Hardware maintenances will solely consist of IT tasks required to continue smooth operation of the game. From now on, we will be alternating between Hardware Maintenance and Update Maintenance from week to week.
Reminder that the first big update of this year will be landing next week on June 9th!
Fiord extension in Norway. Bringing the depths to more real, correcting errors on location and optimizing far views.
Correction of errors on the Don river.
Correction of errors on the Pra river.
Sea livebait is no longer made from a goby, but is made from all mullets. The upper gradation of weight in the recipe is raised to 400 grams
Bottom rods is divided into four subtypes: Pickers rods - designed for light weights, throw not far, but accuracy Carp rods - throw heavy (from 100 grams) cargo, the best range Feeders rods - designed for medium loads and medium casting distances Sea bottom rods - for large sea fish
Added the possibility of power casting, to do this, hold down the fishing rod casting button and wait a few seconds. Power casting throws the bait very far, but inaccurately.
Changed the mechanics of calculating the casting range for all gear. Now the casting range is based on the "range" parameter in your build. This parameter increases with the development of the tackle, in addition, on some rods it is initially increased
Changes to the top menu for selecting sections in the inventory. Now it has become larger and received icons. Icons are available for modification and are located in the StreamingAssets\Textures\UI\bag_icons folder
The maneuverability of boats is reduced if there is a rod in the hand
Added scrolling in the list of fish types in the cage
Added a system for detecting bots in the game. Sometimes the game will ask you to answer a simple question. This will be arranged in the form of a phone call. You will have five attempts for the correct answer, if all the answers are incorrect, after the fifth question, the score of the caught fish will be disabled.
Other minor fixes to the game interface
Fixed errors with incorrect tension of the fishing line on float rods when fishing on a wave
Fixed errors with incorrect tension of the fishing line of the sea bottom fishing rod
Thank you everyone for waiting! "Pretty Girls Escape", was released today! To celebrate the launch, we're having a 20% off launch sale for one week only! Don't miss this chance!
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You’re all probably wondering what happened, what caused this almost-2-years-long hiatus in AFF’s updates. Truth be told, there’s no single reason - some team-members got more busy at day-jobs, some switched jobs, some got covid troubles, some moved away from AFF to other projects, stuff happens.
However, it doesn’t mean there hasn’t been any progress made. Despite not being able to afford the concentrated effort of releasing an actual update, we very much kept working on the game itself (shout-outs to Exa, who largely led the development for those past months/years). And thus here we are with a changelog that spans something like 16 pages and extends or polishes pretty much every system there is in AFF. Highlights can be found underneath.
Capital ship turrets rework
We’ve changed how capital ships’ turrets are controlled and behave, to make the capship gameplay more engaging and simply give the captain more to do - while still maintaining the importance of the crew maintaining the systems inside the ships. The primary turrets are now under the captain’s direct control, with several of them linked together. All the secondary turrets are now tied to a single gunner seat, which also has access to missiles on most ships, to enable engagement at various ranges for all players manning the ships. The gunner’s view is also not tied to any specific turret anymore, but rather the ship itself for a better overview of the situation. All the turrets, and that also applies to those on ground vehicles, should now have more sensible constraints and rotate in more predictable fashion too.
AI upgrades
AFF’s bots were already very versatile but we’ve continued to make further improvements to their behaviour. Their pathing across all the maps should be more consistent now and their piloting skills less erratic. They will also react in more player-like ways to getting shot at and prioritize deployables, reviving and other non-combat actions more effectively. Equally numerous tweaks have been made to the team-wide MILNET AI for more sensible order issuing and better utilization of commander powers, especially in space.
Boarding improvements
We polished a number of visual and functional details around boarding - the boarding pods should now look more sensible and consistent between sitting on a dropship and being attached to a target ship. The bots should now also be less confused by both the boarding operation and piloting the dropships, resulting in less failed attempts. We also fixed a number of desyncs between the server and the clients regarding boarding - the pods should now be less likely to drift off the target ship visually and even less likely to dump the boarding party out into the void.
