As the release date for A-Spec First Assault draws closer (this Friday!), I have updated the demo to bring it in line with the full release.
The demo is limited to the prologue and serves as a light-story based tutorial series.
Some important changes from the original Prologue:
Players have the choice of skipping the first three missions which introduce basic flight, targeting mechanics.
Redesigned aspects of the first three prologue missions to keep the pacing up and reduced the distances as players move to each additional objective area.
Player will be able to transfer their save game profile from the Demo to the Full version. Owners of the full version will be asked about this on the first load of the full version. If you have played on an older version, then progress will not be transferred due to save game changes.
When it comes to the full version, if you have already played through the prologue and you want to jump straight into the main campaign you can skip the entire prologue: From within the Campaign screen, select Options and then select the option to reset the campaign to Chapter 1. You can also reset to the start of the Prologue if you desire. Note: This will overwrite any past progress and irreversible.
You can also export your bindings, then import them into the full version. More details will be provided on Friday when I will have the game manual ready (yes, an actual manual for reading) .
See you Friday!
P.S. If you have not purchased the Early Access version of A-SPEC First Assault, buy now for the current price. The price will be increasing on release day.
Welcome, pilot! With this latest update it is no exaggeration to say there are have some huge performance improvements with less frame rate drops, and more increases. This has been a huge undertaking and took precedence over the Chapter 6 update, which not a decision taken lightly. While there is no new content, I believe these performance gains and other general improvements, make the game experience much better.
With how much of the backend was changed to eke out improved performance there may be bugs. If you notice anything out of place and behaving different, bizarrely or just plain acting outright annoying, let me know and I will investigate it. I have been through the campaign several times and caught some soft-locks, broken AI behaviour, etc, etc. But alas, I am just the one dev. While I catch many bugs, there’s always more lurking in the shadows, seemingly hidden, until someone brings it to my attention. So if you find one please report it, and big thanks to all the players who have!
With all that being said and done. Thanks for the continuing support and patience. This was meant to be a 1-year project, extended into a 2 year project, and became a unintended 5 year (and ongoing) project. All being well, A-Spec First Assault the release goal line is now firmly in sight. The focus is on completing the campaign, adding more content, improving existing features along with balancing. I’m aiming to be a full release this year. There, I said it, just don’t try and pin me down with an exact date. It will be in the fullness of time.
And without further ado, here are the patch notes for A-Spec First Assault Update 0.22.0
Patch Notes 0.22.0 Overview
This update provides significant performance improvements, along with general bug fixes and improvements and fixed the accuracy of the players primary guns when enabling the “Homing Projectiles” option
Added
AI manager to handle management of AI Actor logic updates for improved performance
Combat AI Actors now perform a threat assessment against nearby hostiles to determine the best target to engage (closest comparable to itself)
Combat AI Actors are capable of making attempts at reducing the likeliness of getting stuck against other ships/structures in the world
Changed
Gimball Gun tracking and movement logic updates are now processed with ECS Jobs for improved performance
Turret tracking and movement logic updates are now processed with ECS Jobs for improved performance
Ship exhaust lens flare logic updates are now processed with ECS Jobs for improved performance
Ship exhaust lens flare quad texture visuals are now rendered more efficiently for improved performance
Projectile logic updates are now processed with ECS Jobs for improved performance
