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Empyrean Frontier

Singleplayer RTS game with procedural campaign · By GaldorStudios

Patch Notes 8/3/2017

A topic by GaldorStudios created Aug 03, 2017 Views: 128
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-added new building for the empire faction: Command Outpost

-added new building module for the empire faction: Microwave Transmitter

-Command Outposts are cheaper expansion hubs which provide building nodes for any Command Center from the same player

-Microwave Transmitters allow for sending excess power to any Command Outpost

-added 4 new campaign missions

-fixed potential exploit where the player could get extra resources by selling buildings while they were under construction (selling or cancelling building modules that are under construction now refunds the amount spent, minus any damage taken)

-repair bay moved to tech level 3

-harvesters can now be manually told to drop off  their current load of resources if the player orders them to target a refinery

-improved the accuracy and responsiveness of formation drawing system when making complex shapes

-in the Fire Hawks boss battle, the enemy fighters now deploy shields in the last stage of the mission to defend the flagship boss

-the main quest in each zone no longer has 2 "continue" screens

-weapons on building modules and all of their sub-weapons no longer spin or rotate towards nearby targets when in low power (this was an issue for Gatling turrets)

-modules that become unattached from a Command Center or Command Outpost are now always set to low power state

-lowPower now decreases build times of production buildings by 75% except for command centers, which are only reduced by 50%

-updated the 2nd tutorial campaign node to include a supply limit

-replaced the 6th tutorial campaign node with the new enemy outposts node

-improved collision detection behaviors for cruisers

-various engine optimizations for better performance and stability

Additional details over at my devlog: