strike-suit-zero_PreAlpha_04

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.

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Jerry Paxton

A long-time fan and reveler of all things Geek, I am also the Editor-in-Chief and Founder of GamingShogun.com