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Angels Fall First
Angels Fall First
ActionIndieSimulation
Strangely Interactive Ltd · Strangely Interactive Ltd·$17.99
Dec 24, 2016 · 117mo ago

Merry Space Christmas!

AI summary1mo

Update 13 focuses on AI targeting fixes, weapon rebalancing, collision corrections across multiple maps, and backend improvements for future customization.

Images © Angels Fall First via Steam

Buffs3

  • RIDAttack:Added area-of-effect damage to RID attacks.Added
  • EMP WeaponsEMP-based damage is now significantly more effective against shields; a double-EMP grenade can collapse a deployable shield.Increased
  • Suppressor ModThe damage penalty for using a suppressor has been reduced.Decreased

Nerfs6

  • MLILock-on:MLI now requires a direct line of sight to initiate a lock, preventing locking through walls.Required
  • RID
    • Lock-on:RID now requires a direct line of sight to initiate a lock.Required
    • Charging:Aiming speed is now reduced while the RID is charging.Decreased
    • Attack:Accuracy is significantly reduced when not using sights.Lower
  • TurretsTargeting:Turrets no longer track targets through geometry, instead firing along the target's last known path.FullNone
  • GeneralGeneral reduction in weapon perforation values.Decreased

Bug fixes2

  • General AIMovement:Improved AI navigation and pathing across several maps.Fixed
  • MapsFixed various collision issues and missing floorboards across multiple maps.Fixed

Other changes5

  • General AITargeting:AI will no longer tunnel-vision on a single target until it is destroyed.Improved
  • Maps
    • Minor layout adjustments to improve flow and line-of-sight between objectives.Modified
    • Added a new tower to the final objective of Irega.Added
  • General
    • Implemented a new texture packaging system to minimize the size of subsequent updates.Optimized
    • Added a backend system to support future character and vehicle skinning/customization.Added

subjects affected (8)

tap to see balance history

How did this patch land?
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official notes
Angels Fall First · Dec 24, 2016

Patch history

see all 39

  1. The Morning AfterJul 14, 2026 · 1mo

    The 'Morning After' update focuses on 1.0 stability, server crash fixes, map navigation overhauls, and initial balance adjustments to vehicles and weapons.

    +61
  2. Apollo event ends, small patch dropsAug 5, 2019 · 86mo

    The Apollo anniversary event has concluded, accompanied by a small patch focusing on map objectives, UI fixes, and balance adjustments to capship weapons and corrosion mechanics.

    +41
  3. Apollo duct tapeJul 22, 2019 · 86mo

    A small maintenance patch addressing bugs from the Apollo anniversary event, HUD replication issues, and performance optimizations.

    1
  4. Update 24 - Apollo 11 AnniversaryJul 19, 2019 · 86mo

    Update 24 introduces a major elemental ammo rework, significant defensive balance changes allowing grenades to pass through shields, and an Apollo 11 anniversary event.

    +156
  5. Update 23 is live!Jun 26, 2019 · 87mo

    Update 23 introduces significant networking improvements with lag compensation, a complete rework of the spotting system, and synchronized wave respawns to improve team coordination.

    +11
  6. Update 22 hotfix #3Apr 27, 2019 · 89mo

    Hotfix #3 focuses on resolving a major crash, fixing damage scaling for vehicles, and implementing various map collision and cover adjustments.

    +12
  7. Update 22 hotfix #2 AKA we should really number those things more sensiblyApr 17, 2019 · 89mo

    Hotfix focusing on server stability, weapon lock reliability, and balancing rail/plasma damage against capital ships and vehicles.

    +5
  8. Update 22 hotfixApr 10, 2019 · 90mo

    Update 22 hotfix focusing on GU34 weapon buffs, mech mobility fixes, and various AI and capital ship stability improvements.

    +7

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