Angels Fall First Mods
Game Description. Fruit Slasher is a game of cutting fruit. You should cut as much fruit as possible and get high scores. Avoid cutting to the bomb, or the game will end. It's fun to play a few more times. Have a good time. Fruit Slasher: Slash all the fruit before it falls down. Drag through the fruit to slash it. A Skill game. Fruit slasher online game. Another one slasher game in which your job is to cut the fruits. Try to chop as many pieces of fruit as possible and win points. You can make a mistake only a few times, you should, for example not hit a hamster. Reach the place up on the leader board. GAME INFO Fruit Slasher is a game of cutting fruit. You should cut as much fruit as possible and get high scores. Avoid cutting to the bomb, or the game will end. It's fun to play a few more times. Have a good time. Use the mouse to play. Kongregate free online game Fruit Slasher - Try to slash as many fruits as you can. But don't touch hamster!!! Play Fruit Slasher.
Big balance changes and experimentsWe’re polishing a lot of aspects of AFF at the moment but we also want to make sure the game plays as we envisioned it for the final release. This update brings in some significant changes to gameplay mechanics and balance:The majority of weapons have been rebalanced to better fit into their intended roles, with drastic changes to how damage is modulated per distance. Most fighter ships can now pick 2 different primary weapons and switch between them.We reworked how reviving works, with the players getting up with less health the longer they were bleeding out instead of always having full HP. Incapacitated players are also more vulnerable now and we fixed an issue that would give players invulnerabilty frames while getting up from the incapacitated state.There are also quite a few experimental features in this update - like the 3D target display on the HUD. Those will not necessarily look like that a few updates from now but they’re tests of new features we want to have in the final release - and the new pieces of rendering tech we need to realize our final vision. Map polish and material penetrationA lot of the maps got fixed up in terms of cover, collision, objectives etc.
Angels Fall First – Update 7 new maps, new stuff, come play! Developers from Strangely Interactive are happy to announce that AFF is much better now. Update 7 is live! Update includes 6 new maps, 1 new fighter weapon, hundreds of fixes, net optimization and mechs! Greetings and welcome to 'HWSHOTS'. I am Homdax, your host. Over the years I have kept and maintained this album for my fellow fans of the Homeworld.
We’ve also done a significant pass on what objects on the maps are “made out of”. Everything in AFF should have a physical material description assigned, which determines how easy it is to shoot through it, what effects are displayed upon hitting the object, what footstep sounds play etc. Up to this point there were quite a few omissions in this department, now most of those oddities should be sorted out. Still, please do report any cases of bullet penetration misbehaving on objects if you manage to encounter those though! Networking improvementsWe’re also working around the clock on optimizing the game for its final release and this month we ironed out some pesky issues in the multiplayer connections. Playing on multiple accounts behind the same router should work reliably now, LAN game discovery should be more robust. We also improved the mechanisms responsible for checking and reporting why the player couldn’t connect to a particular server.All the details of the changes in this version can be found below.
It’s a massive list this time, we picked up the pace quite a lot these past couple months. Not sure how the current state of the world will affect us but so far we’re on track for full release later in the year. Stay tuned for more updates! Full changelog:.
We’ve gathered a team of industry veterans from games like Fallout: New Vegas, Mass Effect, and BioShock to create a faithful reboot of the classic game we all know and love. In System Shock, you’ll take on the role of a resourceful hacker as you explore and survive the terrors of Citadel Station brought on by a rogue AI named SHODAN. The gang discusses the influences that Prey is taking from other games like System Shock and BioShock. Feb 17, 2017 6:34pm The Dead Space Series Could Have Been System Shock 3 if it Weren't for. System Shock is a 1994 first-person action-adventure video game developed by LookingGlass Technologies and published by Origin Systems.It was directed by Doug Church with Warren Spector serving as producer. The game is set aboard a space station in a cyberpunk vision of the year 2072. Assuming the role of a nameless hacker, the player attempts to hinder the plans of a malevolent artificial. System shock gamefaqs.
Fixed the idle-kick / idle-move-to-spectate functionality being unintentionally disabled. Tweaked the size of player names printed on armor and vehicles. Shouldn’t get clipped as often. The spotted HUD marker on infantry is now raised slightly when crouched (Should make them be less likely to end up hidden) - doubly so if they're moving crouched.
The spotted HUD marker for hostile infantry now takes a slightly darker color when out of line-of-sight (occluded by walls etc.). Note, it’s based on the enemy’s center of mass, so they may not be fully occluded. NAT punchthrough should now correctly support connection attempts from behind the same NAT and generally work in more cases of exotic network setups. Updated default loadouts to include helmet mods.
