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Wayward Terran Frontier: Zero Falls Portable Edition





















































About This Game Our goal was to make a game simulating space combat between large capital ships at extreme detail on the scale of individual crew members. We've spent multiple years building a custom in-house engine capable highly detailed ship interior simulations while still supporting real time combat between large numbers of ships in an open persistent world. The result is a massive open world where any ship, station, asteroid, artifact, or wreckage can be entered by the player and controlled in real-time. Space battles are epic and immersive because there are no hit points, instead you have to try and survive as pieces of your ship are physically destroyed and ships can be cut in half or filled full of holes. Play as a renegade shooting up neutral supply convoys and scooping the cargo that falls out, or disable and board enemy ships to take back to your hideout. Research technology and upgrade designs to make your favorite ship into the ultimate war machine. The universe is full of loot and enemies and things to explore, and your character will have all the tools needed to design the ultimate ship and put together the ultimate crew. We also look at progression from the perspective of RPG mechanics. Even though the game is a deep and detailed simulation, we want gameplay to have progression, customization, and specialization much like a character based roleplaying game. Instead of unlocking talent points you will find crew members that add unique utility to your ship as a whole, or you might find module blueprints that allow you to customize portions of your ship's design to suit your play style. 1075eedd30 Title: Wayward Terran Frontier: Zero FallsGenre: Indie, RPG, Simulation, Early AccessDeveloper:Reason Generator Inc.Publisher:Reason Generator Inc.Release Date: 11 Feb, 2016 Wayward Terran Frontier: Zero Falls Portable Edition Living world - biomes: The two most complained about things in the previous version seem to be the lame tutorial, the difficulty of learning the controls, and the fact that it is hard to get crystals during the mid-game when the story tells you to go talk to the pirates. Addressing these complaints have been the primary focus of my most recent development work.New intro sequence. 0.3.3.20: fixed a crash caused by ships breaking and trying to murder their inhabitants when their inhabitants are in an illegal position, this could have resulted in seemly "random" crashing if the AI was rude enough to fly into asteroids or blow up wrong while you were otherwise minding your own businessfixed an integer overflow which honestly probably would not have changed anything. 0.6.3.00 patch notes: the player mastery screen should now hopefully not crash when it is opened from outside of a single player gamefixed a bug which may have been ruining some ship's save data in rare instancesadded a new type of module: engineering rooms, which allow you to reroute power in your shipadded a new screen: the engineering screen, associated with engineering roomsadded a new interface element to ship navigation: routes. These allow you to activate power routes you have created inside the engineering screen while piloting your ship.expanded ship data structures to handle storing designed power routesthe game allows you to save a power route as the default so there is no need to configure a ship every time you spawn it. This will work on a per-design basis using pure magic.the game now remembers the most recent turrets you have applied to any specific ship design in singleplayer and spawns that setup by defaultwhen you modify a ship design in single player stored power route and turret setup data for the overwritten design will be lost even if you only change one tilefixed the tool tip for a missile magazineupgraded animations to allow different types of missiles to be visually loaded into magazines and tubesupgraded missiles to allow different size categories of ordinanceadded a much larger missile factoryadded a much larger missile magazineadded a much larger missile launcheradded stats to all bedroomsmassive overhaul to session logic to support seamless transitions between sectors. The world should feel like one big continuous universe nowmultiple sessions can now be active at once and sessions that the player isn't currently in are simulated to a lesser degreeimproved the accuracy of the algorithm that constructs a map of boardable locarions on a ship to require that those locations be somewhere a player might actually be able to standcompletely rewrote the algorithm which places a crew member inside a ship when they are rudely inserted into the ship interior via outside forces such as EVA entry or debug teleportation. The algorithm is now much more fault tolerant for situations where the chosen position is not validtool tips now clamp to the bottom and right side of the screen betterincreased the number of blueprints offered in SSC blueprint shops to slightly increase the chance of finding the one you want and ease the burden of the grindadded better inventory debugging. now instead of giving you a random item it will offer you a selection of random items to choose from.upgraded backdrop rendering extensions code to have access to more render targetsadded a series of new procedural backdrops designed by jan to make your eyeballs explode. They interact very nicely with seamless session boundaries.added a chance for random NPC agents to show up in bars and ask the player for a rideprocedural NPC taxi missions allow you to get credits and blueprints from transporting npc agents between neutral stationsNPC agents that don't have portrait artwork will now load the default art missing artworkadded some new portraits for generic NPC agentsdid a lot of work on the UI back-end code to enable future UI enhancementsadded a standard way for quests to give items as rewardsextended the functionality of storage containers to include proper access permissionssettings screen now displays the name of the graphics adaptor currently being used to render the gameadded a new type of mission: assassination. Available from shady dealers who sometimes show up in bars at random stations.light shafts have been disabled and removed from the settings screenoptimized terrain collision processing of beam weaponsoptimized