Update 1.1
Hey there AFF Community!
We’re putting out another beefy patch filled with gameplay and map improvements. The changelog is long and hefty, so sit back, grab something to drink, and check it out!
While we haven’t released a specific roadmap yet, we want to let you know we have around four content updates after this one planned. There’s a bunch of maps, a couple weapons, and a host of changes and additions we'd still like to add to the game. Most notably, we will be adding mod support and a map editor somewhere along the way too.
Also thanks to the Community's tireless efforts in stress-testing our servers, we've made some major headway on improving the game’s network performance under heavy load. We'll now start slowly turning the player capacity up on selected servers.
AFF's on a massive sale right now too - so if You haven't tried it yet, now's the best time ever!
Balance and speed
The hottest topic since the 1.0 release has been the dominance of agile loadouts and the power of the knife. This partially stems from the fact that AFF evolved out of the ancient arena shooters but we do recognize this is a problem, especially in multiplayer. We don't want to rob any part of the game of its slightly retro identity or limit players' choices in terms of equipment, however we've also gotten way too old to effectively play super-fast movement shooters ourselves. So we've made a very serious decision to slow all infantry down a little bit (specific stats in the changelog below).
We wouldn't be ourselves though if we just stopped at balance tweaks. Therefore we introduce the...
F1-5T
You can now choose to use electrically charged F1-5T gloves instead of the knife as your melee weapon. And they'll do more damage the more weight you put behind the punch - giving the heavy suit enjoyers a very effective way to swat those pesky speed-build player away.
Helmet Mods
The Helmet Specs were a bit overtuned to say the least, leading to a lot of complaints about TTK. We also want to give new players a better experience with the process of gaining experience. We’re trying to avoid hurting skill expression but also need to find harmony somewhere in between.
- Agility Spec will now work based on charges (3 charges, 1 recovered every 2s). This should not be noticeable in most cases. It will mainly be visible if you were spamming dodge previously. While it is impressive, we never intended this to be a super-effective movement tech.
- Assault Spec has been rebalanced. It is generally a nerf, though the stacks decay slower. New reduction is roughly 3 hits = 20% reduction, 9 = 40%, 21 = 50%... "max" 60% This mainly impacts how far you can push it. Previously you could become practically invincible against a damage-type, whereas the refactor has an “effective cap”.
- Leveling Spec changes - costs reduced to 0/0/0 for equipping this mod. The spec was mainly intended for helping balance loadout budgets that may have lacked behind, but in practice, it seemed to be utilized mainly by players having prestiged. This change should allow for greater flexibility in playing how you enjoy the game, rather than feeling forced to play a certain way in the earlier levels.
- Infiltrator Spec rebalance - One-shot protection will now force a minimum of 3s recovery time on armor on break, and armor must be fully regenerated for another charge of one-shot protection. The one-shot protection was having a lot of unintentional interactions, especially noticeable in cases with high-armor regen, such as on gunships or capital ships, but also in general combat scenarios. This change should put it closer to its intended effect.
Resupply
Our resupply mechanic has had a number of unintentional interactions, allowing many weapons to effectively resupply infinitely, while punishing others with a strict budget. The original philosophy behind our resupply logic has been to make it as unintrusive as possible, while encouraging it to be shared, and discouraging camping. We also want to encourage finding and scavenging weapons from downed opponents. A downside we have always struggled with in this design has been an artificial limitation, forcing a redeployment after your individual resupply limit runs out. We hope these changes keep the identity while alleviating the difficulties.
- (Field) Resupply budgets should be properly fixed for all weapons and equipment.
- Resupply budgets have been made dynamic. Instead of a hard-limit, they will work based on a rolling cooldown.
- Messages supporting this have been implemented, including audio-hints for (currently) being out of supply.
- Messaging will periodically replay when relevant (Previously only played once per weapon, which lead to confusion)
General Changes
- Respawning is restricted if you have recently taken damage (2s)
- Base suit movement speed reduced from 250 to 220.
- Default match duration set to 15 minutes. Territories match duration also adjusted and shortened.