Projectile quad texture visuals are now rendered more efficiently for improved performance
Stellar dust logic updates are now processed with ECS Jobs for improved performance
Gun Muzzle Flare quad texture visuals are now rendered more efficiently for improved performance
Radar contacts logic updates are now processed with ECS Jobs for improved performance
Improved the logic used for stretching projectile tails for better visual appearance
Removed the in-game FPS montor and associated key binding
Fixed
The players main gun projectiles are now 100% accurate against targets when “Homing Projectiles” have been enabled in the game options
Campaign soft lock in Chapter 5 Mission 3 as no random side missions are generated preventing progression towards unlocking this main mission
Refactored hazard field processes (asteroid and nebula fields) for performance improvements
Projectile Stats from installed modules are not applied to the guns when in a mission (Muzzle Speed, Max Range, Rate of Fire, Explosive Radius)
Ship Fitting: Launcher Subsystem Damage display values are being calculated incorrectly
AI Actors now correctly calculate stopping times, preventing the fast overshoot/fly-bys when using the afterburner
There is no significant evidence of spontaneously combusting turrets which may or may not be linked to…
Patch Notes 0.20.1
Note: This update will reset all existing bindings to default values to avoid conflicts with new generic HOTAS and generic flight pedal default bindings
Overview
Added an overview screen as a place to easily reference control bindings
Artillery and Autocannon weaponry adjusted to provide more distinct differences and use
Improvements to Torpedo Launchers (installation costs, flight specs, damage)
Kherson turrets significantly less likely to spontaneously combust when firing a launcher salvo
Added
Default bindings for generic HOTAS controllers
Default bindings for generic flight pedal controllers
Controller Bindings Overview screen (For a quick glance reminder of controller bindings accessible from the pause menu during mission flights)
Changed
Adjustments to all Artillery and Autocannon variants towards defining distinct useage of these weapons and to Artillery:
Artillery are long range weapons (range increases, while muzzle velocities decrease, as slot sizes go up)
Burst and Standard Autocannons are medium range weapons (range increases, while muzzle velocities decrease, as slot sizes go up)
All Autocannons have a slightly faster muzzle velocity than the equivalent it’s Burst Autocannons
Adjusted maximum projectile range and muzzle velocities to move autocannon use from long range to medium ranged
Torpedo Launcher (Medium):
Fitting Points cost changed to 61 (from 169)
Prestige Points cost changed to 1464 (from 1624)
Adjusted lock range and flight time and flight velocities
Torpedo Launcher (Large):
Fitting Points cost changed to 243 (from 675)
Prestige Points cost changed to 5832 (from 5400)
Adjusted lock range and flight time and flight velocities
Adjusted Explosive damage values
Torpedo Launcher (Extra Large):
Fitting Points cost changed to 648 (from 2250)
Prestige Points cost changed to 15552 (from 18000)
Adjusted lock range and flight time and flight velocities
Adjusted Explosive damage values
The launcher status bar in the flight HUD weapons panel will no longer play out the reloading UI animation when the launcher ammo is 0, instead it will remain as an empty bar
The Save/Load window in the Equipment Loadout Screen:
Window real-a-state has been increased and equipped items are listed with consolidated totals to ensure specification text is fully displayed
Players can now select Save/Load Slots 6-8 when using controller navigation
Controller axis binding for roll is now inverted by default
Fixed
Hard at work Akkadian Technicians have corrected a minor fault with the Kherson’s new forward positioned keel turret mounts. In completely unrelated news, the Kherson’s launchers have been repositioned further forward allowing missiles to reach their intended target that little bit quicker, oh, and-any-keel-mounted-turrets-will-no-longer-spontaneously-combust-when-firing-said-launchers
Several side missions were not using overrides to spawn vessels and instead used the data in the mission file (therefore no random spawns!)
