Sector's Edge cover
Sector's Edge screenshot
Genre: Strategy, Indie

Sector's Edge

Build v1.2.4

Fixes:
- Fixed progressions showing negative numbers
- Fixed progressions showing the wrong value in subsequent matches
- Fixed some map textures in Laboratory
- Fixed issues with redeploying
- Fixed server freeze in Static

Changes:
- New cluster spawn system
- Teammates can see each other when invisible just after spawning
- Loadouts in Static are only given kinetic if they have an explosive weapon
- Higher chance of higher levelled mods in Static

Build v1.2.3 - Patch 1

Fixes:
- Fixed grenade textures in bare minimum
- Fixed eternal loading when joining a server

Build v1.2.3

Fixes:
- Fixed minimap rendering on integrated GPUs
- Removed "Free Skin" text from melee customisation
- Fixed a double jump exploit
- Fixed crosshair alignment at non-100% UI scale
- Fixed moving map textures in the ship
- Fixed infinite loading screen when joining a server that's showing the Victory screen
- Fixed weapon trim colour on the character+loadout screens
- Autobalance text no longer shows in the startup and victory screen stages
- Primary/Secondary text now shows on the loadout screen when viewing it for the first time
- Fixed transparent textures in the tutorial
- Player outlines now correctly fade out into fog
- Fixed some crashes and rendering freezes
- Fixed issues with zones showing as 99% contested when they are completely owned by one team
- The 20-second locked zone period now shows properly when joining a match midway
- Fixed Double Barrel and Combat Shotgun accuracy statistics in the post-match screen
- Fixed stretched ADS crosshairs on in-game resolutions that have a different aspect ratio to your monitor
- ADS crosshair sizes are now scaled based on your in-game resolution
- Admin team swapping in the Arena will now respawn the player in the correct spawn area
- Fixed freezes when scoping with 2X and 4X scopes on bare minimum
- Fixed issues with equipping some tags on non-English PCs
- Melee hitreg no longer occurs when dead
- Networking upgrade that may fix map sync issues when joining a server
- Fixed Melee, Grenade and Flag Capture tags appearing to unlock too early
- Fixed misaligned unlock levels for Weapon tags
- Fixed digging input getting stuck on the server while sprinting
- Fixed sprinting animation not playing sometimes
- Grid skin can now be unlocked on weapons from in-game
- Fixed Disruptor beam transparency on bare minimum
- Removed floating blocks from Crashed Freighter
- Fixed an issue with server joining

Changes:
- Fixed transparent objects and lights popping in and out on non-bare minimum
- Fog now works on bare-minimum
- Smoother map edge blending on bare minimum
- Non-NVIDIA GPUs are no longer forced to use low quality textures
- Feedback can now be submitted when in-game (must be in the escape menu or customising weapons/loadouts)
- Shifted zones B and D in Laboratory down a floor

Additions:
- Server-side position smoothing
- Server-side networking optimisations
- "Refresh Statistics" button in the account dropdown
- "Spectate" and "Submit Feedback" buttons in the in-game escape menu
- New Punch Deck track
- Players make flyby sounds when moving at high speeds. This also replaces the high-pitch landing sound when in a drop pod

Balancing:
- Pistol and Plasma Pistol increased from 0 to 1 cost

v1.2.2 - Patch 2

Fixes:
- Fixed character/customisation screen visual glitches when scoping with a 2X/4X weapon in the ship, then changing tabs
- Fixed flickering bare minimum canister outline
- Players in the bottom 3/4 of a team can now be autobalanced, rather than bottom 2/3rd

v1.2.2 - Midi and Scanner Customization, Ember Skin, Bug Fixes

Heya all, Rocket here.

Patch 1.2.2 is out. Mostly fixes, optimisation, MiDi and Scanner customisation, new Ember skin, new progression unlocks and getting things ready for future additions.

It has been a flat out week but we are happy with what has been achieved.

Here is a run down of how I spent the last week:
- Redid all the weapon UV's as they did not work well with some skins
- Refreshed the textures as part of fixing the UVs (metal skins now look a lot better though)
- Started redoing some animations for the end game screen
- Rigged up the Beam Rifle so its ready to animate
- Continued to work on the new Canyon Map and textures

Here is how Verc spent the last week:
- Fixing bugs and optimising
- Designed the new weapon customisation UI
- Updating the progression system with a couple of new ranks so its less grindy
- Getting angry from me pestering him by tapping his shoulder
- Not doing complex AI or Dynamic Lighting

Verc is going on holidays for the next week so I will just be working on new content for the game. When he gets back the Rocket Pistol and the Beam Rifle should be good for testing on the beta branch and then shortly after released in the main game. Hopefully if I have the time I will have a basic version of the new Canyon map ready to go for testing also.

