Phase Two - Update One
Perhaps the biggest addition to the WARMAP is the nemesis system. This system has a chance to spawn a nemesis enemy squadron at almost any time during a WARMAP scenario. It is currently using some place holder audio but character dialogue for the nemesis squadron is in the queue for recording. Your nemesis, Lancer Squadron.
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A new Third Person UI is now available and can be toggled on/off at will. This UI provides a minimal amount of information to the player but should be more than enough to help with fighting and flying in the third person perspective.
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Two new weapons have been added to the game that use a completely new type of guidance system. The new guidance system is a Semi-Active guidance system and requires to the player to keep their selected target within the radar fan (ring of dashes surrounding the reticle) in order guide the missile to the target. Internal Weapon - Lazerov SAG-40 Morning Star - The Lazerov SAG-40 Morning Star is a semi-active guided high power missile that is considered a main stay in most arsenals. While less of the missile is carried due to its increased size, it also packs a harder punch than standard guided missiles.\n This is a semi-active guidance weapon that will require the user to keep the target in the radar fan till the missile impacts. Heavy Weapon - L&M Quantostorm S-AG Q-201 - The Lochland & Masters Quantostorm Semi-Active Guidance missile is an area denial weapon with a quantum cracking warhead that will toss around any enemy that it fails to destroy, and it destroys a lot. As it is a semi-active guided missile it requires the user to maintain the target within the radar fan. --------------------------------------
Countermeasures have been tweaked to be more responsive. Additionally the descriptions for countermeasures have been updated to better explain each one. It should be noted that the modules in the outfitting screen aren't necessarily better than each other and that price balancing still needs to be done. Each of them is designed to be different and not necessarily better. --------------------------------------
Additional tweaks to terrain optimization have been made across the board that should make planetary levels run faster. This also includes tweaks to how textures are rendered on the terrain by exerting better control over what details are visible based on distance from the camera. [previewyoutube=__m6BWbk53Q;full][/previewyoutube] --------------------------------------
The FullSim control scheme now includes keybindings for the camera. There is also now a keybinding setup for Vertical Trim control that is available for all control schemes. --------------------------------------
- The SA-50 Atlatl has had its cockpit camera position adjusted for better visibility of the radar instrument. - The Armored Colum scenario has been fixed to keep the scenario from breaking at key points and to allow for better timing of enemy spawns. - The Sol Confederacy Brigade Carrier has been touched up with some new artwork additions to the lower bay doors and interior. Additionally some parked vehicles have been added to both the upper and lower bay interiors. [previewyoutube=kwGcYlPz6eM;full][/previewyoutube] --------------------------------------
If you've been following in the Discord then you might have heard that I've been working on physical box sets for Frontiers Reach. While I've managed to put together a few simple boxes for giving away I've also been working on something a bit more intricate for sale on the Frontiers Reach website. Below is a preview unboxing of what I am calling the "Black Box Set" [previewyoutube=zxTv017YEic;full][/previewyoutube] -------------------------------------- That's all for this update, the next update for Phase 2 might be a while still yet. The audio director who is getting all the recording done is currently out on vacation but is expected back in the next week or two. Writing for side quests will continue along with further quality of life updates and additional content as those things are made ready for release.
[ 2023-10-21 13:12:40 CET ] [ Original post ]
It's been a few weeks since the last update so this one is fairly substantial. I'm putting this one out before voice over recording starts back up again and the work to get the first campaign put into the game really begins. The past two to three weeks have been mostly small updates and touch ups while writing for side quests has also gone on. This announcement will be part recap and part new stuff.
The Nemesis System
Perhaps the biggest addition to the WARMAP is the nemesis system. This system has a chance to spawn a nemesis enemy squadron at almost any time during a WARMAP scenario. It is currently using some place holder audio but character dialogue for the nemesis squadron is in the queue for recording. Your nemesis, Lancer Squadron.
--------------------------------------
Third Person UI
A new Third Person UI is now available and can be toggled on/off at will. This UI provides a minimal amount of information to the player but should be more than enough to help with fighting and flying in the third person perspective.
--------------------------------------
New Weapons
Two new weapons have been added to the game that use a completely new type of guidance system. The new guidance system is a Semi-Active guidance system and requires to the player to keep their selected target within the radar fan (ring of dashes surrounding the reticle) in order guide the missile to the target. Internal Weapon - Lazerov SAG-40 Morning Star - The Lazerov SAG-40 Morning Star is a semi-active guided high power missile that is considered a main stay in most arsenals. While less of the missile is carried due to its increased size, it also packs a harder punch than standard guided missiles.\n This is a semi-active guidance weapon that will require the user to keep the target in the radar fan till the missile impacts. Heavy Weapon - L&M Quantostorm S-AG Q-201 - The Lochland & Masters Quantostorm Semi-Active Guidance missile is an area denial weapon with a quantum cracking warhead that will toss around any enemy that it fails to destroy, and it destroys a lot. As it is a semi-active guided missile it requires the user to maintain the target within the radar fan. --------------------------------------
Tweaks to Countermeasures
Countermeasures have been tweaked to be more responsive. Additionally the descriptions for countermeasures have been updated to better explain each one. It should be noted that the modules in the outfitting screen aren't necessarily better than each other and that price balancing still needs to be done. Each of them is designed to be different and not necessarily better. --------------------------------------
Terrain Shading & Optimization
Additional tweaks to terrain optimization have been made across the board that should make planetary levels run faster. This also includes tweaks to how textures are rendered on the terrain by exerting better control over what details are visible based on distance from the camera. [previewyoutube=__m6BWbk53Q;full][/previewyoutube] --------------------------------------
Controls Updates
The FullSim control scheme now includes keybindings for the camera. There is also now a keybinding setup for Vertical Trim control that is available for all control schemes. --------------------------------------
General Fixes and tweaks
- The SA-50 Atlatl has had its cockpit camera position adjusted for better visibility of the radar instrument. - The Armored Colum scenario has been fixed to keep the scenario from breaking at key points and to allow for better timing of enemy spawns. - The Sol Confederacy Brigade Carrier has been touched up with some new artwork additions to the lower bay doors and interior. Additionally some parked vehicles have been added to both the upper and lower bay interiors. [previewyoutube=kwGcYlPz6eM;full][/previewyoutube] --------------------------------------
Physical Box Sets
If you've been following in the Discord then you might have heard that I've been working on physical box sets for Frontiers Reach. While I've managed to put together a few simple boxes for giving away I've also been working on something a bit more intricate for sale on the Frontiers Reach website. Below is a preview unboxing of what I am calling the "Black Box Set" [previewyoutube=zxTv017YEic;full][/previewyoutube] -------------------------------------- That's all for this update, the next update for Phase 2 might be a while still yet. The audio director who is getting all the recording done is currently out on vacation but is expected back in the next week or two. Writing for side quests will continue along with further quality of life updates and additional content as those things are made ready for release.
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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