Fixed being unable to open the tab-menu but not the tacmap in the period immediately after commander vote. Added a 3D target-info display to the right side of the HUD, instead of the elaborate healthbar near the target bracket (can be scaled or turned off completely in the settings menu).
Plans for 2020If you’ve been watching some of our previous news pieces, or are in our Discord discord.gg, you might’ve spotted hints about upcoming full release.Indeed, we’d like to bring AFF to version “1.0” within the first half of 2020. Or rather, to stay safe with our estimates considering our tiny budget, around the middle of 2020. What does it mean for the game exactly then?Nothing overly dramatic. We never considered Early Access an excuse to neglect the game’s shortcomings. AFF has changed a lot over the years but it was a functional game practically from the very beginning.So the transition from EA to a fully released state is rather arbitrary in this case. What it means primarily is: upon full release AFF will be actively advertised instead of staying under the radar, and will seek to acquire a bigger playerbase.Development-wise, everything remains on course. Up until the release we’ll focus on adding the (extensive!) tutorials, improvements to the recently added features (like the new renderer) and optimization, continue making the game more user-friendly so it makes the best possible impression.
However, our team always works on many things in parallel so expect other content too, those are just the main things we absolutely need to get done for version 1.0. We’ve updated the roadmap trello.com accordingly.Once again, best Holiday wishes to all of you and thanks for sticking with us, tolerating our slow development pace and letting us share this dream of a game with you.Onwards and upwards! Fixes, balance and quality-of-life changesA few rather critical issues crept into the game with the last update and hotfix so here we are getting rid of those. We’ve also made the elemental effects (incendiary, corrosion, EMP) more consistent and rebalanced certain weapons and items, again - for example decoy grenades should be more useful now and the RID less unpredictable in terms of locking onto targets. Landing Zone cheeseWe’ve noticed there’s a chance of getting stuck under the droppods descending at the Landing Zone objectives.
Maybe even a few nasty tricks players could use to interfere with enemy landing zones. New map - PorantiA brand new Incursion map consisting of 4 diverse phases to shake things up.
ULA is on the offensive again and required to destroy a heavily fortified asteroid-mining installation from the inside. Then the action moves out into space and concludes with a battle for a second asteroid base.The map features a lot of close-quarters combat within a network of intricate corridors and lots of flanking route. Dogfighting in space can prove challenging here as well - watch out for all those spacerocks! Countermeasures, knives and shieldsThis update brings a lot of balance changes, reworked mechanics and interesting additions.Knives now feature elemental mods so you can not only roast your enemies but also electrify or corrode their armour.
Nasty.Vehicle shield mechanics have been completely reworked - they’re now an extra passive, recharging layer over the armour and only apply to ships and the AIA hovertanks, putting it closer to the AFF lore. Generally vehicle drivers should be less penalised when catching minor stray fire now and be able to recover more quickly from engagements - but at the same time the shield will be much more of a timing act instead of a “press to stop all damage” button. To synergize with this we reworked and added the other vehicle countermeasures back into the game.We’ve also rebalanced a lot of guns, ships and vehicles, reworked lock-on mechanics to be more skill-based, brought the EMP status to be more in line with the rest of the elemental effects and more. Full, lengthy, changelog below. Experimental DX11 modeAfter months of hard work we finally have our new DX11-based renderer fully functional. We’re not setting it to be the default mode for the game yet, we’d like to do some public testing first.
You can opt into using it by either selecting “Experimental DX11 mode” when launching the game from Steam or by adding “-dx11” argument to your shortcut.What does it mean that it’s experimental?Will it explode? Probably not. Will there be bugs and glitches?
The plan is to make it the default mode when it proves to be acceptably stable.Why are we doing this, though? What’s the advantage of DX11?There will be a small performance improvement across the board from it. It should also help with some instances of abnormally low framerates on AMD hardware.More importantly though, it makes improving the looks of the game so much easier.
We’re working on a bunch of graphical features that’ll make AFF look more like a proper modern game. For now the DX11 renderer will closely mirror the looks of the old renderer - we have however already improved the quality of a bunch of post-processing effects, made lighting and shadows more crisp and added a multisampling anti-aliasing option (MSAA) - it’s faster and looks much better and stable than post-process AA we had before.Do give the DX11 mode a spin, let us know how it works for you and have a lovely, spooky long weekend everyone!Full changelog:.
Poranti is now released! The map consists of 4 phases; First two fighting for the first asteroid station’s destruction, then a space section, and finally a battle for the second asteroid’s destruction. Knife now has the option for elemental mods. Vehicle mines are now lobbed in the direction of the crosshairs, rather than placed behind the vehicle. Hold to throw further - will show a charge bar. Lock-on will now be penalized for not hovering the target.
