Greetings Commanders! We have not had any more major bug reports since the last patch, and so we were able to spend a little time working on balance tweaks and small quality of life improvements.
Full notes
Full Ancient Frontier: Steel Shadows update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition3 changes0 removals
Gameplay
addedGreetings Commanders! We have not had any more major bug reports since the last patch, and so we were able to spend a little time working on balance tweaks and small quality of life improvements. We are still listening to all feedback in the forums and by email. Now that we have several weeks of player data we have made a few adjustments. Read on for all of the tweaks in this patch. Optional Mission Display A user suggestion was that we hide all optional missions when there are none available, as they clutter up the interface. After talking about it, we saw no advantage to displaying all of the Optional Missions when a player has no Optional Deployments remaining. So, we have tweaked the display to hide optional missions when you can't take them. Final Dialogue Some of you had reached out to us with questions about how the game ended. To clarify the ending for all users we added a few lines of dialogue to the final conversation. Hope that clears everything up! Added 9 New Bounty Missions We heard from several of you that you thought the endgame could be too restrictive at the point where Bounty Missions stop showing up. Due to this it was possible for a campaign to get "stuck" very near the end. While some players appreciated the increased tension and resource management, we decided that giving more options to players near the end game would improve the experience for everyone. To accomplish this we have added optional mission refresh to several of the later missions, along with 9 new high level bounty missions that randomly generate (plus two new simulator missions). These eleven new missions give you more opportunities to gain resources, experience and crew right before the final battle. We hope the addition of these missions improves the late game experience. Balance Changes
changedSlightly reduced the difficulty of the final mission.
changedSlightly reduced the difficulty of all Bounty Missions in Crosius.
changedIncreased the drop rate of capital and escort crew members from all missions that drop a random crew member. You will now promote less fighter pilots.
Ancient Frontier: Steel Shadows changes
addedGreetings Commanders! We have not had any more major bug reports since the last patch, and so we were able to spend a little time working on balance tweaks and small quality of life improvements. We are still listening to all feedback in the forums and by email. Now that we have several weeks of player data we have made a few adjustments. Read on for all of the tweaks in this patch. Optional Mission Display A user suggestion was that we hide all optional missions when there are none available, as they clutter up the interface. After talking about it, we saw no advantage to displaying all of the Optional Missions when a player has no Optional Deployments remaining. So, we have tweaked the display to hide optional missions when you can't take them. Final Dialogue Some of you had reached out to us with questions about how the game ended. To clarify the ending for all users we added a few lines of dialogue to the final conversation. Hope that clears everything up! Added 9 New Bounty Missions We heard from several of you that you thought the endgame could be too restrictive at the point where Bounty Missions stop showing up. Due to this it was possible for a campaign to get "stuck" very near the end. While some players appreciated the increased tension and resource management, we decided that giving more options to players near the end game would improve the experience for everyone. To accomplish this we have added optional mission refresh to several of the later missions, along with 9 new high level bounty missions that randomly generate (plus two new simulator missions). These eleven new missions give you more opportunities to gain resources, experience and crew right before the final battle. We hope the addition of these missions improves the late game experience. Balance Changes
changedSlightly reduced the difficulty of the final mission.
changedSlightly reduced the difficulty of all Bounty Missions in Crosius.
changedIncreased the drop rate of capital and escort crew members from all missions that drop a random crew member. You will now promote less fighter pilots.
Greetings Commanders! We have not had any more major bug reports since the last patch, and so we were able to spend a little time working on balance tweaks and small quality of life improvements. We are still listening to all feedback in the forums and by email. Now that we have several weeks of player data we have made a few adjustments. Read on for all of the tweaks in this patch. Optional Mission Display A user suggestion was that we hide all optional missions when there are none available, as they clutter up the interface. After talking about it, we saw no advantage to displaying all of the Optional Missions when a player has no Optional Deployments remaining. So, we have tweaked the display to hide optional missions when you can't take them. Final Dialogue Some of you had reached out to us with questions about how the game ended. To clarify the ending for all users we added a few lines of dialogue to the final conversation. Hope that clears everything up! Added 9 New Bounty Missions We heard from several of you that you thought the endgame could be too restrictive at the point where Bounty Missions stop showing up. Due to this it was possible for a campaign to get "stuck" very near the end. While some players appreciated the increased tension and resource management, we decided that giving more options to players near the end game would improve the experience for everyone. To accomplish this we have added optional mission refresh to several of the later missions, along with 9 new high level bounty missions that randomly generate (plus two new simulator missions). These eleven new missions give you more opportunities to gain resources, experience and crew right before the final battle. We hope the addition of these missions improves the late game experience. Balance Changes
Slightly reduced the difficulty of the final mission.
Slightly reduced the difficulty of all Bounty Missions in Crosius.
Increased the drop rate of capital and escort crew members from all missions that drop a random crew member. You will now promote less fighter pilots.
And that is it for the tweaks made based on player data and player feedback so far. We are still working on achievements and trading cards, and hope to be able to roll those out soon in another patch. Thank you for playing our games!