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Strike Suit Zero now has a cockpit view and better saving

7:30 PM on 03.05.2013 // Jordan Devore
  @DtoidJordan

Third major patch out today

Born Ready Games has responded to community and critic feedback with a new patch for Strike Suit Zero which introduces a first-person cockpit view for all ships, multiple difficulty levels with the added promise that some difficulty spikes have been addressed, user-made checkpoints (!), and a revamped targeting system.

The patch also has fixes for more of the remaining bugs, which you can see below in the full patch notes. I passed on Strike Suit Zero initially due to a lack of leisure time, not a lack of interest, but hearing about these improvements makes me believe that was probably for the best. This is starting to sound like the game it should be, which means I'll need to grab a copy here shortly.

Patch notes:

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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Jordan Devore, Managing Editor
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Jordan is a founding member of Destructoid and poster of seemingly random pictures. They are anything but random. Disclosure: I backed Double Fine Adventure and Awesomenauts: Starstorm on Kickst... more   |   staff directory

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destructoid's previous coverage:
Strike Suit Zero


  Jan 25

Review: Strike Suit Zero

In space no one can hear you squeal with delight


  Dec 14

Preview: Strike Suit Zero

Going hands-on with the space/mecha sim


View all:powered by:  MM.Elephant

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