Hey everyone, I hope you enjoyed the latest, and mostly final update of FILF. Each character's stories were winding down and finally merged into each other for your harem to finally be complete! Today, I wanted to give some information of what is to come next, which is obviously... FILF2!
FILF2 will feature a brand new story, city and cast of characters! Starting a new game from scratch is always a bit of extra work, but I was able to soften the blow a bit by slowly putting together a lot of the content between FILF updates.
It will take some time to get a steam release as I do not want to feature an early access version until I have a satisfying amount of content ready to go, but I do want to give everyone an idea of what to expect. Below are a hefty amount of details you should expect when that time comes.
A new rendering system for crisp, high quality imagery and animations:
I'm upgrading the rendering system for FILF2 with a new program that'll give much higher detail scenes and animations from the get go. Better skin textures, better setting details and so much more. Also, all images/animations will go form FILF's 1280x720 to 1920x1080 resolution.
New cast of characters:
A complete new cast of characters will be involved in FILF2's storyline. The new MC will have a more variety cast of characters to interact with along with a larger cast in general. Below is a little showcase of what I'd call the main cast (one's with the most focus with the main story).
Danielle:
Rachel:
Summer:
Vivian:
Caitlyn:
Animated Imagebuttons:
I like to make things more lively if I can, and overall will have a bit more non-lewd animations if the scene calls for it along with all characters on explorable screens to be somewhat animated.
Passage of seasons through the story:
As you progress through FILF2's story, certain intervals will progress through the seasons. Timewise, the game takes place over a year or so, and will begin in Summer, but new animated overworld map will change along with all locations to fit the change of weather (autumn colors, snowy winters or bright colored spring).
Conclusion:
Overall, FILF2's world will be much bigger and with a much more in-depth story. It will take time to really flesh it out, but I'm currently working on the introduction scenes of the main cast for the beginning of the game. Eventually, it will come to steam once I have created enough content for it. I will give periodic updates of FILF2 as I progress through content creation. For now, below are a few images from the beginning of the game
Greetings from the Space Gears team. As we promised last week, we sat down for an exclusive interview with Space Gears' Technical Director.
"Space Gears: Breaking the Mold!"
Through the interview, Space Gears Technical Director shares the game's development philosophy and talks about the team's efforts to make a game that stands out. Watch the video to find out more.
For the latest updates on Space Gears, make sure to check out our Discord and Twitter channels!
We just deployed a minor update featuring essential fixes and improvements, which were possible thanks to your very helpful recent feedback and reports. Please read:
Minor Update v1.3.9.8
Economy adjustment so that provinces provide more money and so larger empires receive an even more distinct advantage.
Foreign population can now contribute to the army. Modders can tune the new config value "colony_percent_army" if they want a different setting.
Improved Mexico region fixing port issues in the area. Now Mexico is divided into 4 provinces and their new ports cover the surrounding oceans properly. There should be no critical issue caused by this essential improvement but if you notice something, please let us know. A new campaign guarantees no bugs related to this change.
Puerto Rico ceded to the USA after 1900 Campaign Start year.
AI now utilizes shipbuilding capacity in order to manage the ship construction, so it should not overbuild ships.
Crew of new ships is now allocated properly during commissioning.
Fixed a rare bug related that could cause the game to freeze in the game loading screen while ships get auto-generated, happening more often during a campaign starting.
Fixed a rare issue causing a ship that was refitting to stop its progress.
Fixed a bug that could cause players to use ships that have been sold to other minor nations.
Fixed an issue related with crew mechanics which could create NAN funds and permanent damage to the campaign save.
Fixed a minor issue which could cause an inaccurate ship count of players.
Fixed bug that made transport ships to have zero crew.
Fixed problem that made minor allies unable to replenish ammo and fuel.
Fixed bug that could cause rebels to win a territory even when the player had a 100% chance to win.
Various parts and hull fixes/improvements.