Firing a secondary launcher with multiple salvo’s and then immediately switching to another secondary launcher will pause the firing of the previous launcher
Projectiles were applying the shooters velocity to position offsetting the spawn location from the muzzle (which is no longer needed due to a script execution order change in a 0.19.x change)
Explosive Damage Enhancer Passive Module is not being applied to equipped launcher missile explosion damage
Equipment Loadout Screen now highlights locations (Primary, Secondary, Turrets) and equipped weaponry (primary guns and Turret models) on the vessel when hovering or selecting the relevant equipment slot
Vessel Selection Screen: Vessel loadout specification text for assigned wignmen is not updated when navigating the UI with the directional keys/buttons
Adjusted Turret Hierarchy Order so that turrets listed in the fitting screen in a standard convention
Muzzle Velocity and Max Range stats for projectiles do not display correct adjusted values with the Frictionless Coils Passive Module equipped
Rate of Fire stat for projectiles do not display correct adjusted values with the Magnetic Callibration Passive Module equipped
Using a Controller with a Throttle Axis binding assigned will set the throttle value to 0 while a Flight Group (1,2,3) button binding is held
Help Glyphs are not using a fallback for generic controllers without glyphs, which would instead use the element descriptive name of the controller for the bound action
There is a lot to digest in the patch notes below, so I’ll cover some of the more noteworthy inclusions for update 0.20.0:
Chapter 4 3 new main story missions brings the player to the front lines of the war. Encounter tougher and bigger enemies than before. Chapter 4 side missions up the ante as well, if you want a real challenge then test your mettle with the ‘Ambushed’ side missions.
Corvette Ship Improvements The Akkadian corvettes (Player faction) have been given additional equipment slots, varying by ship across primary, secondary, turrets and passive modules. The Luhansk, Donetsk and Kherson have significant increases in Max Fitting Points to make the most of these.
Akkadian cruiser group flies through the great expanse towards the front lines
A major threat to the cruiser eliminated before it could do any harm
Getting up close and personal with the Auxiliary craft
The fleet emerges from the dark side of a moon
A Sumer Battlecruiser looms over the debris of its latest victim
Optional Player Assists Near-Miss Do you love flying into the enemy head on guns blazing, but hate how the enemy chews you up as much as you do them? Then hate no more, and increase the chances of enemies missing your entirely with the Near-Miss assist.
Find it from the main menu under Options > Game > Near-Miss Spread Angle Increase the slider to make the enemies aim worse or reduce to 0 to turn it off entirely. Velocity changes, and relative speeds are factored into calculation, so you’ll still need to make a few flight adjustments.
Homing Projectiles You position the target in centre, your gimbal guns swivel to line up the perfect shot, squeeze the trigger and… Damn, the target fired its thrusters and adjusted its velocity enough for the projectile barrage to harmlessly pass by!
Feel more like a crack shot pilot at the extremes of your guns max ranges with the Homing Projectiles assist. When enabled any targeted vessel with the guns lined up for the kill will have their projectiles home in on the target. A bit like a heat seeking missile, but for projectiles!
This doesn’t guarantee a 100% chance hit rate, if the projectile travel time is long enough the target has a chance to evade if they put enough thrust into it.
Find it from the main menu under Options ? Game > Homing Projectiles A simple toggle on or off.
Patch Notes 0.20.0 (Merged with 0.19.x Release Candidate Builds) Overview
Chapter 4 added to the story campaign
Increased Prestige rewards for completing main missions
FPS performance improvements
Various additions, gameplay improvements and bug fixes
Added
Chapter 4:
3 Main Missions
New (tougher) Side Mission spawn pools for: Ambush, Ambushed, Seek and Destroy, Convoy Escort/Destroy, Distress Call
Added weighting system to reduce the possibility of the same mission name types being overly repeated in side mission offers.
