This weeks patch notes contain a slew of minor adjustments and a couple of new features. The RFV Heliosiren is now equipped with an Observation Deck and is the hangout spot for NPCs that are key figures to talk to when not on mission. It isn't always in use so be sure to check it out every mission. Missing a conversation with a character could mean missing out on getting a new Sortie mission. Additionally there is a new camera system that has been added. While it needs a bit of work still we look forward to seeing the pictures you all take with it. In the background we have prioritized custom key bindings so that each player can configure their controllers and joysticks. Not sure how long exactly it will take to get done as I'm still getting a sense for how quickly team members are working and everyone's availability is spotty. Some of us are still working other day jobs, but we'll get done! It's important that I mention you will absolutely need a new player profile for this update. A number of changes and additions were made to the player profile structure and what information gets saved. I apologize for the inconvenience. - New UI background graphics to increase visibility of the interface. - Font change on the interface and across other UI elements. - Adjusted terrain quality settings to allow for lower quality to be selected on lower end hardware. - Added new alert graphics to UI. - Added new camera rig for camera swapping on the fly during missions using the F1 key. - Adjusted scroll boxes to allow for faster less tedious navigation with the mouse wheel. - Updated intro cinematic text. - Added ability to select a character image in the new player creation screen. - Added a new NPC social space where the player can visit to talk to NPC characters that are aboard the RFV Heliosiren. These interactions with NPC's can potentially give the player access to new sorties which will eventually have unique rewards in some cases. - Every turret in the game has been touched upon and the turret behavior has been refactored.
[ 2021-02-12 17:52:33 CET ] [ Original post ]
🕹️ Partial Controller Support
- Pirates of Frontier's Reach Linux Depot [5.47 G]
The Gameplay of Pirates of Frontier's Reach will see the player skip the long trips between locations and drop right into the action. Taking on Sorties players can test their loadouts against a swarm of enemies of a single type. While on Patrols players can pilot their starfighter around areas filled with obstacles and secrets where barnstorming will be the only way to get the prize. And Campaign missions will keep the story moving forward and unlock new and interesting starfighters and weapons for the player to use.
The Starfighters of Frontier's Reach are old and rugged but more than a fit for the jobs they fill out in the frontier worlds.
Pilots Serving in the Privateer Fleet will have the ability to fit different weapon systems to their starfighters to meet the needs of each mission they take on.
Outfit Your Starfighter and tweak performance parameters within various ranges to achieve the desired performance you want out of a starfighter.
Fly From the Cockpit or Third Person Perspective and experience a difference in both the game difficulty and immersive value. The choice is yours!
The Future of Pirates of Frontier's Reach is one in which I will use the automation tools I've crafted over the past few months and plan to refine in order to deliver weekly story driven content for the community to engage with.
The Multiplayer of Pirates of Frontier's Reach is currently not being planned at all but the future is a crazy place so things may change.
Blind Alien Productions is a small team made up of the following people.
Scarlett Toney aka Soliloquis - Co-Founder, CEO, and Lead Unity Developer.
Tucker Wolf aka SaburewolfJR - Co-Founder, Character Artist, and Lead Unreal Developer.
Alberto Vazquez aka DarksithKnight - Co-Founder, Lead Level Designer, and Prop Modeler.
Bharat Mallula aka ROG242 - Business Consultant, UX and UI Designer, Art and Design Consultant.
Zachary Gray aka the New Guy - Systems and Gameplay Programmer.
While the roles here are the most prominent, the team as whole shares a lot responsibilities across the board. As such, most everyone touches on or provides feedback on just about every aspect of the game.
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