Auto-Design optimizations.
Enjoy! The Game-Labs Team
Uploaded repaired version including the following: - Fixed temporary minor issues of the new Mexico provinces. - Fixed minefields of an ended campaign doing damage in the first turn of a new campaign in the same gameplay session. - Fixed a rare blockade mechanics inconsistency causing a nation to blockade itself. - Fixed issues that could cause ships to lose their destination port while they are under repairing or commissioning mode. Please restart Steam to download the update fast
Uploaded repaired version x2 including the following: - Fixed temporary issue causing ships to be sent to repairs inconsistently. - Fixed an old bug which could cause a game freeze during a campaign turn. - Fixed an old issue which could cause steering to freeze during a battle when ships reached the battle map limits. Please restart Steam to download the update fast
Uploaded repaired version x3 including the following: - Fixed all latest issues of ship repair logic. This update is essential. Please do not report old problems with a prior version of the game. - Improved some hulls that were not able to fit some towers. - Improved part mounting logic. Please restart Steam to download the update fast
Uploaded repaired version x4 including the following: - Fixed some rare bugs that could cause a battle or campaign freeze. - Fixed a few rare technology issues that could make some techs to become available sooner than they should. -Auto-Design fine tuning. Please restart Steam to download the update fast
Uploaded repaired version x5 including the following: - Auto-Design optimization (it is faster and more effective). - Campaign's ship repair logic optimized. Ships will not travel to ports of distance more than one turn, if none available is nearby. - Fixed issues of power projection logic that could not evaluate some sea areas correctly, and consider them with own ports. - Fixed problem that made naval invasions to be limited versus the same major nation. - Fixed issues that could potentially make saves unstable and not store territory conquering consistently. - Added radio stat to all destroyer towers that was missing it. - Iron armor is now more cost-effective. Please restart Steam to download the update fast
Trial 1 of Savage Gauntlet will arrive soon! Five players join together and battle through insurmountable odds in this extremely challenging game mode. Complete the mission within the time limit and prove yourself as an elite exofighter.
The mission objectives are fixed for the duration of each Savage Gauntlet event, so play repeatedly and look for ways to optimize your strategy and complete the mission as fast as possible. Players around the world will be competing for the fastest completion times, with special awards available for the most elite exofighters.
Trial 1 Playable Period
EDT: Thursday, July 27th, 11:00 p.m. – Monday, July 31st, 10:59 p.m. UTC: Friday, July 28th, 3:00 a.m. – Tuesday, August 1st, 2:59 a.m.
Map
Downtown
Rewards
Rank Awards
Acquisition Requirement Complete Savage Gauntlet at least once.
Rank
Condition
Obtainable Award
Master
Completion time ranking in the top 20%
Gauntlet Master
Fighter
Completion time ranking in the top 50%
Gauntlet Fighter
Survivor
Complete Savage Gauntlet at least once.
Gauntlet Survivor
Note: Teams with high-ranking completion times can receive the additional rewards listed below. Results will be displayed on the Main Menu after rankings are calculated. Completion time rankings vary from platform to platform.
Participation Requirements
Complete the main story. Players who have fulfilled the participation requirements will be able to join via the "Savage Gauntlet" item in the main menu.
We expect all exofighters to put their best foot forward for the Savage Gauntlet.
Rise for the Fight - Early Access - Reece Makes Games
ALPHA BUILD 1.5 RELEASE CHANGELOG: - Added NEW Gun: Frayr G1 Assault Rifle. 50 Round Capacity, Faster Rate of Fire, and deals 6 Damage. This gun can be accessed in Gun Party, and FFA Loadouts Only. - Disabled VSync. - Disabled FFA P13 Starts. - Brought Back "FFA: HP6 Starts" and "FFA: SR76 Starts" modes.
ALPHA BUILD 1.5 PATCH 1 CHANGELOG: - Fixed some weapon starts not being correct in some modes. - Attempted to fix weapon animations not working correctly on some guns.
