What changed
1 fix4 additions1 change0 removals
- Gameplay
- Balance
- UI and audio
- Store
changedBig design overhaulThe intent was always to make a sandbox game where you could collect cool ships and customize them with deep and interesting ship design features. To that end, we built a dynamic economy with shops and shipyards and venders and trade etc, however we seriously missed the mark because the game's story didn't encourage you to interact with that aspect of the world, and the ship design elements made your interactions with it shallow and in many cases unnecessary. Furthermore, the loop of unlocking hulls and modules so that you could dig deeper into the ship designer and make progressively better ships didn't work at all for the early game. That should have been more of a late game feature, while the early game should have tried to play more like a standard sandbox space RPG.
addedBig design overhaulSo what I'm doing is reworking the early game by introducing more standard tropes from space RPG games, and de-emphasizing the [design your own ship] features in the early game where they never worked great anyways. You will still collect module blueprints and hulls, and you can still design and construct your own ships, however you will no longer be expected to do that in the early game because of new features being introduced. I'm adding shipyards that sell fully built ships custom mapped for various roles, and I am adding a significant amount of ship enhancement items and loot drops so that even store bought ships can be customized to your liking. I'm also adding mission boards to every economy station hosting procedural missions for cargo hauling, passenger transport, and combat missions. The idea behind all of this is that your early game experience need not require a masters degree in ship engineering to enjoy because it will play more similarly to other titles.
addedBig design overhaulWhat follows is a detailed breakdown of the new features and gameplay changes.
addedProcedural missionsEvery economic station, trade hub, and shipyard, has a mission board now. Enter the stellar cartography room to access it because the missions are displayed on the map. I've added passenger missions, cargo missions, and combat missions. All of these missions reward credits and exp. It also has a pretty fancy UI for selecting the missions based on their destinations and requirements.
fixedLootI like loot. Everyone likes loot. So I'm adding lots of it. There are now 4 ways to upgrade an existing ship: tuning kits, module components, turrets, and crew. Some of this has already been in the game, but all of the systems are now going to be fleshed out and working. I have redone every single loot table in the game to include new items, I have fixed a ton of bugs and things that prevented tuning kits from working, and I have replaced all blueprints for crafting turrets in both shops and loot drops with instances of individual turrets, likely with affixes. Now you will be able to make a powerful ship simply by buying a generic one and upgrading it.
addedTurretsTurrets are items now. They drop from ships in scoopable loot containers, they can be purchased from shops, and when you remove one from your ship in logistics it will go into your inventory. They also can have affixes. Turret affixes are named and each one provides changes to the statistics of your turret such as fire rate, range, damage, ammo capacity, etc. You can forge a turret with a new crafting item that drops as loot to add an affix
Wayward Terran Frontier: Zero Falls changes
changedThe intent was always to make a sandbox game where you could collect cool ships and customize them with deep and interesting ship design features. To that end, we built a dynamic economy with shops and shipyards and venders and trade etc, however we seriously missed the mark because the game's story didn't encourage you to interact with that aspect of the world, and the ship design elements made your interactions with it shallow and in many cases unnecessary. Furthermore, the loop of unlocking hulls and modules so that you could dig deeper into the ship designer and make progressively better ships didn't work at all for the early game. That should have been more of a late game feature, while the early game should have tried to play more like a standard sandbox space RPG.
addedSo what I'm doing is reworking the early game by introducing more standard tropes from space RPG games, and de-emphasizing the [design your own ship] features in the early game where they never worked great anyways. You will still collect module blueprints and hulls, and you can still design and construct your own ships, however you will no longer be expected to do that in the early game because of new features being introduced. I'm adding shipyards that sell fully built ships custom mapped for various roles, and I am adding a significant amount of ship enhancement items and loot drops so that even store bought ships can be customized to your liking. I'm also adding mission boards to every economy station hosting procedural missions for cargo hauling, passenger transport, and combat missions. The idea behind all of this is that your early game experience need not require a masters degree in ship engineering to enjoy because it will play more similarly to other titles.
addedWhat follows is a detailed breakdown of the new features and gameplay changes.
addedEvery economic station, trade hub, and shipyard, has a mission board now. Enter the stellar cartography room to access it because the missions are displayed on the map. I've added passenger missions, cargo missions, and combat missions. All of these missions reward credits and exp. It also has a pretty fancy UI for selecting the missions based on their destinations and requirements.
fixedI like loot. Everyone likes loot. So I'm adding lots of it. There are now 4 ways to upgrade an existing ship: tuning kits, module components, turrets, and crew. Some of this has already been in the game, but all of the systems are now going to be fleshed out and working. I have redone every single loot table in the game to include new items, I have fixed a ton of bugs and things that prevented tuning kits from working, and I have replaced all blueprints for crafting turrets in both shops and loot drops with instances of individual turrets, likely with affixes. Now you will be able to make a powerful ship simply by buying a generic one and upgrading it.
Single Player is receiving a huge overhaul.
Big design overhaul
The intent was always to make a sandbox game where you could collect cool ships and customize them with deep and interesting ship design features. To that end, we built a dynamic economy with shops and shipyards and venders and trade etc, however we seriously missed the mark because the game's story didn't encourage you to interact with that aspect of the world, and the ship design elements made your interactions with it shallow and in many cases unnecessary. Furthermore, the loop of unlocking hulls and modules so that you could dig deeper into the ship designer and make progressively better ships didn't work at all for the early game. That should have been more of a late game feature, while the early game should have tried to play more like a standard sandbox space RPG.
So we are changing all that.
So what I'm doing is reworking the early game by introducing more standard tropes from space RPG games, and de-emphasizing the [design your own ship] features in the early game where they never worked great anyways. You will still collect module blueprints and hulls, and you can still design and construct your own ships, however you will no longer be expected to do that in the early game because of new features being introduced. I'm adding shipyards that sell fully built ships custom mapped for various roles, and I am adding a significant amount of ship enhancement items and loot drops so that even store bought ships can be customized to your liking. I'm also adding mission boards to every economy station hosting procedural missions for cargo hauling, passenger transport, and combat missions. The idea behind all of this is that your early game experience need not require a masters degree in ship engineering to enjoy because it will play more similarly to other titles.
What follows is a detailed breakdown of the new features and gameplay changes.
Procedural missions
Every economic station, trade hub, and shipyard, has a mission board now. Enter the stellar cartography room to access it because the missions are displayed on the map. I've added passenger missions, cargo missions, and combat missions. All of these missions reward credits and exp. It also has a pretty fancy UI for selecting the missions based on their destinations and requirements.
Loot
I like loot. Everyone likes loot. So I'm adding lots of it. There are now 4 ways to upgrade an existing ship: tuning kits, module components, turrets, and crew. Some of this has already been in the game, but all of the systems are now going to be fleshed out and working. I have redone every single loot table in the game to include new items, I have fixed a ton of bugs and things that prevented tuning kits from working, and I have replaced all blueprints for crafting turrets in both shops and loot drops with instances of individual turrets, likely with affixes. Now you will be able to make a powerful ship simply by buying a generic one and upgrading it.
Turrets
Turrets are items now. They drop from ships in scoopable loot containers, they can be purchased from shops, and when you remove one from your ship in logistics it will go into your inventory. They also can have affixes. Turret affixes are named and each one provides changes to the statistics of your turret such as fire rate, range, damage, ammo capacity, etc. You can forge a turret with a new crafting item that drops as loot to add an affix