Phase one of the WARMAP updates has been completed. With this a new game mode is now available on the WARMAP. This game mode is called Skirmish and is available on Republic held nodes that are in Stand Down. Additionally control inputs have been touched up with new keybindings being made available on the rebinding menus and several small artwork fixes have also been made. So what is Skirmish? Skirmish is a new game mode that is built as a long form play mode for Frontiers Reach. It allows a player to choose a Republic held node on the WARMAP that is currently in Stand Down and to roam the sector on that node freely. As the player roams the sector, the Scenario Manager (a core piece of code that runs the game when you're flying) will randomly select from a list of events to initiate. Once the event goes live enemies will spawn into the map and begin an assault. Where the enemies spawn and the targets they engage will vary depending on that event triggered, and the map that you are playing on as each map is rigged differently. Skirmish is available for play on both space and planet nodes. Skirmish mode can be ended at any time by requesting to exfiltrate from the sector that you currently in. Be sure to check the rebindings menu to determine what the exfiltration key is for each control scheme. Reworked Control Schemes. Control schemes have been touched up with a focus on Gamepad controls. By default the Select button on the gamepad is now used as a modified to allow the A, B, X, Y, buttons to be used for other function. Additionally Hold, and Multi-tap functionality now exists for some bindings that previously did not have them. And last but not least, the control schemes have been adjusted to hopefully reduce the likelihood of different pieces of hardware fighting each other priority. Artwork and Bug Fixes. - The HF-22 cockpit texture has been fixed and should no longer have rain showing up inside of it. - Tunnels and caves should now show reduced ambient lighting. - Tunnels and caves should now disable ejecting from the cockpit. - Collision checking has been adjusted to make it more likely that if you run into something you will actually blow up. This was done to reduce the likelihood that you will get stuck in a cave or tunnel and be unable to eject.
[ 2023-09-30 15:47:41 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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