1. Frontiers Reach
  2. News
  3. Weekly Friday Update Release of Version 0.3.050721

Weekly Friday Update Release of Version 0.3.050721

In this weeks update we bring more changes to artwork with a number of new asteroid models that will be used in space environments. Additionally a host of fixes have been made to minor things that where affecting gameplay on a wide scale. Behind closed doors our lead programmer did a bunch of development and testing on expanding the core mechanics for the player. These new mechanics include a more robust collision detection system and resource management for fuel and weapons.

- Fixed issue that caused the third person UI to not show up.

- Fixed an issue that caused primary weapons fire from the player to not affect capital ship vital components.

- Fixed an offset of the S-27 Wildboar main cannons.

- Fixed an issue that had the UI elements rendering in the aim scope.

- Fixed an issue that caused the new UI elements to interact with NPC starfighters and capitalships.

- Fixed an issue that caused missiles locks to persist even after the target had been destroyed.

- Fixed cannons artwork not showing up on some starfighters.

- Reimplemented crash collisions.

- Added ability to hit Escape to bring up the configuration menu when on the bridge of the Heliosiren.

- Fixed an issue that would stop the player from being able to rebind keys properly.

- Fixed bug that could cause terrain to fall below acceptable resolutions for visual presentation.

- Fixed a bug that caused the Boost button and the secondary weapons fire button to use the same default button for controller.

- Replaced the Keyboard only configuration with the HOTAS configuration (We will revist the keyboard only configuration as soon as possible).

- Fixed a performance bug that was the result of a keybind not working properly(This resulted in the removal of mouse look for mouse and keyboard functionality, we will revist in the future).

- Added warning tone and markers to missiles.

- Added catapult launch and capture animation. (This may later be used to increase difficulty of landings.)