May 11, 2024
Frontiers Reach - Soliloquis
It's been a while since the last update so I thought it appropriate to do a blog.

First and foremost I would like to say that the third and final act of the main story for Frontiers Reach is now in production. Voice actors are recording their lines, and once those lines are in I will proceed to begin scripting the missions into the game. If all goes well, Act 3 should launch some time in June. But getting voice actors recorded is just the tip of the iceberg for what's coming in Act 3.

Since signing the publishing agreement for Frontiers Reach, work has admittedly slowed down on the third act, however this is not because there was no work to do. Quite the contrary. The past few months have actually been very productive as the publisher has facilitated access to a small group of testers who have provided critical feedback for Frontiers Reach that has influenced the games accessibility and quality.

If you've kept up with playing the game since February then you likely have experienced some of these changes, but know that more are coming and in this blog I will detail some of those changes.



New Player Experience

One of the most important changes coming to Frontiers Reach is a revamped new player experience. It took quite a bit of time and multiple play sessions to gather the feedback that went into this and there may be more tweaks that need to be made but this new intro to the Frontiers Reach universe is designed to get you better acquainted with the game mechanics and universe.



While the original tutorial mission will remain, 3 additional tutorial missions are being added and Instant Action is has been split into Planet and Space modes.

The two of the three new missions are hyper focused on a set of mechanics.

Basic Flight Training is for introduction to flight and the starfighter instrument panel.

Basic Combat Training is for familiarizing the player with the concepts of aerial combat.

Combat Scenario #1 is a new scenario focused on fighter combat.

Combat Scenario #2 is the original tutorial mission on Tom Uul with some tweaks to streamline things a bit.

In each of these missions you will fly a different starfighter in a different environment with different weapon loadouts. The goal here is get players acquainted with the idea of flying different starfighters for different missions.



New Capital Ship Damage Models

Damage models for capital ships have always been either bare minimum or non-existent. When Act 3 launches those days are over. Every capital ship in the game will have a new damage model all new effects.





Major Performance Changes

Numerous fixes and tweaks to performance have yielded a significant increase in performance across the entire game. Getting this increase took a lot of trial and error and analysis of the game as it was running. One of the biggest problems was the sheer amount of particle effects being used in the game in ways that were supposed to be performant but proved otherwise. The biggest performance hit of which was engine plumes, especially for large capital ships with lots of engines. By changing out the old engine plumes which were run by Unity's Shadergraph for VFX with a simpler customized solution using some old school tricks I was able to get back about 40 FPS and finally achieve something in Frontiers Reach I have wanted since the start.

Flying a starfighter in large fleet battles.





Branched Ending

While Act 3 is set to be significantly shorter than the previous 2 Acts of the game, Act 3 differs in more ways than just length. In this third and final act, players will be presented with 3 choices for how to end the story in Frontiers Reach.

Option #1 - Survival :
Rally the fleet of survivors for one last battle to break through a blockade to reach the designated departure point to begin your journey outbound and start a new colony elsewhere in the galaxy.





Option #2 - Victory :
Give the order to the fleet to prepare for combat and assault an asteroid base where the Sol Confederacy has setup a base to continuously pump out warships.





Option #3 - Revenge :
Lead the fleet in a desperate bid bring down officer responsible for killing one of your crewmates and exact revenge.





That's it for now. Till next time pilots!

Skeleton War - 兔头_rabbitHead
-Sound effects and damage font color sizes reworked.
-Improved Prisoner's and Artilleryman's armor effects.
-Fixed several bugs
May 11, 2024
Bulken - spa
Alpha 1.38


Added dark outline to in-world text labels so they are more readable on bright/lit backgrounds.

All five resistance upgrades now also adds +25% damage to each type.

Updated upgrade descriptions with more numbers and decorator icons.

Updated stimpack tooltip description.

Updated Implant chips:

  • Added a negative effect to each chip that didnt already have one.
  • Rebalanced and tweaked the implant effects.
  • Added decorator icons, list dots and generally improved the tooltips (negative effects in red text).

Updates to Prologue:

  • Hangar deck improvements, tram station theme, rewritten logs, screen moments.
  • Fixed overblown lights in Quarantine deck (and generally from stand alone consoles).
  • Enemies now have pre set mutations for the prologue decks.
  • Updated some of the tutorial messages with icons and tweaked descriptions.
  • Fixed missing repair requirement for Mainframe.
  • Fixed missing mutation info and icons

Lore: changed the exit- areas/screen from "recyclers" to "security check points".

