\Patch Notes 1.0.0\
\Overview\
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- A-SPEC: First Assault 1.0 Release
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\Added\
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- Player Profile Manager. Manage multiple profiles for campaign save game data. Note: The profile with the "(Steam)" suffix is your persistant Steam profile which cannot be renamed (as its pulled from your steam profile user name) or deleted. Additional profiles can be added/deleted/renamed. All profiles can be cloned to create a new profile with copied save data.
- It is now possible to issue individual Wingmen orders via Commands Menu (default: F8)
- Adjusted the Glyph Position for better fitting across a range of resolutions for the Commands Menu
- You can now target your target's target with the control binding: Target Target's Target
- Chapter 6 main missions for the Campaign
- New "Assault" side mission for Chapters 4,5,6
- Rotagun X1 Small Turret
- Repeater Medium Gun, including Medium Turrets X1, X2, X3
- Bolter Medium Gun, including Medium Turrts X1, X2, X3
- Breaker Medium Gun, including Medium Turrets X1, X2, X3
- Mass Driver Medium Gun, including Medium Turrets X1, X2, X3
- In-mission "Dynamic Combat Music" tracks & random music tracks for the main menu
- New Game+ for repeat play throughs whilst carrying over your ships, equipment, and Prestige
- Player Hull Damage Warning: An audio cue that is played when the player takes hull damage past thresholds. Triggered at 75%, 50%, 25%
- Explosive Shockwave VFX
- Camera shake from explosive shockwaves (on ship deaths)
- Projectile impact VFX each for each non-explosive projectile type
- Collision SFX for collisions occuring against the player
- Projectile gun barrel's have kickback on firing
- Distinct debris for the Avdiivka, Science Vessel, Civilian Tug, Civilian Frigate, Civilian Transport
- Empty default loadout presets for non combative structures and vessels
- Error logging during missions. A log with screenshot will be created in the application persistant data path in a the "ERROR_REPORTS" folder
- Added ability to Import/Export Controller Bindings: See Options > Controllers > "Import Bindings", "Export Bindings" and "Open Folder" buttons beneath the "Configuration and Bindings" button.
- Snapshot to save current state of specific gameplay elements. Output can be found in the application save path under the SNAPSHOT folder. Hardcoded to LeftShift and Escape during flight when game is not paused. To create multiple snapshots, resume to unpause and repeat as needed.
- Added Player Ship Configuration Defaults section to Gameplay Options menu for Turret Orders and Turret PDC
- Asteroid Field Debris Density setting in Gameplay Options renamed to Hazard Field Debris/Dust Density which also manages nebula dust density
- Added Ship Destruction Debris Gameplay Options for Distinct Debris and Indistinct Debris spawn density - Off, Low, Medium, High
- Specific main theme music for campaign Prologue and Chapters
- Added "Auto Targeting" action to the Controller Bindings Overview list under Targeting
- Toggle Primary Gimbal generic gamepad default binding (Flight Group 1 - Left Thumb Stick Press)
- Prologue makes more varied use of available standard skyboxes (exposed in the Skimish menu)
- Game Manual is available from the games store page, inside the game info panel and just below the social links, or from the library game page under "Additional Content"
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\Changed\
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- Cycling subsystem targets are now ordered by Type and Subsystem Id
- Cycling turret targets are now ordered by turret number
- "Target Current Talker" controller binding has been renamed to "Target Last Talker" and will target the last talker even when no longer transmissing a comms message
- Reworked the main menu background scene (a random scene with a random structure/vessel will be presented)
- Reworked the campaign menu layout and displays the active fleet group loadouts
- Vessel Fitting Screen: Turret Slots are now in ascending order
- Options > Game - "Near-Miss Spread Angle" has been renamed to "Enemy Aim vs. Player Handicap". Increasing the value makes it more difficult for enemies to hit the player (based on relative velocity)
- World ambient lighting intensity increased from 0.1 to 0.5 (improving the visual clarity of objects ... in space!)
