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Angels Fall First
Angels Fall First
ActionIndieSimulation
Strangely Interactive Ltd · Strangely Interactive Ltd·$17.99
Jun 3, 2017 · 112mo ago

Another test build ready to go!

AI summary1mo

A test build focusing on weapon balancing, map exploit fixes, AI improvements, and various quality-of-life updates to the UI and TacMap.

Buffs7

  • Knifecharge:Knife charging time is now 50% faster, allowing for quicker melee attacks.100%50% %
  • TacMap
    • redeploy:Removed the 10-second penalty for redeploying, allowing players to return to action faster.10s0s s
    • Commanders can now see and issue orders for boardable ships before they are actually boarded.Boarded onlyAll boardable
  • Objectivescapture:Capturing objectives is no longer blocked by enemies and is faster with more teammates.Base+10% per person %
  • BotsImproved bot AI to utilize cover more frequently, making them more challenging.Increased
  • General
    • Space Movement:Added space dust effects to make ship movement more readable for the player.Added
    • Countermeasures:Players can now track their Countermeasures cooldown directly on the HUD.HiddenVisible

Nerfs4

  • EVRheavy firemode:Heavy firemode damage reduced by 20%, lowering the burst potential of the EVR.100%80% %
  • MGA, SAR, TT4
    • Crouching now provides less recoil suppression, making these weapons harder to control at range.100%80% %
    • ADS:Increased recoil while aiming down sights to reduce effectiveness at long ranges.Increased
  • FlaresFlares are now less effective at diverting missiles from a distance.100%70% %

Bug fixes3

Other changes4

  • Objectiveshacking:Standardized XP rewards for hacking objectives to match other objective types.VariableStandardized
  • BotsSilverback:Reduced the frequency of Silverback's barrel rolls for more natural movement.HighReduced
  • Fortress, Irega, Lacroix, Meudeverre, Ixion, Errah, MazikeenVarious map geometry and door placements adjusted to prevent players from exploiting the environment.Reduced
  • GeneralWarp-in:Prevents idle players from blocking ships by automatically jumping them in after 30 seconds.None30s s

subjects affected (9)

tap to see balance history

How did this patch land?
🔗
official notes
Angels Fall First · Jun 3, 2017

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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