Changes: Conquest game mode: transparency of control points colors decreased to make it easier to see the player/team colors. Ship colors are now slightly darker to increase the contrast to the player/team color indicators (glow around the player, ship color tag). Intensity of th
Changes:
Conquest game mode: transparency of control points colors decreased to make it easier to see the player/team colors.
Ship colors are now slightly darker to increase the contrast to the player/team color indicators (glow around the player, ship color tag).
Intensity of the player/team color indicator increased (glow around the player).
Size of the player/team color indicator increased (ship color tag).
The laser sight width increased and now has the player/team color.
The active shield now has the player/team color.
Remote charge: after shooting, there’s a short delay before the explosion can be triggered.
Rewired input handling package updated to version 1.1.63.1
Note: the update apply to the Windows version. The Linux version will be updated after proper testing.
Is there a better way to celebrate the upcoming Couch Co-op Fest than with a major content update for Frayspace! This update brings a new deathmatch map, dash ability for the ships, four new weapons and a new powerup, making it the perfect time to grab your friends and jump into
Is there a better way to celebrate the upcoming Couch Co-op Fest than with a major content update for Frayspace! This update brings a new deathmatch map, dash ability for the ships, four new weapons and a new powerup, making it the perfect time to grab your friends and jump into the action. Check out the full patch notes below and get ready for some local multiplayer action!
New Content:
New Deathmatch Map Inferno
New Ship Ability – Dash
New Weapons – Laser Beam, Remote Charge (can be remotely detonated after shooting), Cryogun (freezes enemies), Airthrower
New Powerup – Directional Lasers
Changes:
Explosion damage at range (when not hit directly) follow now quadratic decay, instead of linear decay, w.r.t. the distance to the explosion
Damage modifier (affected by the ship specs and e.g. the Attack powerup), now affects amount of damage caused by the thruster fire particles
Rewired package updated to version 1.1.58.3
Added glyphs for controller and keyboard buttons in the controls remapping screen
Added screen shake for the hazards in the Earth and Blocklandia maps
Fixed text alignment of UI hints as the words were too close to each other in some cases earlier
Added lower target scores and time limits
Bug fixes:
Fix for a bug in which caused the navigation focus to be in the underlying menu when in the controls remapping screen
Changes to smoke gun: Improved performance of VFX (a related bug fixed and unnecessarily high number of particles caused FPS to drop when spamming smoke), increased reload time from 5 to 7s, the ship headlight no longer light up the smoke. Weapon readiness indicator colors change
Changes to smoke gun: Improved performance of VFX (a related bug fixed and unnecessarily high number of particles caused FPS to drop when spamming smoke), increased reload time from 5 to 7s, the ship headlight no longer light up the smoke.
Weapon readiness indicator colors changed from red&green to purple&green.
Prevented changing camera zoom in the Chaos mode as all players are on the same screen.
There are now 14 maps for both Capture the Flag and Conquest game modes - 7 new maps for the shared screen Chaos mode. New Content: 8 player Chaos mode is now available for all game modes Chaos mode for CTF has 7 new maps that are also available in the non-Chaos mode Chaos mode f
There are now 14 maps for both Capture the Flag and Conquest game modes - 7 new maps for the shared screen Chaos mode.
New Content:
8 player Chaos mode is now available for all game modes
Chaos mode for CTF has 7 new maps that are also available in the non-Chaos mode
Chaos mode for Conquest has 7 new maps that are also available in the non-Chaos mode
Changes:
Input handling system now uses Windows.Gaming.Input API
Shared screen camera in Chaos mode now follows players and zooms in when they are close to each other
Mouse can be now used to navigate the menus
Added weapon readiness indicator UI element showing next to the ships
Tips added in the main menu
Bigger ship glow light indicating the player/team color
Bigger fonts in the player UI (name and score)
Update note added to show for a couple of launches to highlight major changes
Bug fixes:
Fix for a bug that caused healing to continue and prevented movement when a player was exploded away from a launch pad
Fix for a bug that seldomly prevented ship healing when landing on launch pad. Physics timestep length slightly decreased to improve collision accuracy.
Fix for a bug that seldomly prevented ship healing when landing on launch pad.
Physics timestep length slightly decreased to improve collision accuracy.
Get your friends together, put your space pants on and get ready to battle! There is a 15% launch discount that lasts until the end of the Autumn sale! I am truly grateful for all the feedback from playtesters throughout the last year. Thank you for all the great suggestions that
Get your friends together, put your space pants on and get ready to battle!
There is a 15% launch discount that lasts until the end of the Autumn sale!
I am truly grateful for all the feedback from playtesters throughout the last year. Thank you for all the great suggestions that have helped in reshaping Frayspace into its current state.
Please share your thoughts and feedback, and I encourage to also post a game review.
