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Frontiers Reach - The Home Stretch
If you've been following along with the changes to the experimental branch or have peaked in on the Playtest that went live last week then you may already know some of this stuff. By the way, if you haven't already I'd like to invite you all to join the Discord server where you can get access to the experimental branch if you already own the game.
All of the story content is currently in Frontiers Reach. The most recent build went out to the experimental branch this morning. This includes a bunch of new cutscenes that will play upon completion of certain missions. With that, Frontiers Reach is now story complete and the game will go into service mode where the story content additions to the core game will stop, but bug fixes, performance tweaks, and balance changes will be made as they are needed. Any additional content and features will be added on an "as demand for them increases" basis. Below is a list of all the changes coming in the very near future.
The last act of Frontiers Reach adds 4 new missions. 3 of which you must choose from as the final ending for your journey through the Frontiers Reach universe. Each of these endings is unique and has a different set of consequences for your crew and your character. Assuming there is enough demand I could see adding stand alone DLC that continues the story along each branch of FR1's ending.
The new player experience is done and functioning as expected. However I expect there may be tweaks or additions as more people get their hands on it. Frontiers Reach is a pretty complex game and there are some things I've deliberately left for the player to explore on their own so they can develop their own skill set with those mechanics, like the RCS system.
The version of Unity that Frontiers Reach is built on has been update to Unity 2023. I was going to wait a bit longer to do this but in the pursuit of trying to get as much performance out of the physics engine as possible I discovered that Unity 2023 increased support for multi-threaded physics. Additionally the previously highlighted issue of Unity 2022 not supporting Wayland on Linux should now be fixed. Wayland support was added in a much earlier version of Unity 2023 but was still experimental at that time. The version I chose for this update is a more recent version of Unity and should have all the issues hammered out. If you experiencing something on Linux that seems like it may be Wayland related, please don't hesitate to let me know as soon as possible.
- Joysticks of all types should now work with Frontiers Reach. - Increased the number of options for setting up throttles to the players liking. - Added inverse options for look controls. - It is now possible to change the time of day through the scenario script. - Hooked up city lights to day time controller. - Altitude warning has been lowered again. - Ladder and compass UI when in first person mode has been trimmed back to be less obtrusive. - Added sound effects for lock on. - Added sound effects for weapon switching. - Added new Radar Warning sound effects. - Adjusted fog on Frontiers Reach to be less intense. - Moved cave waypoint in Mission 1. - Added fighter spawns to mission 3. - Adjust spawn time for mission 5. - Modified AI on Mission 11 set piece to ensure it works properly on initialization. - Updated waypointer positions on Mission 13. - Tweaks to fighter AI to keep them from getting stuck underground. - Fixed ground vehicles going off trail on the New Karachi map. - Increased lift factor for all fighters to make flying at lower speeds easier. - Fix for missile lock angle allowing missiles to do 180 degree turns to hit targets. - Fixed AI losing track on player when assigned through script at long ranges. - Fix damage VFX on mercenary carriers. - Added hit SFX on some destructibles on the Utsukushi Ringu map that did not have them. - Fixed character interactions in the galley (improvements coming) - Fixed the cursor not working when gamepad was used on the warmap. - Fighters should no longer get stuck under the terrain on planetary missions. - Modified cooldowns on some tertiary weapons to keep some fighters from deploying their entire payload. - Modified tutorial message UI elements to keep them from overlapping other UI elements - Toggled off idle thrusters in Bleakers Folly Station. - Fixed Ajagar ace fighters SFX. - Fixed some vehicles moving around maps during warmap scenarios when they should have been immobile. - Fixed some destructibles in warmap scenarios not registering hits. - Fixed some destructibles in warmap scenarios not registering damage. - Tweaks to the warmap to change how is updates the visuals as the warmap data updates. - Fixed an instance where the warmap would not properly display the defcon level of a node, or would go into "Stand Down" status before it was intended to do so. - Fixed a bug that could cause the end of the game to not load properly. - Fixed a bug that could cause dialogue for characters in the galley to not load properly. - Fixed several instances of destructibles on some warmap scenarios not registering hits and/or damage. - Fixed an instance of double loading of dialogue for the main story elements in the CIC. - Fixed Land to Reload not working when using Mouse and Keyboard.
[ 2024-06-17 21:40:28 CET ] [ Original post ]
The Home Stretch is here!
Hello! It's been a while.
