Summary: | Zigfrak Demo v1.06 for Linux |
Date: | 16 Oct 13 |
Filename: | Zigfrak-Linux-r1_06.tar.gz |
Size: | 263.4MB (276,224,557 bytes) |
Downloads: | 14 |
Last Download: | 2706 days ago |
More info: | http://zigfrak.com/ |
Description: |
Zigfrak, an independently developed third-person space shooter and RPG.
When the Xenoid threat was discovered, human society was thrust into an era of martial law. Security became top priority, at the cost of individual liberty. In the face of this growing oppression, many left their homeworlds in search of freedom. The Freerunners fled, to explore and settle the new frontier planets. When Enforcers from the homeworld pursued them in a military effort, the Freerunners were forced to defend themselves. This was the beginning of the great human civil war which continues to this day. In hope of defending your settlements against threats, both human and alien, you have enlisted as a pilot with the Freerunners. Zigfrak 0.8.2 (Beta 8.2) Release Notes August 13 2012 Tons of changes are not listed here. This was a huge release, and I'm only mentioning the big stuff. General - Because of extensive changes to existing content, this beta build forces a character reset. Returning players with an existing saved game will receive a bank full of goodies and credits as compensation. It is recommended that these goodies remain in your bank until all mission tiers have been played through, in order to experience the content as intended. - Loss of inventory upon death has been removed. Death will incur a durability loss to equipped weapons and engines. The death penalty is still being tweaked, and is not yet finalized. - The intermittent loading pauses in the middle of gameplay have been removed! The game now uses a non-blocking spawner to keep the action flowing. - Re-organized shipyard screen, and added ability to change the colors and names of your ships. - Added ambient sounds, which are still a work in progress. Ambient sound level may be controlled via the Options Menu. - Added line-of-sight indicator to HUD nameplates. - Toolbar now auto-hides by default. This can be disabled in the Options Menu. Auto-hiding the toolbar may obscure some important cooldowns; a solution for this is in the works. The toolbar was not intended to be such a focal point of the game (and it takes a lot of juice to render that thing!) - "Upgraded" toolbar items (eg Mining Laser, Shield Disruptor) will now re-use the old item's slot and keyboard shortcut. - Tuned physics and rendering timing, which in turn has reduced or eliminated jagged artifacts on trails. If your PC has the juice, gameplay should feel much smoother overall. - If your saved screen resolution is not detected to be supported at startup (perhaps due to changing your display device), the game will fall back to windowed mode with a default resolution. - Repeated rapid failures to auto-set the screen resolution will cause the game to stop trying to make the adjustment. There will be an error message in the log to this effect, and a restart of the game will be needed for further resolution changes. This was done to try and avoid the non-stop screen flickering of death. - Improved performance when accepting missions or adding items to inventory. That momentary stutter should be gone, or barely noticeable in the worst cases. - Eliminated the periodic stuttering when units with auto-dock behavior are present (eg Pirates and Fu’s bots) Some Known Issues - Random scenarios are feeling kind of dated, compared to the more recently developed content. These will be improved upon. - Several missions may not work right when repeated, and most repeated missions currently have placeholder rewards. - The very final tier of content is not yet available. - Weapon placement on large ships has not yet been improved. - Backup/Restore debug commands do not preserve your saved options. Missions - Added several hubs to the free demo content. Renumbered and restructured the existing mission tiers, in order to accommodate this new early content. - Added a new tier of missions to the paid content; added and expanded several missions across existing paid content tiers. One more tier to go before release, and I really mean it this time! - Added several challenging encounters which test the player's combat skills (and the developer's programming skills). Many of these new encounters will cause the player to automatically equip powerful ammo, which are temporary items for the encounter at hand. Player feedback is highly sought for these new encounters. - Some encounters are straight up DPS fights, but others may require a certain amount of hand/eye coordination, and/or awareness of one's surroundings. As a general rule, keep your head on a swivel, try not to be a stationary target, blow your cooldowns early and often, and grab those pickups and powerups! - If you find these to be way too difficult (or too easy), try temporarily changing the game difficulty, located under Gameplay Options in the Options Menu. Please let me know if you required an adjustment (and definitely let me know if you are stuck somewhere) -- coding these complex encounters is something that I am new at, and I want to get things as playable as possible for a wide spectrum of players. - Encounter walkthroughs and hints will be appearing on the Zigfrak Forum, as time permits. - Added minigames, present in a small number of missions. If the player's progress would be blocked by not being able to win a particular minigame, they may opt to skip it in favor of a more traditional shoot/loot mission. - A small optional mission hub was added at Beta Station, a new location nestled midway through Freerunner space. Players of very early Zigfrak alpha builds may recognize some of it. Items - Added hundreds of new items, including many new item modifiers and crafting templates. Many new items are only obtainable as loot. - Added "Discombobulation", which is the ability to break down most items into basic resources and crafting components. Multiple items can be queued for discombobulation. To discombobulate an item, select it from your inventory and choose "Discombobulate" under Destructive Options. Doing so also grants a small amount of experience. - Craftable items with prerequisites will now automatically queue the required components, or issue a warning if the prereqs are missing. This can be disabled by un-checking "Auto-Queue Prereqs" on the Template tab of your inventory, under "Crafting Options". - Added post-Legendary item quality, "Opulent", used exclusively for over-the-top ammo. Players may create Opulent quality ammo via item modifiers. Opulent quality ammo may also spawn as random loot. - Re-itemized crafted items; player-created items are now among the highest quality items in the game... hopefully giving you a reason to make them! - Changed behavior of weapon powerups. For performance reasons, shot multipliers (Doubleshot, Tripleshot) now apply an equivalent damage multiplier, rather than create multiple projectiles. - Added "Strange" damage school and "Nuclear" resource type. - Added Guardian research. Current implementation is bare-bones, but will be expanded on in the next release. - Changes to Pulse and Ballistic projectiles, in order to better differentiate these ammo types. - Equippable Beam weapons (not those used directly from inventory, such as the Mining Laser or Shield Disruptor) were redesigned. - Many new harmful effects (debuffs) For Hardcore Testers Only! - For testing purposes, many shortcuts to the new encounters have been added to the “Debug” section of the Commands Menu. It is not recommended that you jump to these unless you’ve played through already. The Debug section is now hidden by default -- to enable, check “Enable Debug Menu” in the Advanced Options section of the Options Menu. You may wish to first back up your current saved game (Choose “Backup to Disk” under Debug), before loading a premade saved game for the encounter or mission tier which you are interested in testing. |
MD5 Sum: | 2fde74218ee997e94531571487deda75 |
SHA1 Sum: | b64e7cabd320d827f61748c500070bf1cca95aeb |
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