New Features: Last Man Standing deathmatch mode – you have only one life Default velocities of ships, projectiles, etc., decreased to 80% for Chaos mode as the maps are smaller. It can be set to 80%, 90%, or 100% in the gameplay settings Option to enable the use of buttons to tog
Last Man Standing deathmatch mode – you have only one life
Default velocities of ships, projectiles, etc., decreased to 80% for Chaos mode as the maps are smaller. It can be set to 80%, 90%, or 100% in the gameplay settings
Option to enable the use of buttons to toggle HUD on/off, change camera zoom, and switch time control on/off to make cool zoomed in slow motion videos without HUDs
Option to disable weapon kickback completely
Performance: Option to change the amount of particles
Changes:
Size of the fighter ships increased by 30%
The default weapon kickback forces decreased
The default weapon damage increased for all weapons and an option to tweak it from the gameplay settings
Active shield now stays on for a slightly shorter time and takes slightly more time to recharge
The healing speed (when on launch pad) increased
Maps in the game mode menu are now randomly initialized
Nuke and mine visibility improved by adding red flashing light
Slight decreased the default amount of force applied to ship when hit by projectile. This can be still modified from the gameplay settings.
Changed placing of several UI elements in the menus and in-game to work with different resolutions
Players are no longer able to toggle the ship specs on when the game starts counter is running
Prettier scoreboard UI
Bug fixes:
Mine now correctly explodes player away when they collide
Respawn counter (UI) is now shown for the right amount of time, independent of the time scale
Music player made independent of the time scale
Nuke doesn’t anymore bound off from active shield with high speed
Shooting cluster missiles doesn’t anymore throw you in the opposite direction excessively
Players can now pick up a power up while using the melter power up
Ships no longer get stuck on the launch pad when trying to rotate the ship before launching off
Resolution dropdown menu in the Graphics options now scrolls properly
New Features: In-game video tutorials. New Arena map with new hazard (reflection blob). New power-up that enhances the gaussgun (primary weapon). Out of three enhancements, one is randomly chosen each time a player picks up this power-up. Changes: AI : AI’s take movement of hazar
New Features:
In-game video tutorials.
New Arena map with new hazard (reflection blob).
New power-up that enhances the gaussgun (primary weapon). Out of three enhancements, one is randomly chosen each time a player picks up this power-up.
Changes:
AI: AI’s take movement of hazards into account when flying to prevent collisions.
Physics/Performance/Gameplay: Resolution of the destructible terrain (not visually) slightly decreased to avoid situations where very small hard to see pieces of terrain remains. Also improves the performance in situations where a lot of explosions cause destruction at the same time.
Physics: Ship bounciness increased slightly.
Gameplay: Tracking projectiles have now max range – if exceeded, tracking is stopped and the projectile continue forward.
UX: Input handling switched from XInput to SDL2 to allow more than 4 controllers to be used simultaneously.
UX: Controller disconnected message is shown and game is paused in any menu if there was only one controller connected.
UX: Controller disconnected message is shown and game is paused in player settings screen and while in the matches if a controller of any joined player disconnects.
UX: Player settings screen: when pressing back button, confirmation is asked to prevent accidentally going to previous menu.
UX: Game is paused if Steam overlay is opened.
UX: Complete rehaul for menus for easiness of use.
UX: Added separate buttons for switching to previous or next map to make browsing faster.
UX: Added UI messages in the player settings screen to tell that at least one human player and at least two players in total are required to start a match, and that four human players is the maximum when playing in split-screen (non-Chaos mode).
Settings: More options for the frag and time limits.
Settings: Modifiable kickback multiplier (the amount of force applied to ship when it shoots).
Settings: Modifiable respawn time.
Settings: There’s now direct access from game mode specific menus to gameplay settings to quickly tweak them before the matches.
Settings/Visuals: Option to disable parallax backgrounds completely.
Settings: Option to disable hazards.
Settings: Option to disable power-ups.
Settings: Controls “Automatic when aiming” is now the default option for how the shooting with the gaussgun is done when using twin-stick controls.
Visuals: Color of spitfire weapon was changed from cyan to orange to make it easier to distinguish it from the seek’n’destroy weapon.
Visuals: The killer hazard is now bigger to make it easier to distinguish it from the power-ups.
Visuals: The power-up objects are now bigger.
Bug fixes:
AI players in the same team do not fight each other anymore.
No longer possible to fly through map objects in Blockland map while using melter power-up was enabled.
Kill messages in the bottom of the screen are now correctly wiped off from the split-screen part of the fourth player (bottom-right) when only 3 players were playing.
Nukes now blow up explosive barrels.
Music player shouldn’t switch tracks too early anymore.
Changes: Changed back button of gamepad to Button East instead of Button North as in most games. Added AI difficulty setting in Gameplay Options. Slightly adjusts how much damage the AIs take. Added a global multiplier for damage. Added a small cooldown for how much the AI player
Changes:
Changed back button of gamepad to Button East instead of Button North as in most games.