- Controls Overview (available from in-mission pause menu) - increased the length of the controller device drop down selection UI element for better fitting of longer device names
- Reworked Hull and Armour Damage Impact Effects
- Substructure distinct debris no longer collides with the main parent colliders (eaning they will no longer immediately despawn after spawning)
- More individual textures added to the texture atlas (performance)
- Added Skip button for Prologue Missions 1-3 (which are heavy on the tutorial side) with some relevant explanation to the briefing text around this feature
- Help glyphs are much more friendly towards showing glyphs from multiple connected controllers (First controller binding found will be displayed) when help glyphs are displayed during flight
- Controls Overview screen has a new controller view option to "Auto-detect" acting as per above
- Players default prologue ship (Tug) no longer suffers from degraded performance from subsystem damage (to prevent situation where player become crippled and unable to recover from an inevitable slow death so early on in the game)
- Adjusted the autopilot cinematic trolly start and end positions to give a better view of the players fleet group
- Increased the tail length for the Autogun projectile to improve visibility
- Changed fighter exhaust trail color to orange instead of red, to distinguish from missile trails, and the fighter engine exhaust color is now line with other ship engine exhaust colors
- Increased file size allowance for Steam Cloud Sync
- Improvements made to missile seeking logic for determining when to use intercept prediction, optimal distance to stop fleeing after a miss
- Missile engine/thrust stats have been adjusted across all seeking missile types where larger sized missiles have less speed and maneuverability in compariosn to smaller sized. This is to provide targeted ships more opportunity to outrun or outlast incoming long range missile barrages
- Adjusted the lock-on range for all seeking type missiles as appropriate to their maximum possible flight distance
- Adjustments to target priorities for Medium/XLarge/Large turrets
- Rewired settings changes for improving menu UI interaction: Disabled on screen touch ability; Disabled the deselect last selected when clicking on empty space; Disabled deselect last selected when clicking on another interactible
- A pilot actor of a bigger size class ship (i.e. Battleship) should not be trying to evade a smaller ship size class (i.e. Corvettes, Frigates, Cruisers)
- Tuned pilot actor steering PIDS for less jerky behaviour (due to a large number of crews complaints and reports of whiplash injuries)
- Updated the radar display. IFF contacts (Friendly, Hostile, Neutral) have brightness reduction for contacts at > 5000 and > 25000 with closer contacts rendered on top of those further away
- Command Panel no longer locks out actions itself when help glyphs are used to highlight specific commands available in the command panel
- Reworked Flight HUD elements for improved layout and readability for Steam Deck (1280 x 800) resolution as a minimum
- McGuyver Damage Redundancy module costings - halved Fitting Points and doubled Prestige Points for all 3 variants
- Subsystems with more than 1 component of the same category are numbered in targeting displays
- Guided bombs no longer show up on radar, cannot be targeted by PDC weaponry, and have a visual highlight to make their location more obvious
- Death explosions now apply inherited velocity from the originating source (Ship explosions)
- Overhaul of the Vessel Selection and Equipment Fitting (Refit) screens
- Added "Ripple Launcher" action to the Gamepad Default bindings (Flight Group 3 > Center Button 2 (Xbox Start button))
- Increased the text size of the Briefing and Debriefing screen (pt. 32 for standard text) and standardized formatting across all missions
- Removed the mission experience table from the Debriefing screen
- Moved generic gamepad default binding for Match Speed action to Flight Group 3 - Start button
- Moved generic gamepad default binding for Secondary Ripple action to Flight - Back button
- Civilian Tug and Prologue Tug have subtarget scalebox issues for Bridge and Engines (needs box collider, instead of capsule)
- Removed specific fps options from Frame Limit (i.e. 30FPS, 60FPS) as these option cause known stuttering during gameplay. Please use your graphics card driver software to set frame limit to specific FPS if the Vysnc options are too limited to personal preference.