terrain collision processing while in travel driveoptimized terrain collision processing of bulletsoptimized world async update grid unloading quite significantly. It should no longer slow down as more of the universe is exploredleaving the ship navigation screen no longer unlocks the current targetmastery talent architecture made less stupid to allow some bugs to be fixed and other features to be madefixed a bug where talents from single player games would persist into other game modesterrain avoidance for AI slightly tuned down to account for their lower accel ratestargeting UI completely overhauled and revisedAI now assess their ship immediately on entering it instead of after 60 seconds, this prevents them from sitting around for a minute after spawningtweaked how AI react to terraincombat AI of small ships with fixed weapons was made 60% less stupid in one of many categories of their stupidityadded a new game mode which was actually pretty easy thanks to enhancements to other game engine improvements, in this new game mode you can fight waves of enemies that grow stronger with each wave to see how long your ship can survivemany small visual improvements madeadded camera smoothing to unlocked camera modesmall pieces of ships now despawn slightly faster (5 min instead of 10)fixed a bug where ship mass wouldn't ever be recalculated in some circumstancesfixed a bug where map waypoint indicators from singleplayer were showing up in the test arenafixed a bug where docking to ships that are docked to something else allowed 2 ships to have authority over the position of the same shipfixed a bug that should have caused the game to crash 100% of the time when saving a game but didn't so...dunno why that happenedadded a keybind for targeting shipsengine output can be boosted by engineering rooms up to double outputshield emitters now store a lot more shield energy. Their recharge is the same so they won't be any more powerful under sustained fire but they should be able to quickly patch holes created by burst damage noweverett's coherence quest should now behave better when you find the ship before the cluescompletely overhauled main menu UIcompletely overhauled settings screen UIchanged the behavior of alt+enterenabled true full screen modefixed a crash caused by players who use debugging commands to swap ships while the singleplayer game is trying to open a dialogueadded a quality selector for backdrop extensionsyou can now select backdrop rendering quality from the settings menuyour entry fee for pirates cove now considers crystals that are in your player inventory in addition to your ship's cargoyou may no longer trigger the pirates' cove entry event if you are flying over the zone in travel drivefixed a bug where particles were being updated while the game was pausedadded some more conditions to prevent sustained targeting of items that no longer existdifferent types of missiles now cost different amounts to produce from factoriesyour crew now always leave their airlocks open for you when flying a shipadded missile mastery in all of its full glory. Feel free to check out an entirely new tree added to the mastery page. Numbers and values were made in a hurry and should not be considered final.lots of work was done on windowed mode, borderless mode, and fullscreen mode to make switching resolutions a little less terribleadded a new music track to the orange zone. 0.8.0.03 - 0.8.0.04: 0.8.0.03. 0.3.3.23: So a lot of people who don't speak English have been experiencing crashing, or at least I assume it was a lot of people, because one of them finally contacted me. Just 1 person. If someone from Korea had issues on steam and sent me an email in English, I imagine plenty more had issues and didn't have the ability to send an email in English, and even more simply never tried.The issue is with numbers, and I'm only about 50% sure it is solved because I don't have a Korean or Chinese install of windows to test on, however I'm nearly certain the issue arose when trying to measure the size of a text character that could not be rendered. Monogame has a limited number of characters that it can draw using sprite fonts, and when it is offered a character it can't draw it happily draws junk instead, the issue is that sometimes I was looking up the width of a word in order to position UI elements intelligently based on their width. Since it can't draw these characters, monogame dies a horrible death when I ask it what size they are.To fix it I had to go through about 100 different locations in my code where I use that method and make sure there was an alternative solution for picking a size, and test for invalid characters offered by the operating system of a non-English computer. Obviously since monogame was designed to handle my special case, it is a bit hard for me to test all of the edge cases that may still exist, so if you are on a non-English install and you are still experiencing crashes, please do try to contact me so I can look into it. Thanks!0.3.3.23. 0.6.3.03 notes: We've had this build live for testing internally for multiple months and almost all of these bugs were reported in the last 24 hours so we are rushing to respond. Don't worry, I have lots of coffee available.0.6.3.01 changes:. Content update blog: domesticated fork: This is a patch that's big enough to get a new version number and a new name, so here is the rundown for patch 0.3.4.00 aka "domesticated fork."EVA. Added a video: Just a quick announcement that I've uploaded a video showing off sort of the status of the next update. It's up there next to the teaser trailer and all the screen shots.As you can see from the video we have the core engine components and upgrades working, but there is a lot of polishing that still needs to be done such as fixing icons and UI elements etc.This should serve as an indication that we are switching to a new development phase for the upcoming content update. It has moved from the design phase to the testing phase, and we will prepare it for release once we feel confident it doesn't make the game worse.. Upcoming feature: Seamless world: I am working on making the transition between different sectors of space completely seamless. It will be a work in progress for a while, but when finished we will have a shockingly large and awesome infinite seamless world.Why sector boundaries. 0.6.3.07 notes: 0.6.3.06

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