Update to Version 0.8.122322
This weekends update brings a host of changes to the game. And since it is the holiday season in various regions of the world, let's get down to business and go over the update goodies!
- The player will now spawn and the fighter will be aligned to the carrier deck. The rig for launching and landing will also get aligned in this process meaning fighters will now have their wheels touching the hangar deck during launch and landing and even when respawning. [previewyoutube=TMR5TyiwyuI;full][/previewyoutube]
- New artwork has been added to visually represent these modules on the fighter. Planning new modules to be added in the future.
- This is a quick and dirty integration designed for testing. Still waiting on feedback from the team that works on TrackIR before finalizing the integration. [previewyoutube=sM7O5FgTVNo;full][/previewyoutube]
- Around 20 conversations have been added to the GALLEY. These will pop up at various points throughout the main campaign. Some of these conversations are with characters not previously seen in the GALLEY. More coming in the future.
- In this new setup, the radar visual in the cockpit will track general positional data. No targets will be marked until they are within the radars range fan for establishing an active lock. At which point the target box will become active. Establishing an active lock will allow the radar to provide additional information like object type and distance. Once an active lock is established, that lock cannot be broken until the target has fallen completely out of radar range. [previewyoutube=vO8q8e4uN4k;full][/previewyoutube]
- Lifetimes on countermeasures have been changed. Flares are in the middle, chaff the longest, and the EM field the shortest. With this change comes a failure chance for each countermeasure that is deployed. Flares have the highest failure rate, with chaff in the middle, and the EM field having the lowest failure rate.
- Fixed extraction mission on Khatir. - Fixed missing collision mesh on orbital stations in Bodenga Low Orbit level. - Tweaked physics and render engine settings to affect better overall performance. - Modified tunnel terrain on Frontiers Reach Sector 42B map to make the tunnel run on Mission 01 easier at the end of the tunnel. - Fixed bullets colliding with countermeasures when they were not intended to. - The compass indicator overlay will now automatically toggle off when on space missions. - Optimized bullet behavior. - Compass indicator will now toggle off when on space missions.
[ 2022-12-23 12:38:34 CET ] [ Original post ]
Happy holidays from Frontiers Reach!
This weekends update brings a host of changes to the game. And since it is the holiday season in various regions of the world, let's get down to business and go over the update goodies!
Changed how the player fighter is spawned into the hangar
- The player will now spawn and the fighter will be aligned to the carrier deck. The rig for launching and landing will also get aligned in this process meaning fighters will now have their wheels touching the hangar deck during launch and landing and even when respawning. [previewyoutube=TMR5TyiwyuI;full][/previewyoutube]
Added new artwork for the Radiator, Radar, and Fuel Injector modules
- New artwork has been added to visually represent these modules on the fighter. Planning new modules to be added in the future.
Added basic TrackIR integration. Expect changes in the future
- This is a quick and dirty integration designed for testing. Still waiting on feedback from the team that works on TrackIR before finalizing the integration. [previewyoutube=sM7O5FgTVNo;full][/previewyoutube]
New conversations and characters in the Galley
- Around 20 conversations have been added to the GALLEY. These will pop up at various points throughout the main campaign. Some of these conversations are with characters not previously seen in the GALLEY. More coming in the future.
Significant tweaks to how the Radar behaves
- In this new setup, the radar visual in the cockpit will track general positional data. No targets will be marked until they are within the radars range fan for establishing an active lock. At which point the target box will become active. Establishing an active lock will allow the radar to provide additional information like object type and distance. Once an active lock is established, that lock cannot be broken until the target has fallen completely out of radar range. [previewyoutube=vO8q8e4uN4k;full][/previewyoutube]
Tweaks to how countermeasures behave
- Lifetimes on countermeasures have been changed. Flares are in the middle, chaff the longest, and the EM field the shortest. With this change comes a failure chance for each countermeasure that is deployed. Flares have the highest failure rate, with chaff in the middle, and the EM field having the lowest failure rate.
Fixes
- Fixed extraction mission on Khatir. - Fixed missing collision mesh on orbital stations in Bodenga Low Orbit level. - Tweaked physics and render engine settings to affect better overall performance. - Modified tunnel terrain on Frontiers Reach Sector 42B map to make the tunnel run on Mission 01 easier at the end of the tunnel. - Fixed bullets colliding with countermeasures when they were not intended to. - The compass indicator overlay will now automatically toggle off when on space missions. - Optimized bullet behavior. - Compass indicator will now toggle off when on space missions.
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]
Pirates of Frontier's Reach is an arcade flight combat game set in the Frontier's Reach Universe. A universe where humanity has taken it's first steps into the stars and begun to establish colonies across hundreds of worlds from the most habitable to the most hostile. Players will assume the role of a fighter pilot serving in the privateer fleet of the Republic of the Frontier Worlds where human's from every culture and tongue have come to seek opportunity and an escape from the overbearing authority of the Sol Confederacy of Planets.
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.
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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