Maps
Lukather Starport Overhaul
Level Designer’s Notes: Lukather, Lukather, Lukather. This map was one of the first maps I ever touched and prepped for launch back when I joined the team. It has sat untouched for quite some time and when we finally got an audience, they helped me find all sorts of problems with its design. Gunships dominate the space largely unopposed because of how flat the map’s tarmac is and how limited the infantry choices are for hiding from the terrors of the skies. I aim to make it a better overall experience to play, so I added six new underground infantry paths and added more spawn points to help against spawn camping. There were also some cheese strategies that got fixed.
Both Variants
- Added the Y13 Novagare Civilian Transport ship, which is floating above a grav cradle. For clarity, this ship is strictly a static prop, and functions as a major line of sight interruptor.
- Added six brand new underground maintenance access tunnels, five of which are infantry-only.
- Two of these pathways run between grav cradles.
- One of the pathways leads right into the ATC tower from the nearest grav cradle.
- Another one of the pathways goes directly to the baggage area in the main concourse.
- The largest pathway, which was designed for vehicle usage, connects to the grav cradle underneath the Griphon Corvette to the grav cradle underneath the newly added Y13 Novagare.
- The sixth and final pathway connects a stairwell from the large underground vehicle pathway to the fuel tank area topside.
A check-in area has been added to gates 1 through 3 in the main concourse, providing cover in a much-needed location.
Lots of little additions and set dressing done throughout the map.
Incursion Variant
- Added a second AIA drop pod in Phase 1.
- The ATC tower is out of bounds until Phase 3, and has doors to indicate it is blocked off, which open up at the start of Phase 3.
- Added a Turtle for the ULA.
- Added an extra gunship for both teams for Phase 3.
Territories Variant
- Relocated Objective Bravo to the new underground vehicle pathway.
- Added an additional spawn room for both teams.
- Relocated the AIA and ULA drop pods to opposite sides of the triangular building next to the car park.
- Added an IFV, one for each team.
- Added a second gunship for both teams.
Irega Incursion Changes
- Raised large tank to block LoS from AIA spawn in Phase 3 against LZ C2
- Relit interior spaces on the left side of the tower in Phase 3 for better visibility.
- Reopened stairwell on right end of the phase 3 building, near LZ C2.
- Blocked line of sight from AIA spawn areas to Phase 3 LZ C1.
- Added cover to the Phase 3 LZ C1 approach to the tower.
Territories Maps Changes
Level Designer’s Notes: It’s really not fun to get boxed in when the other team has map control, so I’ve gone through and looked at several of our ground territories maps under a microscope to make lockouts less likely, spawn camping less likely, and just generally more fun to fight on as a result of some additional changes I've made.
Errah Territories Changes
- Added secondary spawns for both teams.
- Closed off some sightlines from building interiors directly to AIA and ULA spawns.
- Moved LZ capture points and landing zones slightly because of new spawn sightlines. Both teams have a 'gimmie' LZ now because of the extra spawns. Relocated the central capture point to a slightly more protected space and added some cover.
- Repositioned both Objective Bravo and Delta to 3rd floor rooms, encouraging more usage of rooftop pathways and protecting Obj. Delta from AIA spawn room guns.
- Added lighting to signpost rooftop access struts.
- Added some more cover outside spawn rooms.
- Added new cover near new spawn points to help with leaving spawn and reducing spawn camping capabilities.
- Added more cover around the central capture point.
Fortress Territories Changes
- Added secondary spawn locations for both teams
- Moved LZ capture point to a median point between the two new spawn rooms
- Moved AIA and ULA drop pods to safer locations
- Added new infantry bridges between the outer wall and the inner wall, allowing for better flow between the lower and upper areas, and providing safer routes for infantry to take between the two zones.
- Added an additional landmark near AIA spawn zone B.
- Added capturable sensors, tied to each capture point on the map. Previously there were only 3, now there are 5.
Irega Territories Changes
- Added a second spawn room for both teams. The ULA gets one in Cargotown, and AIA gets one at the starport terminal. The AIA’s safe capture point is Obj. Charlie and ULA’s safe capture point is Obj. Bravo.
- Relocated cargotown LZ capture point to a more protected and closer area to the actual dropship spawn location.
Majuro Changes
Level Designer's Notes: Due to community demands, Strangelet capitulated and added the much-requested fish.