Allowed Akkadian Combat Pilot Actors to use afterburners (does not apply to other factions as adding this feature dramatically changed the difficulty and timings of a variety of missions)
Collision Avoidance conditions to stop AI Actor Pilots of larger ships evading much smaller ships
Targeted Substructures now have subsystem health and substructure health bars and values displayed in relevant flight HUD sections
Radar detection range can be adjusted on a per structure type basis (used to reduce detection range for specific structures in a Chapter 4 mission)
Improved FPS during explosions (Object Pooling relevant)
A couple of Particle Explosions missing from Object Pooling have now been included
Burst Autogun XXSmall (as a replacement for Sumer fighter craft using the Prologue Autogun XXSmall within the main campaign)
Projectiles being fired against the player (when the player is) will now calculate the chance that the projectile should be a near-miss based on local velocity and distance (All Blaster gun variations are excluded from this check)
Gameplay Assists (Options > Game > Gameplay Assists) for reducing enemy accuracy against the player and improving player accuracy with homing projectile weapons (excluding Blasters)
All small only turret slots on the deck can now fit Medium fittings (in addition to small fittings)
Additional (+1) Small Passive Module slot
Kherson Corvette:
Max fitting points increased to 1542 (from 960)
Secondary weapon slot has been re-positioned to a forward launcher towards making it more useful and in keeping with every other secondary weapon slot on other ships
Adjusted Prestige rewards for completing main missions. Players will now have more Prestige to spend on ships and loadouts. This has been retroactively applied to existing campaigns
Thruster Optimizer Module description has been improved for better clarity
Thruster Tuning Modules description was using the original Thruster Optimizer Module description and has now been corrected to better summarise the modules’ effect
Collision Avoidance checks for AI Actors now exclude distinct debris in the world
Improved FPS performance (linked to Radar system updates)
Sumer Fighters and Gunships have reduced armour and hull points to make them feel much less spongy
Reworked Subsystem damage through projectile penetration of armour layer:
Previously subsystem damage scaled down linearly based on the max armour hitpoints (HP) and current armour HP. If we have two armour quadrants, one with max 500 HP and the other max 1000 HP, they would offer the same level of subsystem protection based on their HP percentage. To make subsystem penetration more consistent a weapon has a defined threshold for how much HP it can ‘pass’ through to achive penetration. The subsystem damage is scaled based on the threshold (passing through more armour HP will reduce the projectile subsystem damage down to 0 when it reaches the penetration threshold). This make positioning and angle of attack more important when wielding penetrating weapons (with the railgun, and lesser the autocannons) for damaging deeply housed subsystems on armoured targets.
Adjusted the main campaign mission progression unlocks due to C01M03 being made available immediately available after C01M02.
Prologue Mission 6 (Based on feedback about objectives around destroying enemy turrets proved too difficult to manage for a tutorial mission – thanks StoneofTriumph):
Swapped out the Choke Blaster for Autogun player primary weapon (due to Choke Blaster limited range)
Disabled the offline repair ability for enemy turrets
Changed Xenia comms dialogue around turret repair
Added Medium Autocannon 8 to the frigates
Chapter 2 Mission 3 (C02M03):
Reinforcing friendly cruiser now spawns as an Akaddian Cruiser (instead of Sumer Cruiser) and given some speed mods to get it into the action quicker
Reduced the reinforcing Akaddian Donetsk corvettes to 3 (from 4) allowing the Akaddian Cruiser more opportunity to get in on the action
Sumer Gunship loadouts’ have been adjusted giving 2 (from 4) gunships bombs to drop (bringing mission balancing back in line with pre 0.19.0 changes)
Chapter 3 Mission 2 (C02M02):
Fixed vessel names for several rebel frigate spawns
Admiral ship cannot be destroyed
Chapter 3 Mission 3 (C03M03):
Adjustments to rebel frigate and tug loadouts to improve their threat
Renamed the station
Civilian frigates now use correct prefab for ship data
Chapter 4 Mission 3 (C04M03):
Moved the starting spawn location of Sumer transports 15000 meters further away from the warp out point to provide the player more breathing room when engaging them (for a whopping extra 60 seconds)
Adjustments to rebel frigate and tug loadouts to improve their threat and challenge during chapter 3 side mission encounters
Combat Pilot AI: Adjusted calculation values for pilots deciding if they should change target to a bigger threat (should stick with designated targets for longer while under fire)