The closer to the target, the less penalty. Perfectly aiming at the target for the duration should be equal to the loadout stat.Over a 3s base, the penalty will roughly amount to another 1.5 seconds lockon time (for a total of about 4.5s). Maximum penalty that can be achieved by any weapon is 1.7s. Improved performance about showing spawnpoints on HUD a lot. Vehicle shields significantly weaker but with fast and constant (unless damaged) regeneration.
They reactivate once regenerated at least 10% of their healthpool. Removed shields from all ground-vehicles, except hover-vechs (Basta, Dhaka). Hey there AFF Community!We are back with a small update, as well as bringing our Apollo event to an end.
We’re happy to say that as a community we managed to launch the Saturn V 325 times! We saw you all having fun with the event and you guys and girls can definitely expect more events like that in the future.With the new experience gathered from running the event we’re now back to work on new content and updates.
Hey there AFF Community!We’ve just released a small patch to address a few issues you guys and girls mentioned during the Apollo anniversary event. Apollo 11 Moon landing anniversary eventIt’s the 50th anniversary of the Apollo 11 Moon landing and we think this awesome feat of human ingenuity needs to be remembered and celebrated. So, not to spoil too much, on some maps in the game you will now find a certain Apollo-related objective. Completing it will earn you a tiny unique unlock in the game, as well as a callout in our official Discord discord.gg server.
Watch out though - the objective can be contributed to by both teams at once and only those present in the objective area upon completion will be rewarded! So make sure to keep your opposition at bay or perhaps convince them to a temporary truce and celebrate the wonders of space exploration together in peace? Elemental ammo reworkThe special ammunition types are an integral part of the AFF combat design but they’re also something we constantly try to make more interesting, fair and thematically consistent. Grenades, shields and defenseWe’ve made some changes to the overall balance of defense-vs-offense in the previous update but we feel like the gameplay still gets somewhat stagnant around chokepoints. There’s a lot of strong defensive tools in AFF, while breaking through a wall of shields and turrets sometimes seems impossible.
Therefore we’re trying something a tiny bit controversial this time: hand-thrown projectiles, like grenades, will pass right through shields. This is coincidentally more consistent with the AFF lore where the shields wouldn’t stop something with such a low velocity - but more importantly it should help offset the balance and make the game more fair towards the attacking teams. Let’s see how it works out.
Optimization and tweaksWe’re also introducing some general performance improvements this time and will continue to do so over the next few updates, to get the game into a state where performance doesn’t vary so drastically between players, especially with weaker CPUs.Surprisingly many of the recurring performance hits come from the UI but as we are resolving those we’ve also made some tweaks to make the UI more consistent (for example hack objectives (hackspikes) will now follow the display logic of every other objective type: color - who controls it; progress - how your team is doing with it. Therefore now it will count down for defenders and count up for attackers like every other objective)Anyway, we hope you all enjoy this little event we prepared - it's going to be up for the duration of the Space Exploration Sale and a few days after that. Lag compensationHit detection for both hitscan and projectile weapons will now be adjusted server-side to correlate with what the shooting player perceived on their end. This practically eliminates the need to lead your targets online, at least to some server-configurable amount of lag (we’ve set it to compensate a maximum of 300 milliseconds of lag for now). Because the mechanism is completely server-side it’s also not prone to client hacking.This weapon-fire lag compensation is not the end of our work in that area though.
Next on our list is making all the player-input-related actions, like weapon-switching, be less affected by latency. Spotting reworkWe’ve made significant changes to how spotting works and is presented in the game. Friendly combatants will be shown on the HUD more-or-less the same as they were before - in proximity or in line-of-sight or when in the same squad, with the added benefit of the team callouts (when someone needs health/ammo/revive) being more visible now.More importantly though, enemies will no longer produce a constant onslaught of question-marks on the HUD. Instead, they will be identified briefly when firing a not-silenced weapon or constantly when in line-of-sight to you or your teammates.
Sensors should be more straight-forward and understandable too now - when an enemy is in range of a helmet sensor or a sensor grenade, she/he will be highlighted on the HUD. It can be countered by wearing a scrambler suit mod. Plus, all friendly spawnpoints work as scramblers now and all enemy spawnpoints work as sensors.
Wave respawnsRespawns will now occur in waves synchronized across the whole team, to improve the pacing of the match and encourage players to coordinate their attacks instead of trickling in on the objectives one by one. It may sound like a big departure from the previous system of static respawn delays but effectively the change is almost unnoticeable to an individual player - the respawn counter will just appear slightly shorter or longer - while at the same time being greatly beneficial to how objective assaults play out. Local stats storageSo far all the player stats - like ranks and therefore available loadout points - were stored on Steam’s servers. Any connection loss resulted in stats temporarily reading as 0, inconveniencing the player. Now the stats are also stored locally so any kind of connection outage will not prevent the player from fully utilizing the ranks she/he has accrued.For now the local storage is read-only so we can test its functionality in public. Player ranks will only be uploaded to Steam’s servers if the player regains connection within the same game session (before exiting the game).
