The good people over at Born Ready Games have released a video detailing the new features and fixes to be found in their third patch for Strike Suit Zero. The patch is available now. Look for a list of changes below.
Video
Patch Notes
The third patch for Strike Suit Zero is available now, offering some substantial updates to the game. Full patch notes below:
-Implemented the cockpit:
- Cockpit view now uses a 3D cockpit Mesh which we enable/disable when we switch camera modes.
- New settings option to play Suit in third person or first person
- Cockpit uses a small speed shake when boosting
- Cockpit reacts when damaged
- Cockpit has mesh swap for Suit and Strike modes
- Added option to make the cockpit visible or invisible
- Checkpoints now saved during a mission — The Player can resume missions from the last checkpoint. Restarting a checkpoint will leave you with the flux you had when you started it
- Changing difficulty mid mission requires a restart of the mission
- New difficulty modes added: Easy and Hardcore
- Choose difficulty in mission select
- Score per difficulty uploaded to Leaderboards
- Leaderboards filter updated to reflect new difficulties
-Added message to start of the game first time running with new difficulty options
-Created new Targeting Filter: override the current Select Nearest Objective functionality. Use mouse wheel or back button on pad to change Target from dynamic list of targets, press target button to confirm.
-Mission 7 Difficulty change:
- Increased number of allied fighters+ bombers
- Increased enemy priorities on allied fighters
- Separated enemy AI priorities from strike to player/fighter/bomber
- Reduced the amount enemy fighters will target the player bomber.
-Mission 3 Difficulty changes:
- · Increased time to destroy wreckage in final stage
- Removed half the fighter squads and one bomber squad from final stage of the battle
-Mission M8 Difficulty Change:
- Removing one corvette squad + escorts from cruiser group.
-Updated lighting on all missions
-Fixed intensities and colours
-OUTPUT/ASSERT macros to allow output to stay on in distribution without performance hit
-Support for direct input force feedback, edit ForceFeedbackEffect.ffe with DXSDK8 tool fedit.exe to make your own effects.
-Fix for windows 8
-Fixed exit message and added fail message in Mission 4
-Fixing for success scores to match gold medals scores across the board
-Fix for Mission 7 upgrade not unlocking in some circumstances
-Fixed plasma projectiles that were not properly targeting the turret platforms.
-Fix crash with hanging entity bug with multiple entities have same name.
-Decreased the explosion screen flash on the doors in Mission 13
-Fixed subtitles issues with the epilogues
-Fixed bug with turret dead zones
-Bug Fixes in Mission 9
-Moved explosion spawns to their own spawn points, and changed swap delay for the supply cylinders on the fuel platform.