- Added fish.
- Added two new spawn points, one for each team, located roughly equidistant from the team's two objectives on their side of the tracks. These spawn points are slightly more exposed.
- Added cover on approaches from new spawns.
- Added field gun emplacements to all spawn points.
- Added a new path through the garage tunnel under the long hill that runs between the server bunker and the radio mast bunker.
- Optimized bot navmesh to ensure better pathing and to prevent them from pathing out of bounds.
Meudeverre Changes
- Constrained sightlines inside the ice station.
- Opened up a pathway between hackspikes, but modified it to be a chokepoint.
- Protected hackspikes from long range shots, requiring the player to take less-safe pathways.
- Minor set dressing to help against accidental drops off the edges.
Mirnoide Changes
- Modified spacepark mail slots to prevent ingress by fighter craft. This means that the boarding pods are more exposed as well, but fighters are no longer protected while they fire rockets at the boarding pod.
Ixion Incursion Changes
- Added cover to occlude hackspike from AIA spawn room, and added cover near hackspikes
Spacecraft
Design Team’s Notes: Crippling corvettes in one fell swoop with a dropship was an oversight on our part so we corrected it. Mines have also been sitting in an overtuned spot and needed some changes.
- Dropships have had their mine type changed to the anti-fighter variant.
- Mines have had their damage reduced. Mine base damage has been reduced from 300 to 250 and the frag payloads damage from 225 to 200.
Vehicles
General
- AIA drone (PD) can now target mines (To make up for them generally being squishier than ULA counterpart)
Gunship
Design Team’s Notes: Initially we wanted to keep this bit of asymmetry between the Locust and the Sturm, but it wound up being too problematic to keep in the game because of how easily it could delete hackspikes from a safe location.
- Removed surface penetration from the Sturm’s main guns.
Handling Improvements and Top Speed Increases
Design Team's Notes: We weren't exactly happy with where vehicle movement was, and adjusted handling and top speeds partly based on their real-world counterparts. It isn't fun to be holding the W key for what feels like a full minute on Delta and barely reach one of the objectives in a big ol' tank. The Turtle was living up to its name all too well, so we’ve buffed its top speed and its boost strength a lot. We've also tweaked the LAV handling for both teams, with the Silverback having slightly better base acceleration than the Hare.
- LAVs should now be less slippery while driving, less bouncy, and slightly less prone to flippage
- LAV acceleration increased slightly across the board
- LAV top speed raised to 120km/h, up from 100km/h
- LAV boost consumption rate increased and recharge rate increased as well
- LAV boost power slightly reduced
- LAV turn rate reduced slightly
- Turtle top speed raised to 86km/h, up from 60 km/h
- Basta top speed raised to 72km/h, up from 60km/h
- Turtle boost power increased
- Basta friction slightly increased to improve control
- Dhaka top speed raised to 57 km/h, up from 43 km/h
- Dhaka friction slightly reduced to maintain momentum (It is, after all, a hover tank)
- Partisan top speed raised to 64 km/h, up from 57 km/h
Tank and IFV Health Pool Buffs
Design Team’s Notes: This is a 12.5% increase to base EHP for Tanks and IFVs, individually. For clarity, these values are before any armor plating is added. The current ecosystem favors fast and mobile vehicles over slower, more durable vehicles currently. Allows for more time to react to bad positioning. Regeneration rates and timing unchanged.
- Basta
- Old Values: 2350hp/250armor/1000shield (3600 total)
- New Values: 2350hp/700armor/1000shield (4050 total)
Dhaka
- Old Values: 2600hp/200armor/1500shield (4300 total),
- New Values: 2600hp/750armor/1500shield (4850 total)
Partisan
- Old values: 4100hp/1700armor (5800 total)
- New Values: 4100hp/2300armor (6500 total)
Turtle
- Old Values: 3350hp/1250armor (4600 total)
- New Values: 3350hp/1850armor (5200 total)
Weapons
C30i anti-vehicle improvements
Design Team’s Notes: The C30i has lagged behind other AV options by quite a bit when facing off against vehicles. This is intended to give it a much greater punch against vehicles while avoiding boosting its anti infantry strength. This new damage modifier brings its total damage per magazine vs. vehicles up from 2,240 to 3,600, compared to the RID's 3600 damage per magazine and the MLI's 4500 damage per magazine. As you can see, the disparity was pretty extreme. This puts it in a better spot. The direct hit properties remain unchanged.
