This weekends update is the first of a series of updates that are being made to touch up the WARMAP. As such various tweaks and fixes have been made to it.
First and foremost is that the WARMAP refresh rate has been slowed down. It will now refresh every 6 seconds instead of every 3 seconds. To balance this out the Sol Confederacy AI has been modified to be a bit more aggressive on the WARMAP.
In addition each node now has a Strategic Value. These values will be changed in the future but what this means is that you will receive a small amount of salvage relative to total number of nodes held and the value that each node is worth. Right now Strategic value is only applicable to the player. This will eventually be propagated to the AI bots rolling dice over each node that if one side takes a node of strategic importance it will get a significant bump in its resource pool for fighting across the entire map.
Also, the WARMAP has been updated to refresh the mission selection menu when the defcon level changes.
[previewyoutube=o-XmAfKJ-Xk;full][/previewyoutube]
There are now 2 new scenarios available on the WARMAP.
TRAIN ASSAULT - Both independent and Confederacy held planetary nodes have a train track that supports a scenario where a train will enter the sector enroute to a location to delivery supplies or sensitive equipment. Your objective is intercept and destroy the train.
PROPAGANDA SATS - Both Independent and Republic held space nodes have propaganda satellites that are heavily armed and armored that play an audible message on loop. You're objective to search for and destroy them.
Last but not least this update brings a couple of small fixes.
- fixed a bug where some particle effects were blown out.
- fixed a bug that could stop the player from respawning.
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.
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