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This weeks update marks a significant version leap for Frontiers Reach, as a whole new weapons system has been integrated into the build. This new system has a robust set of dev tools which allows for a much wider range of weapons choice. In addition, numerous bugs have also been fixed. Rather than my droning on though, let's cut right to the meat of it. - Completely revamped weapons system that allows up to 3 types of weapons to taken into missions. - A complete rework of the load-out screen that now allows for more advanced player-customization. - Cannon selection is back. (Requires additional tweaks to be fully realized but artwork is working) - Internal Weapons Bay added to each starfighter, can currently equip one of two types of munitions. - Light External Hardpoints added to each starfighter, can currently equip one of seven types of munitions. - Heavy External Hardpoints added to each starfighter, can currently equip one of five types of munitions. - Ammo counts have been increased across the board. - Added proximity warning for obstacles in players flight path. - Numerous bugs, like reliability of missiles impacting targets, have been fixed as a result of the new weapons system. - Controller inputs and schemes have been adjusted to accommodate the new weapons system and ease of use by the player. Expect hotfixes as we hammer out the particluars.
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