This weeks patch notes encompass yet more preparation for a major update coming in the future. One centered around AI and Reloading. Additionally we have a number of small fixes, additions, and a couple of small changes that affect the game in a big way. - Adjustments to thrust vectoring animations. - Expansion of explosion models for each fighter to include all player controlled starfighters. - Added debris explosions to Vo-33 Ostriye and Mark 6 Super Kunai enemy NPC fighters. - Added preview art of coming changes for holo table. - Fixed issue on the Jadha map kept player from being able to launch into the level. - Changed music for Jadha missions. - Adjusted lighting to address issues on Jadha Sector 42F map. - Fixed no spacing on planet button names at the holo table. - Adjusted portraits in main menu to affect better visibility. - Added backend support for video playback as a part of mission briefings. - Modified aiming reticle to increase target visibility when aiming and increased its size. - Added in RCS and Stall mechanics into flight model. -Stalling- -Vectoring requires a minimum speed both in atmosphere with gravity and in the vacuum of space. -When in atmosphere, airbrakes work the most pointing up and not the least pointed down. -When stalled, your nose will push itself down when gravity is a factor. -When stalled, torque applied to the craft is severely reduced as vector control is a factor of forward speed. -RCS- -The RCS thrusters can be activated on controller by holding both triggers down. -RCS greatly increases the torque you can apply to the craft with a cost to speed. -While RCS is activated, you have no control over the direction your aircraft travels. It continues as a ballistic object. -RCS can be activated while stalled to regain control of your craft. -Ending RCS comes in the direction of travel results in control being regained instantly. -Ending RCS facing the opposite direction to the direction of travel will result in control being lost until your engines can correct your forward speed. -Ending RCS in any other direction will lead to slower recovery they facing the direction of travel. -Holding boost before ending RCS and continuing to boost after will allow for near immediate correction of travel direction even when ending RCS facing the opposite of your direction of travel.
[ 2021-10-08 17:53:22 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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