Content addition & bug-fixes.
Update 31/12/2015 (v1.10):
- Added Valiant Torpedo Mk.I - IV for player to buy & use (Starborn Federation technology, also available on the black market). They are the most damaging Launchers, but inaccurate against fast & agile targets.
- Added EMP effect to Wraith missiles when impacting ship hull, chance to disable target engines.
- Added option to leave a faction, canceling the Ally status, by talking to the recruiter NPC on their Homeworld.
- Fixed a rare bug when players faction flip a few times to unlock faction specific modules/ships.
- Fixed an XP bug/exploit.
- Changed drug smuggling XP/Pilot Rep bonus to scale based on the quantity that you smuggle above the threshold to cause mass addictions! *Min number of drugs required.
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Happy New Years everybody! I hope you all have a great 2016 and your resolutions will be achieved!
Luckily (thanks to everyone who supported me by buying SN2), my personal goal is close to being met with this title. Hence, I can continue to add more content to it in the coming months.
Further down the road (2016+ resolution), my plans will be to attempt porting SN2 to iOS, then get started on the next big open world epic: Nuclear Nomad.
My vision for it: a very dynamic post apocalyptic & cyberpunk dystopian world. Inspired by Fallout 2 (my favourite cRPG) and Mount & Blade.
Features include: vehicular (multi-crew) & personnel squad combat, a more deeper & dynamic economy and faction simulation, player settlement construction, hiring NPCs to assist in farming, harvesting, crafting, defending territory. It's a survival, action adventure, RPG mix with large scale conquest. Basically a bigger & deeper Earth-bound SN2-like game!
When the time comes, I'd like to open up for community suggestions and feature ideas for Nuclear Nomad. :)
Thanks,
-Huy
ps. Thanks for leaving positive reviews, I appreciate the time you guys take to write it up.