Level ups no longer replenish overload.

Fixed button hidden inside a wall in one of the exit areas.

Fixed missing/unsupported hotkeys.

Fixed cut navmesh at the final bulkhead of some of the lower decks.

Fixed a crash bug when the spider boss would fire grenades onto destructible crates.

Updated interaction labels on consoles, buttons and cabinets to display the current "interaction" key correctly.

Dash:

  • Improved Dash mechanic when colliding with geometry and stopping the dash early.
  • Added camera move and sound when colliding with geo.
  • Fixed dash so it can no longer damage the same enemy multiple times in one dash.
  • Reduced Dash push length from 4m to 3m.

Lots of smaller tweaks and improvements.
Gravia - dgoyette
The main Story now runs up through the level 'Full Swing'. One brand-new level has been added to the 'Advanced Training' section, named 'Logic Gates'. And 6 levels have been upgraded with a 'Hard Mode' version.
May 11, 2024
Community Announcements - 布鲁克斯
May 11, 2024
Penkura - LionsArt

Dev-Com
Welcome, members of the Accord!

Minor improvement based on player feedback, bug fixes, and balance changes.

As always, for more information regarding the latest technical support, patches, and updates, please join our Discord Community.

LINK ----> https://discord.gg/2ukYHQm

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment

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⊞ Bugs/Errors ⊞
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◈ Bio-Ring was visible when using Growbed, Enhance Growbed, or any camera that suppose to make the character hidden from view.

◈ Feedback and bug report system didn't properly reset the camera settings, and was unable to make another screenshot for the game after using it once per loading.

◈ "In Search of Answers" Mission, part 5, didn't properly save at the Med-bay allowing the player to update the mission each time he uses the Lazarus Chamber.

◈ If the player looked too high up, markers on the compass turn invalid.

-------------------------------------------------
⊞ Improvements / changes / additions ⊞
-------------------------------------------------

◈ Added 7 new keyboard sound effects.

◈ Added additional dialogs to Sara.

◈ Added tutorial on player's Bio-Ring to Command Center PDS.

◈ Improved enemy AI, from now on it won't try to so close to the player position, leaving some room for player weapon.

◈ From now on all attacks made by Metos (Drone) and Metos (Warrior) are per hit location trigger, this means that skilled player is able to dodge the attack of the enemy.

◈ Added sound effect when player correctly attaches building in RTS Mode.

◈ Drastically improve the jump "feel", smoothing up jump speed deceleration, Air Control, Jump Initial Velocity.

◈ Changed description of:
- Tirix Power Plant
- Hydrogel Purificator
- Atmospheric Vaporator
- Hydrogel Tank (Small)
- Hydrogel Tank (Medium)
- Solar Panels
- Magnetic Wind Turbine
To provide information on how much energy, hydrogel the structure produces.

◈ Improved the sound and visibility of Journal update.

◈ Update some of the game sound effect to make them softer.

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⊞ Balance changes ⊞
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◈ Increase Tirix Power Plant energy production from 200 to 250.
May 11, 2024
Ocnus Theory - Xaeveax
Minor Fixes

Bugs Fixed:
  • Fixed a bug where an old glowing asset was visible in a dark place where it shouldn’t be.
  • Fixed a but where a line of text was white when it should have been black.
  • Removed an unintentional floating coral disc in the distant sky.
May 11, 2024
Midnight Monitor: Aldercourt - ~Senpai
Thank you for your continued support of Midnight Monitor: Aldercourt!

  • The restroom door in the "lights out" anomaly has been fixed
  • The "Anomaly Hint System", A.K.A. the Creepy Baby Doll will now only warn the player about a missed anomaly once per hallway loop
Infinite Seek and Find - mkarnicki
- Fix for game crashing during difficulty selection
May 11, 2024
Force of Nature 2: Ghost Keeper - Artem
Friends, after a long break, I'm back to my developer blog. In it I write about what I am working on at the moment, what difficulties I face and how I overcome them. If you are interested, please go to my website where I will be posting this news!

https://www.fon-game.com/
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