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Frontiers Reach News

Weekly Friday Update Release Version 0.2.022621

This weeks patch notes a pretty small. I as the studio and company lead have had a number of meetings with the team and outside clients this week so not much has gotten done that can be put into this weeks update. Additionally, I am looking at relocating in the next month and have to start preparing for that.

However I have good news that custom key and axis bindings are coming along and should be ready for deployment very soon. Aside from that, a number of art additions and level improvements/changes have been made to the Frontiers Reach map which can be accessed in the Patrols menu.

We're holding off from making too many additions or changes to the levels just yet as we're looking to acquire some new tech for terrain rendering and if it does what we think it will do we will need to make some vast changes to the levels with the new tech in consideration.

- Possible fix for issues with resolution not being applied accurately from the settings menu and on startup.

- Addition of new artwork to Frontiers Reach map. This artwork will eventually be used to fill out frontier towns across a number of different world maps.

- Rebuild of under ground barnstorming area with some things to blow up inside of it.

- Fixed audio bug that excluded some turrets from audio filters.

- Fixed bug that caused multiple cameras to be spawned when they weren't needed.

- Adjusted particle effects for damage states.

Hotfix #2 for 0.2.021921

- Fix for mission UI that had some elements completely off screen when playing on ultra wide displays.

- Fix for slow tracking missiles.

Hotfix #1 for 0.2.021921

Hotfix #1 for 0.2.021921

- fixed bug that made first campaign mission unplayable.

- Fix for post effects not working properly.

Weekly Friday Update Release of Version 0.2.021921

This weeks update sees a host of art and performance changes as well as some tweaks to enemies to speed up the pace of the game a bit. We're still working on custom key and axis bindings and hope to be getting our hands on some new terrain tech to reduce how much we're spending on it in terms of hardware resources. Be sure to follow us on Twitter and Reddit to get the news on what's going on with game throughout the week.

- Enabled Texture Streaming.

- Player Callsign that is created on character creation will now show up when the player is addressed in conversations instead of just "pilot".

- Removed mushroom tree model from Frontiers Reach map to increase performance until a better solution for tree rendering is found.

- Implemented dual camera system to address issues with flickering shadows.

- Reworked a number of story dialogue entries and added two new characters to interact with.

- Fixed opening cutscene starfighter model missing.

- Fixed minor bug that disrupted story flow when loading a new profile.

- Added more detail and some lighting to Volkov Heavy Industries Mining Vessel NPC as well as fuel tanks to kill requirement.

- A number of skyboxes have been changed to improve visual quality.

- Improved visual appeal and quality of clouds and nebula on a number of levels.

- Rework of Post Effects for better overall visuals.

- Adjusted health levels on enemies to lower over all time to kill.

- Rework of Starliner capital ships to match gameplay complexity of other capital ships.

- Minor touchup to hangar bay artwork to prepare it for new launch sequence.

- Fixes on the Mar De Sangre campaign mission to address issues with patrol paths.

- Minor tweaks to both menu and mission User Interfaces to facilitate functional use on ultrawide monitors.

Hotfix #1 for 0.2.020921

Hotfix addresses some performance issues and a couple of bugs.

- Removed instance of multiple non-functional buttons on the Observation Deck.

- Removed instance of audio replaying when cycle camera views.

-Removed mushroom trees from Frontiers Reach map to improve performance. We will replace this in the future.