If the system doesn’t blow up, we’ll unlock the ability to play offline for an extended period and then seamlessly push the locally stored stats to the online storage too. Contextual hintsAs a step towards making AFF more approachable we’ve implemented a system of hints popping up on screen when their context is relevant. They explain various game mechanics and give basic advice on how to use different features.
Each will show up once and they can be disabled in options.Of course last time we’ve mentioned even more updates but it seems we just can’t get another patch out quicker than in two months. Hey there AFF Community!Turns out one more intermediate patch is very much in order. With the previous update for the first time in AFF history we’ve introduced a major crash to the game. Not a terrible statistic perhaps but we’re truly sorry nonetheless, was a nasty memory-management/packaging bug and took us a good chunk of Easter to fix.
Big balance changes and experimentsWe’re polishing a lot of aspects of AFF at the moment but we also want to make sure the game plays as we envisioned it for the final release. This update brings in some significant changes to gameplay mechanics and balance:The majority of weapons have been rebalanced to better fit into their intended roles, with drastic changes to how damage is modulated per distance. Most fighter ships can now pick 2 different primary weapons and switch between them.We reworked how reviving works, with the players getting up with less health the longer they were bleeding out instead of always having full HP. Incapacitated players are also more vulnerable now and we fixed an issue that would give players invulnerabilty frames while getting up from the incapacitated state.There are also quite a few experimental features in this update - like the 3D target display on the HUD. Those will not necessarily look like that a few updates from now but they’re tests of new features we want to have in the final release - and the new pieces of rendering tech we need to realize our final vision. Map polish and material penetrationA lot of the maps got fixed up in terms of cover, collision, objectives etc. We’ve also done a significant pass on what objects on the maps are “made out of”.
Everything in AFF should have a physical material description assigned, which determines how easy it is to shoot through it, what effects are displayed upon hitting the object, what footstep sounds play etc. Up to this point there were quite a few omissions in this department, now most of those oddities should be sorted out. Still, please do report any cases of bullet penetration misbehaving on objects if you manage to encounter those though! Networking improvementsWe’re also working around the clock on optimizing the game for its final release and this month we ironed out some pesky issues in the multiplayer connections. Playing on multiple accounts behind the same router should work reliably now, LAN game discovery should be more robust. We also improved the mechanisms responsible for checking and reporting why the player couldn’t connect to a particular server.All the details of the changes in this version can be found below.
It’s a massive list this time, we picked up the pace quite a lot these past couple months. Not sure how the current state of the world will affect us but so far we’re on track for full release later in the year. Stay tuned for more updates! Full changelog:.
Fixed the idle-kick / idle-move-to-spectate functionality being unintentionally disabled. Tweaked the size of player names printed on armor and vehicles. Shouldn’t get clipped as often. The spotted HUD marker on infantry is now raised slightly when crouched (Should make them be less likely to end up hidden) - doubly so if they're moving crouched.
The spotted HUD marker for hostile infantry now takes a slightly darker color when out of line-of-sight (occluded by walls etc.). Note, it’s based on the enemy’s center of mass, so they may not be fully occluded. NAT punchthrough should now correctly support connection attempts from behind the same NAT and generally work in more cases of exotic network setups. Updated default loadouts to include helmet mods. Fixed being unable to open the tab-menu but not the tacmap in the period immediately after commander vote. Added a 3D target-info display to the right side of the HUD, instead of the elaborate healthbar near the target bracket (can be scaled or turned off completely in the settings menu).
Early Access ReviewMORE PEOPLE NEED TO PLAY THIS GAME. It may not be perfect, but it is a game that fun space combat where one person can pilot a large ship while others run around inside, man the guns, fight off boarding parties, launch boarding parties. The only limit on your loadout is how many points you have. Want a sniper rifle that shoots acid at people? You can do that. Want grenades that set people on fire?
Want to spray down a ton of fools with your Machine Gun loaded with incendiary ammunition, lighting up an enemy squad and setting them on fire and making the Geneva convention look like the joke it is? Easy.I will say that one issue with this game, more than anything, is the low player count. If you want to play this game you will want to get into the community so you can join in the madness when the madness happens, but even with that being said!
It also has AI that fill up slots on the server. They are not the greatest AI in the world, but they work and they make the game enjoyable even if you are the only 'real' person there.So if you don't mind playing a game that has more heart and soul put into it than anything EA has released in the past century and don't mind engaging with the community to figure out when to play and when to join in the chaos, i recommend this game. If you have limited time to play and don't have that time to wait for people, then i would say don't get it, unless you just feel like being awesome and supporting the developers.