Here is some Screenshots of whats new!

New animated Incarnate progression background


New Midi and melee customization



New Ember Skin


And here are some pics of what we are working on!

New poses for the end game screen


New Canyon map with an frosty twist


Full change log for v1.2 -> v1.2.2:
Fixes:
- XP/Proton boosts now correctly show when they have been activated
- Fixed Revolver rendering in the kill cam
- Fixed crash when joining a server running an older version
- Fixed workshop maps on servers
- Fixed Arena rendering issues
- Fixed Laboratory map transparency on bare minimum
- Team creation in the Arena no longer creates a team of > 3 players
- Fixed crash when changing between players in spectator mode
- Fixed duplicate Stealth info in the loadout summary
- Added Scavenger and Extraction mod info to the loadout summary
- Landing pods will no longer replace invincible blocks
- Fixed weapons list cropping incorrectly at low UI resolutions
- Fixed texture alignment in Laboratory
- Fixed corrupted admin messages
- Patched Reekta's hole in the wall
- Clicking an XP boost twice quickly will no longer consume 2 boosts
- Pistol reload time is now synchronised to the animation
- Fixed cut-off Rail Gun trails on long maps like RW and LAB
- Fixed duplicate player entries in the database
- Orberator trim colour is applied correctly in the weapons scene now
- MiDi customisation now shows on other players in bare minimum mode
- Recon, Veteran, Renegade and Heavy melee trim colour is applied correctly now
- Fixed Pearl skin trim colour range
- Fixed Pearl skin trim colour saving
- Fixed weapon skins getting reset when changing to the knife
- Fixed incorrect animations when holding midi/melee/scanner in the customisation hallway
- Potential fix for UI flickering
- Fixed bare minimum weapon skin rendering when in the Character/Loadouts screen
- Jump sound effects with the Stealth mod no longer carry across the map
- Fixed indestructible blocks at the edge of Skyscraper
- Fixed opaque red dot sights
- Clicking in the killcam will no longer select a spawn location
- Fixed personal player model lagging behind at high speeds / low FPS
- Adjusting the trim colour of weapons will no longer affect metallic skin colours

Changes:
- Minimap refresh: better icon scaling and legibility
- Adjustments for current progressions so it's not so grindy
- Trim colour picker is now on the weapons tab so you can preview the colour easier
- Weapons tab redesign for better weapon skin customisation
- Weapon texture rework - smooth bumpy normals for better metal reflections and textures aligned so that animated skins like Tracer flow in the same direction
- More accurate spawn location selection - easier to spawn on thin bridges and in alcoves
- Spawn location is visually shown when hovering over the map
- Quick Play no longer selects a community/experimental server

Additions:
- MiDi and Scanner skin customisation
- Nebula and Iris killcam backgrounds
- New titles for weapon progressions
- Spot Assist, Saviour and Avenger progressions
- Ember weapon skin
- Weapons are now rendered while customising them in-game
- Melee trim colour customisation
- Warning message on the loading screen when joining an experimental server
- Recon, Veteran, Renegade and Heavy melee models on the customisation screen

Balancing:
- Rocket Rifle max splash damage reduced from 45 to 30, since it should require two direct hits to kill someone
- Rocket Rifle block damage increased from 40 to 50

Optimisations:
- Faster Laboratory map rendering
- Minimap rendering optimisations
- Laboratory map optimisations for the server
- Player animation calculation optimisations
- Player shadow rendering optimisations


v1.2.2 - Patch 1

Fixes:
- Fixed opaque red dot sights
- Clicking in the killcam will no longer select a spawn location
- Fixed personal player model lagging behind at high speeds / low FPS
- Adjusting the trim colour of weapons will no longer affect metallic skin colours