ALPHA BUILD 1.5 PATCH 2 CHANGELOG: - Removed unnecessary components from Player Objects and Gun Objects. - Reduced Veto Timer from 20s to 10s. - Increased Veto Vote Limit from 3 to 5. - Reduced Audio Sources on the player object to one. - Increased Spring Jump boost from 10% to 12.5%.
ALPHA BUILD 1.5 PATCH 3 CHANGELOG: - Disabled Matchmaking Playlists due to Timer Synchronization issues. - Custom Games are now back! You can access them by clicking "Quick Match Customs".
ALPHA BUILD 1.5 PATCH 4 CHANGELOG: - Upgraded Unity Version for the game. - Fixed an issue causing players to load into the wrong mode in a Custom Game lobby, if a mode was selected before others joined. - Updated the respawn method, so now you instantly respawn with 3s of Spawn Protection. with Spawn Protection enabled, you are immune to taking damage, and will only have fists. When Spawn Protection runs out, you will get your gun equipped. Spawn protection WILL NOT APPLY to Pandemic or Infection.
ALPHA BUILD 1.5 PATCH 5 CHANGELOG: - Your gun will now equip 1s before your Spawn Protection expires. The 3s Spawn Protection Timer has not been affected. - Increased Zombie Punch Distance from 15 to 20.
ALPHA BUILD 1.5 PATCH 6 CHANGELOG: - Decreased Spawn Protection Timer from 3s to 2s. - Reverted Gun Equip during Spawn Protection so now it equips yet again when the Spawn Protection Timer expires. - The crosshair will no longer disappear when the sniper is using ADS. - Disabled the SR76 zooming animation for now.
ALPHA BUILD 1.5 PATCH 7 CHANGELOG: - Added Teleporters on Bridge! - Increased Reload Time on Frayr-G1 from 2.5s to 2.8s. - Added Natural Health Regeneration. When you take damage, a 5s timer will start. If you don't take any damage when the timer runs out, your health will instantly regenerate to max HP. - Decreased starting Health Stims from 5 to 3. - Spawn Protection now gives you a temporary 1.5x speed boost to escape enemies. - Removed Gender Customization. This will later on be replaced with Male/Female Death Sound Customization. - Updated Player Customization Update methods for in-match sessions. Instead of being updated on each object where the customizations options were present, it is now all done on the player controller. This should reduce the amount of synchronization happening on the network. - Finally Fixed the Invisible Player issue. I had to increase the ViewID limit in my networking solution (Photon PUN2) - Decreased Custom Game Lobby Size from 10 to 4 Players. - Disabled FFA Heavy Pistols for now... - Disabled Spawn Protection. - Brought back the Respawn Camera and Timer.
ALPHA BUILD 1.5 PATCH 8 CHANGELOG: - Fixed Pandemic and Infection issue where the player would not respawn as zombie. - Fixed Juggernaut loading FFA Heavy Pistols instead when selected. - Attempted to fix 4 Player Lobbies not loading the 4th player into the scene. - Raised SR76 Sniper position.
ALPHA BUILD 1.5 PATCH 9 CHANGELOG: - Bridge now has easier to climb ramps. - Fixed Controller looking having extremely high sensitivity. - Disabled SR76 Sniper equipping, and HMG22 overlaying it in Surge. - Brought back the "Opponents" list in Custom Games. - Revised the Player Guide. Now, you can see how matches are made. Alongside this, the modes tab has been updated. - Fixed an issue causing players who are all dead before the respawn timer reaches 0 to be stuck on the respawning camera. - Decreased Default Quality from Ultra to Medium to help lower end hardware run the game faster. - Changed Region from US West to US East.
- Finish custom match feature. Owner of the room now can assign team or kick player. Expand that to all gamemodes and maps. - Replace Lac Mong Mountain map by Dark Forest map. - Balance gameplay.