If you've been following along with the changes to the experimental branch or have peaked in on the Playtest that went live last week then you may already know some of this stuff. By the way, if you haven't already I'd like to invite you all to join the Discord server where you can get access to the experimental branch if you already own the game.
All of the story content is currently in Frontiers Reach. The most recent build went out to the experimental branch this morning. This includes a bunch of new cutscenes that will play upon completion of certain missions. With that, Frontiers Reach is now story complete and the game will go into service mode where the story content additions to the core game will stop, but bug fixes, performance tweaks, and balance changes will be made as they are needed. Any additional content and features will be added on an "as demand for them increases" basis. Below is a list of all the changes coming in the very near future.
Story Additions
The last act of Frontiers Reach adds 4 new missions. 3 of which you must choose from as the final ending for your journey through the Frontiers Reach universe. Each of these endings is unique and has a different set of consequences for your crew and your character. Assuming there is enough demand I could see adding stand alone DLC that continues the story along each branch of FR1's ending.
New Player Experience
The new player experience is done and functioning as expected. However I expect there may be tweaks or additions as more people get their hands on it. Frontiers Reach is a pretty complex game and there are some things I've deliberately left for the player to explore on their own so they can develop their own skill set with those mechanics, like the RCS system.
New Engine Version
The version of Unity that Frontiers Reach is built on has been update to Unity 2023. I was going to wait a bit longer to do this but in the pursuit of trying to get as much performance out of the physics engine as possible I discovered that Unity 2023 increased support for multi-threaded physics. Additionally the previously highlighted issue of Unity 2022 not supporting Wayland on Linux should now be fixed. Wayland support was added in a much earlier version of Unity 2023 but was still experimental at that time. The version I chose for this update is a more recent version of Unity and should have all the issues hammered out. If you experiencing something on Linux that seems like it may be Wayland related, please don't hesitate to let me know as soon as possible.
Bug Fixes & Tweaks
- Joysticks of all types should now work with Frontiers Reach. - Increased the number of options for setting up throttles to the players liking. - Added inverse options for look controls. - It is now possible to change the time of day through the scenario script. - Hooked up city lights to day time controller. - Altitude warning has been lowered again. - Ladder and compass UI when in first person mode has been trimmed back to be less obtrusive. - Added sound effects for lock on. - Added sound effects for weapon switching. - Added new Radar Warning sound effects. - Adjusted fog on Frontiers Reach to be less intense. - Moved cave waypoint in Mission 1. - Added fighter spawns to mission 3. - Adjust spawn time for mission 5. - Modified AI on Mission 11 set piece to ensure it works properly on initialization. - Updated waypointer positions on Mission 13. - Tweaks to fighter AI to keep them from getting stuck underground. - Fixed ground vehicles going off trail on the New Karachi map. - Increased lift factor for all fighters to make flying at lower speeds easier. - Fix for missile lock angle allowing missiles to do 180 degree turns to hit targets. - Fixed AI losing track on player when assigned through script at long ranges. - Fix damage VFX on mercenary carriers. - Added hit SFX on some destructibles on the Utsukushi Ringu map that did not have them. - Fixed character interactions in the galley (improvements coming) - Fixed the cursor not working when gamepad was used on the warmap. - Fighters should no longer get stuck under the terrain on planetary missions. - Modified cooldowns on some tertiary weapons to keep some fighters from deploying their entire payload. - Modified tutorial message UI elements to keep them from overlapping other UI elements - Toggled off idle thrusters in Bleakers Folly Station. - Fixed Ajagar ace fighters SFX. - Fixed some vehicles moving around maps during warmap scenarios when they should have been immobile. - Fixed some destructibles in warmap scenarios not registering hits. - Fixed some destructibles in warmap scenarios not registering damage. - Tweaks to the warmap to change how is updates the visuals as the warmap data updates. - Fixed an instance where the warmap would not properly display the defcon level of a node, or would go into "Stand Down" status before it was intended to do so. - Fixed a bug that could cause the end of the game to not load properly. - Fixed a bug that could cause dialogue for characters in the galley to not load properly. - Fixed several instances of destructibles on some warmap scenarios not registering hits and/or damage. - Fixed an instance of double loading of dialogue for the main story elements in the CIC. - Fixed Land to Reload not working when using Mouse and Keyboard.
[ 2024-06-17 21:40:28 CET ] [ Original post ]
Pirates of Frontier's Reach
Blind Alien Productions
Developer
Blind Alien Productions
Publisher
2020-11-30
Release
Game News Posts:
161
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
9 user reviews
(9 reviews)
Public Linux Depots:
- 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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