v1.2.2 Update

Fixes:
- Team creation in the Arena no longer creates a team of > 3 players
- Fixed crash when changing between players in spectator mode
- Fixed duplicate Stealth info in the loadout summary
- Added Scavenger and Extraction mod info to the loadout summary
- Landing pods will no longer replace invincible blocks
- Fixed weapons list cropping incorrectly at low UI resolutions
- Fixed texture alignment in Laboratory
- Fixed corrupted admin messages
- Patched Reekta's hole in the wall
- Clicking an XP boost twice quickly will no longer consume 2 boosts
- Pistol reload time is now synchronised to the animation
- Fixed cut-off Rail Gun trails on long maps like RW and LAB
- Fixed duplicate player entries in the database
- Orberator trim colour is applied correctly in the weapons scene now
- MiDi customisation now shows on other players in bare minimum mode
- Recon, Veteran, Renegade and Heavy melee trim colour is applied correctly now
- Fixed Pearl skin trim colour range
- Fixed Pearl skin trim colour saving
- Fixed weapon skins getting reset when changing to the knife
- Fixed incorrect animations when holding midi/melee/scanner in the customisation hallway
- Potential fix for UI flickering
- Fixed bare minimum weapon skin rendering when in the Character/Loadouts screen
- Jump sound effects with the Stealth mod no longer carry across the map
- Fixed indestructible blocks at the edge of Skyscraper

Changes:
- Adjustments for current progressions so it's not so grindy
- Trim colour picker is now on the weapons tab so you can preview the colour easier
- Weapons tab redesign for better weapon skin customisation
- Weapon texture rework - smooth bumpy normals for better metal reflections and textures aligned so that animated skins like Tracer flow in the same direction
- More accurate spawn location selection - easier to spawn on thin bridges and in alcoves
- Spawn location is visually shown when hovering over the map
- Quick Play no longer selects a community/experimental server

Additions:
- MiDi and Scanner skin customisation
- Nebula and Iris killcam backgrounds
- New titles for weapon progressions
- Spot Assist, Saviour and Avenger progressions
- Ember weapon skin
- Weapons are now rendered while customising them in-game
- Melee trim colour customisation
- Warning message on the loading screen when joining an experimental server
- Recon, Veteran, Renegade and Heavy melee models on the customisation screen

Balancing:
- Rocket Rifle max splash damage reduced from 45 to 30, since it should require two direct hits to kill someone
- Rocket Rifle block damage increased from 40 to 50

Optimisations:
- Player shadow rendering optimisations

Build v1.2.1

Fixes:
- Fixed Revolver rendering in the kill cam
- Fixed crash when joining a server running an older version
- Fixed workshop maps on servers
- Fixed Arena rendering issues

Changes:
- Minimap refresh: better icon scaling and legibility

Optimisations:
- Faster Laboratory map rendering
- Minimap rendering optimisations
- Laboratory map optimisations for the server
- Player animation calculation optimisations

v1.2 - Laboratory Map, Helix vs Aegis, Twitch Drops, Engine Optimisations

Hey all, Verc and Rocket here!

Let's jump straight into the main things that are new this patch:

Laboratory Map



We are excited to release the Laboratory map today! Rocket has been working on this map since last December and we absolutely love the end result, and hope you do too!

It currently supports Breakthrough and Capture the Flag game modes.

Here's some screenshots!






Twitch Drops Campaign



The latest Twitch Drops campaign brings the two superpowers back into the spotlight to create some friendly competition amongst yourselves and the playerbase. Each partnered content creator will have an Aegis or Helix banner displayed on their stream, each of which have slightly different drop rewards, including a brand new weapon skin called Grid!

Find a streamer with Drops Enabled here



Here's the campaign summary for Aegis:



Engine Optimisations



This patch brings some engine changes and improvements that may cause issues on older PCs. If you are having startup or rendering issues, please follow the instructions at https://sectorsedge.com/support or contact me on our Discord server at https://discord.gg/sectors

Next Steps



Verc will be working on more animated killcams and tags to further the Helix v Aegis rivalry, as well as tweaking progressions and adding new ones.

Rocket is currently working on the next BRK/CTF map, here's an early preview which also shows the new Grid weapon skin:


Rocket's also working on the animations for the Rocket Pistol, which is a 3 / 4 point, single-shot explosive pistol:



Verc also started experimenting with the mechanics for the Tether, which will be a 3 / 4 point equipment that rips blocks off walls. Each free-flying block will deal damage to players and the environment.

[previewyoutube="1WlO79EUQtY;full"]

Thank you to everyone that plays, streams and supports the game! We are incredibly thankful to be able to work on this game full time and can't wait to see where the game is going next. See you in game!