- C30i Proxy Explosion Maximum damage values increased from 160 to 180 (A 12.5% increase)
- C30i Proxy Explosion Minimum damage values increased from 143 to 150 (Close to a 5% increase)
- C30i Proxy Explosion Vehicle Damage Multiplier increased from 2.0 to 2.5 (A 25% increase)
- C30i Shell speed increased from 4000 to 4400 (A 10% increase)
- Magazine size increased to 8 for the infantry variant and 12 for the vehicle variant.
MLI improvements
Design Team’s Notes: The MLI already feels pretty good to use but there are some quirks to its design which made it less new-user friendly. We've removed the extra mod slot and made the lock on time shorter to reduce effective budget costs. We also sped up its missiles and submunitions to make hits more reliable and tightened up the initial deviation for the MLI's submunitions to make it easier to use in general.
- LockAcquire Time from 1.5s to 1.25s to partly account for mod slot removal.
- Increased dumbfire missile base speed from 2000 to 2250 (A 12.5% increase)
- Reduced submunitions deviation from 0.5 to 0.4 to tighten the cluster slightly (A 20% improvement)
- Increased submunition speeds from 3000 to 3500 (A 16.67% increase)
- Removed the third mod slot. This is also to help close the gap between new and veteran players.
RID improvements
Design Team’s Notes: We had previously gotten feedback that the RID felt terrible to use against vehicles in general, especially from newer players. We shifted its use cases a bit so it feels a lot better to use against vehicles while simultaneously leaving its anti-infantry capabilities slightly worse off. We've also reduced its effective budget costs. It still retains the same damage per magazine pre-buff vs. vehicles, resulting in a 25% increase in DPS vs. vehicles. These changes were also mirrored to the vehicle variant, but with an increase in magazine size.
- Charge time base amount reduced from 4 seconds to 3 seconds (25% faster charge times)
- Max base damage decreased to 150 from 200 (25% damage reduction)
- Minimum base damage decreased to 135 from 160 (25% damage reduction)
- Anti-Vehicle Damage multiplier increased from 2.25 to 3.0 to still deal 900 damage on a fully charged shot, a net increase in DPS against vehicles.
- Removed the third mod slot. This is to help close the gap between new and veteran players.
Detpacks
Design Team’s Notes: Arguably one of the strongest explosives in the game by far, thanks to a combination of high damage and area of effect, we felt it necessary to curb its current usage methods.
- Detpack proxy mode arming time increased from 2 to 3 seconds
- Detpack frag charge damage reduced from 800 to 600
- Detpack ammo count reduced from 4 to 3
Pistols
Design Team’s Notes: We noticed that the pistols were performing worse than their other in-slot sidearm options, so we wanted to buff them. The SM-54 especially needed a buff with its shot pattern being very random. Even in their own range bracket, they seemed to be overshadowed by the SMGs, so these changes aim at making them generally better to use as a quick burst damage option while strengthening their identity.
- SM54
- Reduced the inaccuracy of hipfire from (Min=0.38,Max=0.7) to (Min=0.34,Max=0.55)
- Sighted inaccuracy from 0.32 to 0.17
- Reload speed from 3.2 to 3.1
EVP
- Reduced the inaccuracy of hipfire from (Min=0.34,Max=0.48) to (Min=0.3,Max=0.4)
- Max damage has been increased by 20 (from 157 to 177)
- Reload speed from 2.23 to 2.03
UDP
- Max damage has been increased by 10 (from 81 to 91)
- Reload speed from 2.23 to 2.13
Quality Of Life and general polish
Rebindings
- It is now possible to rebind to the key “Escape” by short-holding it during the binding-process.
- It is now possible to completely unbind a keybind by long-holding “Escape” during the binding-process.
- It is now possible to multi-bind keys for “CTRL”, “SHIFT”, “ALT” (i.e. CTRL+E etc)
- It should be possible to rebind controller-inputs again.
