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1.0 Hotfix #1

Angels Fall First · Community Announcements · July 18, 2026

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Hey there AFF Community!

First hotfix for 1.0 is out! A whirlwind of fixes, tweaks, map improvements and balance changes, all in response to Your awesome feedback! It's been an amazing week!


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The servers haven’t exactly gone up in flames after release either but you’ve undoubtedly noticed we keep most of them capped to 32 players - that’s largely because the networking layer started hammering their CPUs after so many new people showed up and we can’t exactly get a building full of NASA supercomputers. We have however identified all the bottlenecks and we’re working on optimising the servers, so expect them to start coming back to full 64 players capacity over the coming weeks.

Balance

Sonic Knife

The knife everyone’s been talking about will likely be receiving another, more nuanced pass soon, possibly with updated animations, but to address current issues quickly we nerfed the slash attack rate by about 22% and reduced the damage by close to 25%. The reason the attack times were originally changed was to address some animation quirks of the knife, but that wound up having unforeseen consequences. We don’t like seeing matches turn into a blender of knives and neither does the Community, but we also don’t want to hurt genuine skill expression, so to incentivise a more deliberate usage of the knife we also increased the charged secondary attack damage.

GU-34 Gauss Rifle

One of our veterans brought up a major discrepancy with time to kill with the GU-34. Its TTK, even when tapfiring as it is designed to do, was roughly 30-40% longer than other heavy weapons like the DK31 and the EVR. We buffed its effective range and damage, which should help it compete with other weapons in its range brackets. This simple change simultaneously makes tap fire more effective and makes the weapon less hamstrung when the EMP proc is applied to it.

SGZ Special 4-Gauge Shotgun

The SGZ Special is a really fun weapon to use but its efficacy in close quarters is hampered by its long reload time, meaning it’s often easier to just switch to another weapon instead of reloading, especially if the double barrel blast doesn’t get the first target. We’ve decreased the reload time by around 20%, so where you’re vulnerable while reloading is less of a drawback for this weapon while engaged in combat.

Gunships

They are generally considered one of the more oppressive vehicles in the game by the Community. We’ve reduced their regen rates and increased their regen delays to make deterrents more effective without harming direct survivability. We will be looking at gunship and infantry interplay closely over time.

Vehicle Shields

The shields, and vehicles as a whole, are purposefully resistant to small-arms fire. The shields did exhibit behaviour of being practically impervious to this damage source, so we have guaranteed that sustained fire is no longer completely useless, but can very ineffectively chip away at a vehicle, or at least act as support for others with anti-vehicle weapons. Previous behaviour had shields immediately regenerate once broken, while the new iteration forces them down for at least 3 seconds regardless of source.

Server browser

With the greatly increased number of servers popping up, both official and player-hosted, the in-game server browser started taking a good while to refresh. We’ve updated it to be way more responsive and not wait on every server’s ping response before updating the list.

Profanity filter

Exceptionally naughty server names should be gone now, as well as the profanities in the in-game chat. Let’s keep it civil.

More stability fixes 

We’ve been hard at work all week hunting down some rare client-side crashes too - at least a couple of them - on reconnecting and refreshing the server browser as well as traveling to another map - have been squashed.

Watch this space for more stuff in the coming days, as always come talk to us on Discord and have a lovely weekend!

Onwards and upwards!

Changelog:

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