Added AI difficulty setting in Gameplay Options. Slightly adjusts how much damage the AIs take.
Added a global multiplier for damage.
Added a small cooldown for how much the AI player shoots to reduce the chaos when playing with lots of AIs.
Bug fixes:
Fix for a bug which caused the AI to crash into space station in DM Asteroids.
Fix for a bug which caused the AI to fly forever near a healing pad after its target enemy died.
The demo is now released for the Steam Next Fest June 2023! Changes: Changed the player input handling system to allow the use of more than 4 controllers simultaneously. Changed some of the explosion sprites to improve the visuals. Due to the above change, the Chaos Deathmatch mo
The demo is now released for the Steam Next Fest June 2023!
Changed the player input handling system to allow the use of more than 4 controllers simultaneously.
Changed some of the explosion sprites to improve the visuals.
Due to the above change, the Chaos Deathmatch mode is playable.
Each player with a gamepad as input device can now change the handedness of twin-stick controls in the joining screen. Defaults to: Left Stick controls the ship, Right Stick aims. Removed the option to globally change the handedness in options menu.
The player (A) who shot previously player (B) will get a point when player (B) dies, despite the cause.
The AI players have now the ability to use the active shield.
General improvements to all maps, more map elements etc.
Lots of minor FX additions.
Bug fixes:
Fix for a bug which caused the main menu and next map buttons to be broken in the pause menu.
Fix for a bug which caused the ships and colors of wrong players to be changed.
Thruster SFX now work when using twin-stick controls.
The respawn timer now follow real-time, i.e., the player spawns in fixed time even if slow motion power up is being used.
Fix for a bug which caused the controller rumble motors to keep rumbling forever when player died.
Fix for a bug which caused the active shield UI bar not to be updated after a player died.
Changes: Added active shield mechanic that reflects incoming projectiles – The shield can be used continuously only for a short time, as it depletes much quicker than it recharges. Weapon damage of all weapons increased. Fixed positioning of some overlay in maps that indicate whi
Changes:
Added active shield mechanic that reflects incoming projectiles – The shield can be used continuously only for a short time, as it depletes much quicker than it recharges.
Weapon damage of all weapons increased.
Fixed positioning of some overlay in maps that indicate which areas are not part of the map.
Mini-nuke weapon: speed increased by 60%.
Added a separate sound effect for the new nuke powerup.
Added more damage indication (white circle) when a fighter is hit with secondary weapons.
Chaos mode is temporarily disabled since the input system of Unity does not support the use of more than 4 controllers. A new input system will be implemented to overcome this limitation.
Bug fixes:
Fix for a bug which caused rebinding gamepad buttons to dedicate the rebinded button to the device that was used to make the rebinding and erasing the binding for all other devices completely.
Fix for a bug that disabled gamepad rumble even when enabled in options.
Fix for a bug that caused AI stats in the UI not to update.
Fix for a bug that caused direct jump from “press any key” screen to game mode selection screen, skipping the main menu.
New Features: Implemented twin-stick type of way to control the fighters, as an option for the classic controls. Added an option to switch between twin-stick control (left stick for thrusting and rotating, right stick for aiming) and classic (left stick rotates, right stick thrus
New Features:
Implemented twin-stick type of way to control the fighters, as an option for the classic controls.
Added an option to switch between twin-stick control (left stick for thrusting and rotating, right stick for aiming) and classic (left stick rotates, right stick thrusts)
Added an option change handedness of the twin-stick controls.
Added an option to enable automatic shooting of primary weapon when actively aiming (only twin-stick).
Nuke power-up with a huge explosion and damage.
Bug fixes:
Fix for a bug that caused an error when an AI player in the player joining screen was removed and then user tried to change the color or fighter of another AI player.
Fix for a bug that caused an error when rebinding “Rotate Left” action for keyboard 2 or gamepad.
Fix for a bug that caused incorrect amount of damage to be dealt within the blast radius of an explosion.
Fix for a bug that caused collider of the melter powerup to block projectiles, i.e., made the player almost invincible.
The worm hazard now collides with projectiles.
Improvements:
Gameplay: Increased blast radius of the mini-nuke weapon and size of its explosion visuals
Gameplay: Player now has the same weapon after respawning as before dying.
Gameplay: When the ship collides with a red explosive barrel, the ship now explodes in the correct direction.
Physics: When the ship is rotating rapidly after getting hit by a projectile and hits a healing/launch pad, the ship bounces off the pad instead of landing on it.
Visuals: Areas outside of the map edges now have a slightly colored overlay to indicate these are areas players can’t go.
UI: Fonts are now more consistent and font size of the UI hint popups is now larger.
UI: When in the player joining screen the “Fighters, Weapons & Power-ups” view is toggled on, the back button UI hint is hidden.