Bots
- Improved bot targeting
- Improved bot firing
- Bots should be less attached to dropships, and should abandon them once irrelevant
General
- Issuing orders through tacmap will now have the voicelines as if done through the command-wheel.
- Hints will mention the ability to mute players through the scoreboard.
- Pressing the key of an unused loadout slot will make it pick the next item instead.
- Reduced default match times and reduced the default relative scaling of territories time.
- In loadouts, viewing a vehicle weapon will now show it on the vehicle, instead of no preview.
- Changing selected item in loadouts should keep their rotation when using the same base
- Implemented Favorites and History on server-browser.
- Infiltrator, agility and assault specs have gotten a description in the loadout UI, better communicating how they work.
- Added a dedicated Random Map option to mapvotes (instead of hoping everyone doesn’t vote to have it pick a random entry). Additionally changed the quit button to “Disconnect / Quit” depending on multi- or singleplayer.
- Knives and Multiwrenches can now hurt hackspikes. They are an inefficient choice however.
- Cricket’s engines will now move similar to Dragoon’s.
- Resolved some issues with knife-charging animation getting stuck.
UI
Since the ancient middleware we used for AFF UI has been dead for like a decade, we couldn't really do much with the user interface bits. However! We recently found how to work around that artifact again so we are now capable of fixing some of the UI’s deficiencies. So far:
- Added a toggle for the Profanity Filter.
- Removed the unused VOIP keybind in settings.
- Potentially better feedback for fighter and dropship availability.
- Added a Random Map option in the map vote screen.
Other bugfixes
Space maps
- Fixed various issues with boarding points
Darsalaam
- Fixed an issue where the pneumatics that controlled the maintenance doors could not be repaired.
Lukather
- Added vehicle blocking volumes throughout the main concourse's canopy.
- Added stepup blocking volumes to address many snags in grav cradle tunnels.
- Patched up exploit spot underneath Incursion Phase 3's Objective Golf.
- Redid out of bounds volumes to match the starport's shape more closely.
- A number of pathing issues have been fixed.
Irega
- Fixed numerous snags.
- Enabled collision on objects that didn't have collision before.
- Fixed missing collision settings and volumes for numerous locations.
Tannhauser Fixes
- Closed off potential exploit areas.
- Redid collision surrounding control rooms near anti-orbital cannons and redid set dressing on them to look better.
Errah (Both Variants) Fixes
- Cleaned up some of the missing collision settings and volumes on building floors near Camp Lewis under the dome.
- Addressed most if not all orphaned railing. (Did not alter railing at AIA P2 spawn as it is part of the building's geo).
- Repathed some of the rooftop ramps and made it possible for bots to path over them via crate lids.
- Added out-of-bounds volumes encompassing the Territories version of the map. Should no longer be possible to just pack up and leave camp.
Mirnoide
- Fixed the pain volume killing players during the breaching sequence.
- Configured anti-camping doors so they now properly work.
General
- Fixed some issues with resupply limits.
- Fixed a crash related to leaving loadout names empty.
- Fixed a rogue TEXTFIELD default text in loadouts
- Resolved knife being stopped by shields unintentionally.
- Decals for hitting wood-based structures have been re-implemented.
- Fixed an exploit where changing from an MGA while it's fully spun up would apply the increased firerate to other firemodes.
- Players leaving a match will now have their map vote removed.
- Fixed representation of ship spawners (such as fighters, dropships) not rendering on the tacmap
- Issuing orders to any associated vehicle-weapons will no longer be played to squad-members, as these commands aren’t relevant for them.
- Fixed a number of ways to soft-lock shipspawners (such as fighters or more importantly, dropships), where they would never spawn a new.
- Resolved an exploit related to rapid-firing and over-stocking underslung weapons.
- Objective-capital-ships no longer provide effectively double-income in territories. They now provide “just” the same as a normal flag.
- Fixed mechs being unable to jump while running above certain framerates.
- It should no longer be possible to get stuck in a dropship.
And as always, come talk to us on Discord and have a lovely time!
Onwards and upwards!
This announcement was originally published by Strangely Interactive Ltd on Steam on Oct 1, 2026.
Open the original on Steam