A-Spec First Assault fitting screen improvements

Check out this screen snap of the fitting screen layout improvements along with more exposed stats

Screenshot displaying a detailed screen layout of a game interface showing performance stats, base stat adjustments, and artillery specifications for a gaming vehicle.

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.

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 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 – 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