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GaldorStudios

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Recent community posts

Created a new topic Patch Notes 5/21/2017

-Added 2 possible "boss fight" nodes to the final node of the campaign, one for each pirate faction

-there are now a total of 4 available flagships in the campaign

-added several new flagship ability modules

-rebalanced and improved many of the nodes in the campaign

-stores in the campaign now carry a wider variety of ships and modules

-skirmish AI now has easy, medium, and hard options (easy is now more forgiving than the previous version)

Created a new topic Patch Notes 4/22/2017

-flagship module placement is now always bound to left click (before it was bound to whatever the user setting for "place modules" was, which was confusing)

-changed the default settings for module and ability placement to left click (can still be changed in the options menu)

-flagship modules' positions are now updated after movement, so they don't appear to lag 1 frame behind the flagship

-increased default campaign node starting resources from 25000 to 50000

-reduced growth factors for enemy fleets each turn in the campaign

-the interface in the campaign setup screen and the flagship tab in the rogue fleet menu now displays the proper number of nodes for each flagship

-increased the clickable area of the skirmish mode select buttons

-there's a new flagship type visible in the campaign setup menu, but the locked types can't be unlocked yet, (they aren't fully finished yet, but they'll be coming in another update soon)

This is a big update, I've added a new feature for the campaign: flagships. Flagships are customizable ships that offer limited base building and support abilities during the campaign. For more infomation on this system, see my development blog:http://galdorstudios.com/devlog/2017/04/08/flagships/


Patch Notes: (there are a ton of changes in this update so I haven't listed everything here)

-added flagships to campaign along with a selection of flagship modules and new interfaces for equipping these modules

-added ability modules and new GUI elements for displaying associated unit buffs

-improved interface for placing ship modules

-updated campaign tutorial to include information about flagships

-updated stores in the campaign to sell certain flagship modules

-fixed several potential crashes

-fixed issue where AI would incorrectly move their base to far away scrap fields

-improved AI behavior in tactical fleet battles

-several optimizations relating to AI resource field identification

Created a new topic Patch Notes 3/10/2017

-scrap portals are now selectable and have a unit description panel
-added new model and texture for the scrap portal's wormhole to make it lighter
-changed color and opacity of scrap portal's exit beam
-added DestroyedObjectData.cs which is used to keep a list of all units that were destroyed during the match (this is used right now for a new trigger condition to check for landed tradeships, but will eventually be used to make the after battle results screen showing how many units were destroyed)
-campaign nodes can now have multiple fleet portals per faction and we can specify which portal each unit comes from
-nodes can now be set as either "retry-able" so they can be repeated until the player wins or "repeatable" which can be repeated any number of times
-added check to prevent the player getting two nodes of the same type in a row
-fixed problem where trade ships were targeting the farthest away station rather than the closest
-trade ships will now periodically check to make sure they're still heading towards the closest station on the target station's celestial body
-added a new campaign mission node where the player has to escort an allies trade ships to a planet under siege
-changed the quest complete dialogue for the fighter escort quest to say Escort Complete
-the minimap now properly displays proportions of non-square maps
-added map descriptions to the skirmish interface

Created a new topic Patch Notes 3/6/2017

-added a movement animation in the rogue fleet menu when the player moves to a new node
-removed some incorrect dialogue screens from the campaign
-fixed crash that could occur when entering a battle for a certain node type in the campaign
-the campaign now checks if there is a fire hawks escorting fleet to prevent loading nodes that might conflict with that
-fixed the end node quest so it isn't removed the first time the player fails that node
-fixed issue where the regular campaign store was incorrectly assigning each button to the last item in the fleet units list
-added the Scrap Spawner, which is a portal that re-spawns scrap metal when the surrounding area has less than a certain amount (used in the first skirmish map)

-quick patch: fixed bug where command centers wouldn't spawn from fleet portals when the portal didn't have a rally point

For whatever reason, I had some problems getting the updated version to launch through the itch.io app. I don't know if everyone will have this problem, but if you get a message saying the game won't launch, click the "Show local files" button in the app, open the "EmpyreanFrontier" folder, and run EmpyreanFrontier or setup.exe to install the game. (you might need to uninstall first) After this, you should be able to launch it through the app.


This is the first time I've done a significant update with itch.io's Butler tool so that might be the source of the problem (the previous update was the first time I used it so it uploaded the whole thing.) It's supposed to make it easier to download patches or something, but I might have to go back to uploading the whole .zip file for each update because that seemed to work pretty well.

Created a new topic Patch Notes 3/4/2017
(Edited 1 time)

-added new model for union's hammerhead frigate which now has a 2 barrel gun that fires 2 projectiles
-rebalanced cost, health, and weapon for the hammerhead frigate
-fixed problem where projectiles were occasionally colliding incorrectly with cruisers and command ships
-units spawning from fleet portals now use warp effects (start small and get bigger)
-added a game speed slider to the options menu

Created a new topic Patch Notes 2/13/2017

I'm going to start posting more detailed patch notes here whenever I update:

(I also just started using the itch.io butler tool, which should make downloading future updates easier)

-added several new possible missions for campaign nodes including some that load different missions depending on the player's relationship with a certain faction
-added a new store type for trading specific ship types with another faction
-updated union cruiser portraits to match the current model
-improved formation drawing system to better handle non-linear shapes
-formation drawing system is now more accurate at keeping units at their desired destination, when bumped by other units
-formation breaks no longer draw the white formation lines when being placed
-added a new variation of the pause menu for campaign missions that allows the player to forfeit the current mission
-AI players with high confrontation values now regroup before engaging enemies in most situations
-removed repair hangars from cruisers (mostly to balance the campaign)
-added capturable scrap collector turrets (used in a campaign mission and the first skirmish map)
-tractor beams no longer move building modules