Combat Pilot AI: Logic on afterburn useage has been tuned towards reducing the overshooting targets and inappropriate usage overall
Removed peneration ability from Autogun and it can longer apply damage to covered subsystems
Mini Gun (used by the Sumer Gunship) renamed to Cannon and increased direct damage by 5DPS (30DPS total) and increased subsystem damage by 10DPS (60DPS total)
Player HUD Weapon Panel now counts down number of rounds remaining to be fired from a trigger pull (i.e. Burst Autocannons) on the weapons reload status bar
Updated the equipment text stats format and layout in the fitting screen
Sorting order improvements for inventory items listed in the fitting screen
Reinforced Armor Plating (Small) changes
Type I = Fitting points increase to 18 (from 6)
Type II = Armor HP increase to 3000 (from 2000), Fitting points increase to 84 (from n) and Prestige cost increase to 1120 (from n)
Type III = Armor HP increase to 7000 (from 3000), Fitting points increase to 270 (from n) and Prestige cost increase to 4992 (from n)
Percentage values are now penalized (reduced with multiple modules affecting the same stats) instead of just being a additive flat value
Progression with Equipment Unlock time changes
Artillery Medium X1 TURRET unlocks after completing C02M03
Autocannon/4 X1 (61) unlocks after completing C02M01
Autocannon/4 X2 (62) unlocks after completing C02M01
Autocannon/4 X3 (63) unlocks after completing C02M02
Burst Autocannon/2 X3 (59) unlocks after completing C01M01
Burst Autocannon/2 X3 (60) unlocks after completing C01M01
Explosive Damage Enhancer I unlocks after completing C01M03
Explosive Damage Enhancer II unlocks after completing C02M03
Explosive Damage Enhancer III unlocks after completing C03M03
Fixed
Replaced ship loadout secondary weapon references to old MLRS Launcher to new MLMS Launcher(s).
Skirmish Menu: Players will no longer be able to see or select factions not intended for use by the player
Sumer Light Frigate was incorrectly used as friendly unit in Ambush mission, and has now been replaced with Donetsk Corvette
Burst Autocannon/04 X1-X3 Turret Gun DPS has been increased to expected output values (due to wrong reload time being applied)
Gunship now uses its own unique XS turret
Corrected typos in various mission texts
Explosive Armor Protection III (S) module had a vastly inflated price
Null Reference Exception when a turrets target warps out
Sumer Gunships’ secondary launcher slot size was forgotten and has been restored back to Extra Small
AI Actor will no longer use full throttle when in a sweet spot behind a target
Disabling AI Actor causing Invalid Operation Exception error
Resolved an issue with mission scripting logic for checks on subsystem health when the subsystem is attached to a damageable (and destructible) substructure which would return incorrect values when the substructure is destroyed
Null reference exception when an engine substructures(s) health reaches 0 on the Sumer Cruiser
A wingman with their own wing will not spawn their wing in formation when playing a Skirmish match
Vessel Loadout Screen: Equipped ship weaponry DPS overview list are significantly over inflated for primary weapons
Explosions hitting a dying substructures will continue to feed additional damage through to the main structure
Projectile guns which fire off multiple rounds on a single trigger pull start the reload timer as soon as it starts firing instead of after the last round being shot off (affecting Burst Autocannons and Blasters)
Blaster/4 Primary Gun was using a Medium slot size when it should be Small slot size and has been corrected
Ship overview panel in the fitting screen now shows individual applied stat values and correctly shows applied weapon damage stat values
Stopped the filter being re-applied when equipping an inventory item into a slot in the fitting screen (which would reset the scroll view back to the top each time)
Corrected known typos across several main mission briefings, debriefings, and communication dialogue
Check out this screen snap of the fitting screen layout improvements along with more exposed stats
Info text has been expanded on for weaponry and stat adjustments are now properly displayed for secondary and turret weapons when equipping passive modules (something overlooked but was still being applied in gameplay!). You can also get an overview of all individual applied stat adjustments in the ship overview panel (top left), along with the adjusted stat values displayed for the ships equipment.
A lot more has been done for the next A-Spec First Assault update, but I shall leave that for a future update (and the lengthy patch notes) to be released in just over a couple of weeks.
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)
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)
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.
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.
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
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