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