- Flight HUD Help Glyphs are taking up too much space (Especially on Steam Deck rez)
- Ensured no font size is less than 9pt and aimed towards using 12pt as a minimum where possible
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\Fixed\
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- Projectile VFX not rendering consistently (dependent on frame rate)
- Gun muzzle VFX not being rendered consistently
- Artillery not using correct muzzle VFX
- VFX and SFX damage effects not being played as often as they should
- Passive module stat modifier -- RegenRate -- was not being applied to damageable layers stats in Fitting Screen
- Afterburn audio plays when key held down even though no fuel and not able to afterburn
- Resolved an issue that significantly reduced the effectiveness of PDC's weaponry against missiles
- Added missing Head Up Display (HUD) elements to the HUD color picker
- Dropdown UI item lists now auto scroll to the current selected item at the top
- While the player is in the dying state, pausing and entering into the Controls menu causes a NullReferenceException
- Wingmen are having troubles staying in formation
- Distinct Debris Texture Stretching
- AI pilots are lateral thrusting into detected collidable objects, rather than evading them
- HUD gun tracking pip elements will jump when the floating origin shift is perfomed
- Static Asteroids are being displayed as (neutral) radar contacts. They should not be detected by the radar at all
- In the ship fitting screen, when loading a saved preset if the "Not enough" currency dialogue box is triggered then the "Close" button does not have focus and you can navigate behind the popup window with the UI direction controls
- In the ship fitting screen, the ship stat modifier display names for the various subsystem min efficiency need shortening to prevent overlapping the values
- Command Panel - If a controller is disconnected while this panel is open, the pause screen appears and leaves the menu navigation in a broken state
- Asteroid fields - Enabled setting which respects hazard nullification areas which had been accidentally left disabled during performance refactor
- Explosions from ship destruction not correctly apply the velocity of the source at the time of the explosion being triggered (drifting explosions once again)
- Thruster flare effects turn black when at very minimum thruster output
- Added a catch to try and stop ships from being flung into the void due to a bad collision resolver. Ships have been limited to a 1000m/s velocity from a collision occuring.
- An explosion causing damage to a structure may calculate a direction that is not a number (NaN) which breaks program execution flow and potentially causes further cascading issues
- Improved targeted subsystem target bracket alignment
- Target bracket for the Sumer Heavy Frigate now aligned correctly
- Civilian Transport (campaign): shooting the far side engines side on may result in projectiles hanging around at the point of impact due and fails to cause damage to the ship or subsystem component
- Prologue Mission 2 can be softlocked as turret orders can be changed after setting to Hold Fire, by using the relevant Commands Panel action, where the mineable asteroid can then be destroyed before scripting can be ready for the event
- Transmission Dialogue text may overflow at the bottom. I.e. supply raid mission with text ending in "aft." related to the Auxilary ship.
- Auxiliary Radiator substructures are missing death explosions and Cargo Pod death explosions are visually off from when the model is hidden
- On Faction Change: Target outline color retains the original faction IFF color
- During a mission, while the player is dying open the pause menu and it will throw the game and menu state into chaos
- Turret target size priorities are not being honored
- Friendly fire checks for guns are not being processed correctly
- Improved Damage Repair II uses I stats
- NullReference error when a missile collides with an asteroid
- Asteroid explosion dust cloud death visual is scaled significantly smaller than the smallest of asteroids
- Engine trails from fighters warping have the starting point of the wing leader creating unintended trail visuals
- Destroying a specific radiator on the Auxiliary will remove its twin radiator instead of itself
- Various typos in briefing and debriefing text, along with unified contexts used across several missions
- Blaster Extra Large X3 turret is not scaled appropriately (too small)
- Blaster Extra Large X1-3 turrets are missing their death explosions
- Guided bomb visual model scale is too small
- Sumer Gunship's in C01M02 are using an outdated and obsolete loadout preset
- Autopilot cinematic start/end transition has 1 frame where the camera is not positioned correctly on the transition
- A ship that warps out whilst in its dying state wont be removed from the dying counter for its Faction and can potentially soft-lock progression (i.e. C01M03)
- Civilian Frigate's 2nd Sensor subsystem has same Id as the first
- Civilian Frigate's Sensor subsystem's subtarget HUD element bracket has weird scaling issues when at edges of the player HUD (screen)
- C03M02: Added missing warship names to hostiles at Nav Sierra
- C04M02 - Supply Depot - can be targeted by player and players wingmen when seeking new target (but is not destructable so they shouldnt be attacking it)
- The Exit Mission notification at end of the mission now display either/or keyboard and controller for the Pause Game action binding
- Combat Pilot Actor can get stuck in Evading Target State (with no target to evade)
- Projectiles may pass through some turrets (depending on the angle of attack) when not using homing projectiles
- Xbox Bindings: RB+LB and LB+L1 appear to both cycle friendly targets. LB+L1 is indeed a duplicate. Replaced with Toggle Primary Gimbal.
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