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Angels Fall First 1.01 Patch Preview

Angels Fall First · Community Announcements · August 22, 2026

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Incoming Update: The Fight Goes On \[1.01]

Hey there, AFF community! We’re still hard at work on cleaning up the rubble from the 1.0 launch, and wanted to share some of the next patch’s highlights ahead of time.

We still have more content plans cooking and will share our \[REDACTED] plans with you all at some point in the near future, as we have some really cool (at least we sure think so) stuff we still want to add to the game. There’s still a lot of love for the game from us and we want to be more consistent with communicating where we’re at with its development and what you all can expect in the future.

Onwards to the meat and potatoes of this upcoming patch. We have map changes, balance changes, network performance improvements, some UI changes, and a whole slew of bugfixes awaiting deployment. This is just a preview of what we have in store for you all.

We even have a fun little melee addition we’re working on that is geared towards improving Heavy suit users’ ability to retaliate as we still see the knife out there going strong, so we’re looking at more counterplay and adjustments. Note that it may not be present in the closed test build. Pugilists rejoice!

As a big big big side note: We are coordinating a series of 64 player stress tests on our closed test branch. If you’re up for it, we’d love to get your help during our usual Saturday Community Event time around 7pm Eastern Time (23:00 UTC)!

Some of these changes are also on the closed test branch if you wanna get your feedback shared with us before deployment.

Whether you’re playing offline or online, we hope you like these changes.

If you’re interested, opt into the beta branch on Steam:

Go to your Steam Library, right click on Angels Fall First, click Properties, then go to Game Versions & Betas and enter this code: saltmustflow into the Private Versions access code section. It will start a download afterwards.

Now, onto the patch notes, minus all the bugfixes we've done since the last patch (there's a lot). There may yet be more content included in the patch that's not listed here but all the big stuff we are for sure getting in the next patch is in the post.

Performance

Network

Balance Changes

General Changes

Helmet Mods

Design Team’s Notes: In the live build, Light Suits with Agility and Infiltrator spec mods still dominate the gameplay space and Assault spec is overtuned to say the least, leading to a lot of complaints about TTK and the light suit bouncy boys flying all over the place. 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 Rebalance

Assault Spec Rebalance

Leveling Spec Changes

Infiltrator Spec Rebalance

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, repositioned or added cover, and added more spawn points to help against spawn camping. There were also some cheese strategies that needed fixing.

Both Variants

Incursion Variant

Territories Variant

Irega Incursion Changes

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

Fortress Territories Changes

Irega Territories Changes

Majuro Changes

Level Designer's Notes: Due to community demands, Strangelet capitulated and added the much-requested fish.

Meudeverre Changes

Spacecraft

Design Team’s Notes: Crippling corvettes in one fell swoop with a dropship was an oversight on our part so we corrected it. Sorry to any of those that were loving the dropship mines!

Vehicles

General

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 position of safety.

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 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.

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

Dhaka

Partisan

Turtle

Weapons

Anti-Vehicle 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 3,600 damage per magazine and the MLI's 4,500 damage per magazine. As you can see, the disparity was pretty extreme. This puts it in a better spot.

MLI Shift and Ease of Use Changes

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.

RID Shift and Ease of Use Changes

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.

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.

Handguns

Design Team’s Notes: We noticed that the handguns 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 while strengthening their identity as lightweight, quick, panic button options.

SM54

EVP

UDP

Quality of Life & Polish Changes

Bots

General

UI

Previously we didn’t have access to tools that would allow us to make changes, so we’re pretty lucky we found a way to work with the arcane, esoteric ways of Scaleform. We only recently found this artifact again so it may be some time before we’re able to resolve a lot of the issues that we are now capable of fixing with the UI’s current deficiencies. We have a whole internal tasklist of requests from you guys to address!

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