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).

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.

A-Spec First Assault launches into Early Access on Steam

A-Spec First Assault is available to buy now on Steam. Releasing into Early Access, A-Spec First Assault adds a mini prologue campaign designed to introduce new players to concepts and features over 7 missions.

Completing the prologue opens the campaign preview with 3 main and 5 side missions. These are the same missions made available in the demo.

The skirmish gameplay mode provides quick access into combat with abilities to change the loadout and number of ships on a 1 v 1 team singleplayer with AI teammates.

A-Spec First Assault offers a wide range of customization options for each ship. Equip your vessel with an array of primary projectile guns and secondary missile launchers, bolstering your frontal assault. Alternatively, opt for turreted guns that provide wider firing arcs, or adopt a balanced approach with a combination of both. Remember, bigger ships deliver greater firepower and make bigger targets.

Augment your ship’s performance with support modules, bolstering its core systems. Enhance agility, top speed, armor, hull strength, fire rate, firepower, and more, tailoring your vessel to your play style.

A-Spec First Assault Trailer

You don’t need to understand quaternions to use them in unity

This is just a quick take on what Unity users seem to believe they need to understand inside and out: Quaternions

The Unity documentation for the Quaternion class is all you need to reference and use as a black box to the magic numbers of Quaternions.

If you understand Euler Angles, you can get along well enough to work with Quaternions. You don’t need to understand the inner workings of Quaternions. Unless you are really interested in them, spend that extra time making a fun game.

I used the Quaternion class with Unity’s Physics for Absolute Territory and A-Spec First Assault. It was more difficult for using use rotational forces rather than the built-in rotation methods made available.

As a side note: You use the Rigidbody Inertia Tensor for mass with rotations, and Mass for translation if you want to apply forces to simulate a Reaction Control System.

New single-player campaign preview

A new single-player campaign has been added to the A-Spec First Assault demo. Play through 3 main missions and 5 side missions in a fight for survival against a relentless hostile oppressor.

Patch Notes 0.11.0

Overview

  • Added a single-player campaign as a limited preview

Known Issues

  • Autospeed match ‘close’ setting does not work as expected
  • Carrier and Large Transport do not have death animations and blink out of existence on death
  • 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

  • Campaign: Single-player campaign as a limited preview
  • Campaign: 3 main missions for the campaign
  • Campaign: 5 side missions for the campaign
  • Campaign: Player Item rewards for completing a main mission in the campaign
  • Campaign: Player Prestige rewards for completing main and side missions in the campaign
  • Campaign: Player Experience rewards for completing main and side missions in the campaign (used to unlock following main missions)
  • Campaign: Player Prestige and experience rewards for kills
  • Skirmish: Wingmen will now spawn in formation with their wing leader
  • New Ship: Fighter (only available to AI actors in the campaign)
  • New ship: Gunship (only available to AI actors in the campaign)
  • New ship: Carrier (only available to AI actors in the campaign)
  • New ship: Large Transport (only available to AI actors in the campaign)
  • New primary weapon: Hydracannon as XXS size (only available to AI actors in the campaign using the Fighter)
  • New secondary weapon: Guided bomb (only available to AI actors in the campaign using the Gunship)
  • New turret weapon: Autocannon as XS size (only available to AI actors in the campaign using the Gunship)

Changed

  • Limited frame rate to 30FPS when in menus
  • Luhansk corvette mass was too low (raised from 200,000 to 2,000,000) and will no longer be spun around as much by weapon hits

Fixed

  • Faction Active/Dying unit tracking was left in an erroneous state when starting a mission, preventing further missions from completing correctly
  • Explosive damage was not being applied correctly against moving structures
  • AI actors would get stuck attempting to complete a priority objective that was impossible to complete
  • Selecting a target from cleared selection selects 2nd contact in the list rather than first
  • NullReference when firing missiles
  • Fixed an issue with lateral thruster burn time calculations for AI actors

ASPEC First Assault Patch Notes 0.6.0

Patch Notes 0.6.0

Overview

  • A focus on improving the user experience as a demo candidate for the next Steam Fest

Known Issues

  • Weapon Panel border and title misaligned
  • Autospeed match ‘close’ setting does not work as expected
  • Turret gunners are trigger happy generally firing too early and very likely to miss their target at longer distances on the initial trigger press

Added

  • Key binding for cycling only Hostile targets
  • Key binding for cycling only Friendly targets
  • Key binding for cycling only Neutral targets
  • Distinct debris for Kherson, Luhansk, and Donetsk
  • Added control binding Group 2 & 3 in Control Mapper
  • Added ‘Classification’ to current target display in HUD
  • New HUD Color Picker, for changing colors on HUD elements (Options > Game > Edit HUD Colors)
  • Screen flash effect on the player taking hull damage (Options > Game > Flash Screen on Critical Damage)
  • Primary guns will now point over the closest hotspot on a target, instead of focusing at the center of the target

Changed

  • Disabled controller thumbstick for menu navigation due to interfering with Control Mapper Configuration of axis controls
  • Renamed ‘Pilot’ category to ‘Flight’ in Control Mapper
  • Renamed the ‘Shift 1’ category and bindings to ‘Group 1’ in Control Mapper
  • Proofread and updated descriptors for key bindings in Control Mapper
  • Added headings under categories sections, and re-ordered binding controls in Control Mapper
  • Second ship collider for testing against ship collisions to avoid ships wedging each other
  • Minor adjustments to Slide, Flight Assist, and similar indicators
  • Ship armour sections will regenerate, as long as the section does not take damage for 10 seconds. Regeneration will be interrupted on taking damage
  • Top and bottom armour sections added to all ships
  • Explosions, caused by weapons (i.e. artillery), inherit the velocity of the object they hit
  • controllerData.cfg is now located inside the player’s Profile directory (allowing multiple Steam users to have their own unique controller bindings)
  • settings.cfg now located inside the player’s Profile directory (allowing multiple Steam users to have their own unique settings)
  • Armour/Hull Quadrant display flash effect now animated over time
  • Radar display quadrants light up when the player takes damage in that quadrant
  • Primary gun pointers now have state changes (solid = ready to fire, hollow = reloading)
  • Changed AU damage evasion modifiers. AI pilots will make efforts to avoid taking weapon fire more frequently

Fixed

  • Static gun pip displayed on HUD if no primary weapon is equipped
  • Issue preventing accuracy of primary weapons, causing unintentional misses
  • Mouse bindings incorrectly configured