Performance and the DX11 renderer
We still consider the DX11 renderer an experimental feature but that’s mostly due to the old UI glitching out a bit in that mode. Gameplay-wise it should be the better-looking and faster option already, with several new performance improvements introduced in this update. Many of those are not only specific to the DX11 mode though - the game should perform better now in general, both in terms of GPU and CPU load. We fixed a whole bunch of oddities happening with guns, ships and deployables in multiplayer too. If you guys and girls encounter any further performance issues give us a shout through our Discord.
Spectating improvements
A lot of the cameras when viewing infantry, vehicles and other objects in the spectator mode (and while waiting for respawn) have been improved. We also reworked the controls for those, with mouse-buttons now more intuitively switching between spectating targets, being able to hotkey locations or players to quickly return to for video recordings etc. Spectators can now also use a basic version of the scoreboard to view some information about players and a lot of the UI pieces around spectating, waiting for respawn, killcams and so on have been polished.
Map polish
Practically all the maps have been tweaked and improved in some way - graphical oddities and annoying collision getting fixed, AI paths getting redone, lighting and meshes being optimized, more cover and flanking paths added.
There are many more changes accrued over all this time, map-related or otherwise. Everything’s listed in detail in the changelog linked below. More importantly though, we still have a myriad of other things in our backlog, at various stages of completion. At the moment we’re trying to figure out how to prioritize these and what should be our course of action regarding AFF’s future in general. We’d very much like to invite all of you to discuss that with us on our Discord.
Onwards and upwards!
FULL CHANGELOG (which is, after all this time, like 16 pages long and doesn't nearly fit into a Steam post)
Added Game Resolution setting to App Properties, allowing players to override the max display resolution for games, on a a per-game basis
Added mouse cursor (using right trackpad) for built-in web browser interactions when connected to an external display
Improved default aspect ratio behavior for external monitors - games will now default to 1280x800 for 16:10 external displays and 1280x720 for all other external displays
Improved UI performance in game carousels
Improved UI performance when connected to an external display
Improved controller order when using external gamepads to assign the controller slots by the order of input. This should help with compatibility in games which locked onto the Steam Deck controller.
Fixed 'Enable updated fan control' toggle not remembering its state across reboots
Fixed Bluetooth controllers not working on the lockscreen
Fixed some formatting issues on the Steam Deck Chord Summary page
Fixed issue preventing deletion of some controller layouts
Temporarily disabled adaptive brightness toggle, as it was causing performance and stability issues. Big thanks to the community for catching this weird bug - we're working on a fix for it now.
There will be special events for the weekend. Here is detail.
Weekend Events
1. 80% Discount
- 6/3~6/5 00:00~23:59
2. 6/3~6/5
1) 300% EXP&Gold - 6/3~6/5 16:00~20:00 (4 hours)
2) Connecting Time - 30 Minute : Caos Max(10EA) - 50 Minute : S Class Creature's Egg - 80 Minute : Dragon Core
3) Happy Hour event(When you stay at the server at this time, you will get rewards) - 18:30 : Random R.Cash Bag - 19:30 : 2nd Gacha Ticket(1EA) - 20:30 : Item Extract
* Fixed incorrectly saved V-Sync and FPS limit settings. Please check these options again in Video settings. * Fixed mods loading (when enabled, mods will now be properly loaded from Mods folder). * Fixed buffers in vehicle depot so that they don't consume unlimited amounts of products. * Fixed that vehicle would go scrap itself into a paused depot. * Trading dock construction cost is no longer dependent on concrete. * Fixed incorrect upgrade cost calculation in some cases. * Add more tooltips for main screen elements. * Lowered volume of ship air horns slightly. * Instead of showing seconds in the vehicle queue, show text like "busy", "idle" etc. * Increased starting resources, mainly concrete.