0.12.1
Overview

  • Improved explosion visual effects
  • Transmission ticker added to flight HUD
  • Resolution ratio UI fix
  • Lots of bug fixes and improvements to prologue missions


Known Issues

  • Autospeed match ‘close’ setting does not work as expected
  • Colliders for Fighter, Gunship, Carrier, and Large Transport are not optimized for best-fitting
  • Jump-out animations are not scaled correctly for ships bigger than a gunship
  • Guard My Target command is not implemented


Fixed

  • UI cut off when using 1920×1200 resolution and other edge case resolutions
  • HUD Afterburn and Speed Indicator panels fail to maintain scaled positions across various screen resolutions
  • Advanced Navigation tutorial has reference to completing intermediate training
  • Explosions now look better than before
  • Distinct debris flickering when the player rotates the view
  • Prologue Mission 7: The briefing title states “Prologue 1” and should be “Prologue 7”
  • Various scripting improvements and fixes across all Prologue Missions
  • Pause menu background is not flush with the border
  • Spelling error in the tutorial weapons_01_primary transmission dialogue


Added

  • HUD Monitoring panel for tracking the status of important structures during campaign missions
  • Added External Orbit Camera during flight
  • Ticker text for displaying player-received transmissions in the top left of the HUD during flight
  • Prologue Mission 4: Added transports to the monitoring panel
  • Prologue Mission 4: Transports have now been given names better than Transport X
  • Prologue Mission 7: Added transports to the monitoring panel


Changed

  • Increased max range of distance indicators for missile alert to 8000
  • Wingman monitoring panel adjusted in size and now scales horizontally
  • Adjusted flight HUD element positions to make best use of screen space across a range of display resolutions
  • HUD Waypoint marker now has a border to make it stand out better on bright backgrounds
  • Prologue Mission 3: Beautiful Mind is now the first object to be targeted
  • First Person Camera positions for cockpit views moved nearer the model bounds and more central to that location (you’ll see less of your ship)
  • Removed the non-functional News button from the Campaign menu

Buy A-Spec First Assault now on Steam.