Full Changelog


Fixes


- Fixed upside down flag icons in the minimap
- Fixed crash when loading a map with an invalid texture name
- The subscribed map list can now be scrolled
- Landing Power can no longer kill dead people
- Fixed mods disappearing from loadouts
- Fixed personal health not updating sometimes
- The flag will no longer fall into oblivion when dropped outside the map boundary
- Fixed missing players on the scoreboard when joining from a party invite
- Fixed muzzle flash positions
- Combat Shotgun choke now resets correctly on death
- Fixed not being able to redeploy after capturing a zone in BRK
- Fixed single-block digging on custom maps
- Fixed auto-recoil-reset on single-shot weapons
- Fixed some errors that caused the game to freeze
- Scavenger and Extraction mods are now included in randomised Static loadouts
- Fixed incorrect bullet hit sounds on Crashed Freighter terrain
- Fixed external Scanner reload animation
- SMG/LMG/Assault Rifle recoil no longer gets stuck at certain angles
- Fixed large black squares on the minimap
- Fixed 4v2 "Teams are balanced" in the Arena
- Fixed the Aegis and Helix match count achievements

Changes


- Default field of view increased from 80 to 90

Additions


- Players appear on the minimap for 1 second after shooting. This will help overall with visibility+awareness and make it easier to track campers
- Stealth mod levels reduce minimap visibility time after shooting to 750ms, 500ms and 250ms
- Emblem and animated killcam for content creators
- Laboratory Map
- LMG jamming animation
- New Twitch Drop campaign with the Grid weapon skin and tier 1 Aegis/Helix tags!

Balancing


- Double Barrel per-pellet damage increased from 7 to 9
- Double Barrel full damage distance reduced from 6 to 2 blocks
- Double Barrel has 25% less recoil when ADS
- Combat Shotgun movement bloom penalty increased by 20%
- Combat Shotgun choke resets 50% faster when sprinting

Optimisations


- Particle system memory and processing optimisations
- Multithreading optimisations
- Chunk meshing optimisations
- Networking memory optimisations
- Chunk meshing optimisations and better multithreading system
- Improved voxel texture quality

Build v1.2 - Laboratory Map, Twitch Drops, Fixes and Balancing

This update's a big one!

Fixes:
- Fixed upside down flag icons in the minimap
- Fixed crash when loading a map with an invalid texture name
- The subscribed map list can now be scrolled
- Landing Power can no longer kill dead people
- Fixed mods disappearing from loadouts
- Fixed personal health not updating sometimes
- The flag will no longer fall into oblivion when dropped outside the map boundary
- Fixed missing players on the scoreboard when joining from a party invite
- Fixed muzzle flash positions
- Combat Shotgun choke now resets correctly on death
- Fixed not being able to redeploy after capturing a zone in BRK
- Fixed single-block digging on custom maps
- Fixed auto-recoil-reset on single-shot weapons
- Fixed some errors that caused the game to freeze
- Scavenger and Extraction mods are now included in randomised Static loadouts
- Fixed incorrect bullet hit sounds on Crashed Freighter terrain
- Fixed external Scanner reload animation
- SMG/LMG/Assault Rifle recoil no longer gets stuck at certain angles
- Fixed large black squares on the minimap
- Fixed 4v2 "Teams are balanced" in the Arena
- Fixed the Aegis and Helix match count achievements

Changes:
- Default field of view increased from 80 to 90
- cfgirder replaced with rwgirder

Additions:
- Players appear on the minimap for 1 second after shooting. This will help overall with visibility+awareness and make it easier to track campers
- Stealth mod levels reduce minimap visibility time after shooting to 750ms, 500ms and 250ms
- Emblem and animated killcam for content creators
- Laboratory Map
- LMG jamming animation
- New Twitch Drop campaign with the Grid weapon skin and tier 1 Aegis/Helix tags!

Balancing:
- Double Barrel per-pellet damage increased from 7 to 9
- Double Barrel full damage distance reduced from 6 to 2 blocks
- Double Barrel has 25% less recoil when ADS
- Combat Shotgun movement bloom penalty increased by 20%
- Combat Shotgun choke resets 50% faster when sprinting

Optimisations:
- Particle system memory and processing optimisations
- Multithreading optimisations
- Chunk meshing optimisations
- Networking memory optimisations
- Chunk meshing optimisations and better multithreading system
- Improved voxel texture quality