This weeks update sees a major overhaul of the combat interface and a number of bugs fixed to facilitate a more seamless experience with how waypoint markers are handled between objectives and key locations. The new interface cuts out several of the previously used bracket graphics around key targets that can be shot at, and instead uses an outline that changes color based on whether or not the object is in line of sight of the camera. Additionally, a number of bugs have been fixed and various optimizations have been made. A number of backend changes have also been implemented in preparation of future expansion and streamlining of the mission manager in the effort to continue laying the ground work for future customization. - Integrated new outliner UI for enemies and targets that can be shot by the player. - All new graphics for the 3rd person interface, more in line with the retro look that the art team is trying to achieve. - Fixed a bug that caused multiple waypoint markers to appear on the 3rd person UI. - Waypoint markers are now colored based on the intended target: locations are in yellow, enemies are in red, and friendlies are in blue. - Multiple tweaks to the AI to affect minor improvements. - Adjusted weapons heat for longer trigger squeezes. - Small fixes to Mission Manager to address how waypoint markers are handled when changing from one objective to another. - Complete redesign of the Kruger Interstellar S-27 Wildboar. - Tweaked thrust speed for secondary weapons munitions. - Updated main story and mission info files for spell checking. - Minor adjustments to how the main dialogue box works in the CIC when aboard the Heliosiren between missions. - Minor adjustment to graphics API availability on linux deployment of the game. - Players will no longer relaunch after receiving a mission failure. - Cockpit post effects will now activate on spawn and respawn. - Changed starfighter collisions from impact-rated to angle-rated collisions that accounts for velocity. Anything less than 90 degrees from direction of velocity will result in total destruction, anything over 90 will result in minor damage. - Backend changes to how player-controlled starfighters are loaded during missions. - Backend changes to how enemy starships and scripted munitions are loaded during missions. - Minor adjustments to background terrain to improve performance and visuals. - Minor change to map boundaries for better visibility when flying too high. - Updated holomap with more consistent graphics. - New loading screens made with latest visuals. - Loading screens now have lore and info on them. - New lore entry on the Steam Discussions.
Pirates of Frontier's Reach
Blind Alien Productions
Blind Alien Productions
2020-11-30
Indie Adventure Singleplayer EA
Game News Posts 156
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
9 user reviews
(9 reviews)
https://store.steampowered.com/app/1467590 
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.
[ 5939 ]
[ 3154 ]